From ed602e1b4a8dd892f52cd3f2c8ac854dfe759b69 Mon Sep 17 00:00:00 2001 From: gokayfem Date: Tue, 28 Jul 2026 18:42:52 +0300 Subject: [PATCH] Rebuild PBR texture viewer --- .github/workflows/ci.yml | 30 + .github/workflows/publish.yml | 9 +- README.md | 65 +- __init__.py | 220 +- conftest.py | 12 + pyproject.toml | 11 +- requirements.txt | 1 + tests/test_frontend_assets.py | 48 + tests/test_nodes.py | 100 + web/html/threeVisualizer.html | 104 +- web/js/threeVisualizer.js | 562 ---- web/js/threeVisualizer.mjs | 515 +++ web/style/progressStyle.css | 36 - web/style/threeStyle.css | 290 +- web/vendor/BufferGeometryUtils.mjs | 1501 +++++++++ web/vendor/GLTFExporter.mjs | 3840 ++++++++++++++++++++++ web/vendor/GLTFLoader.mjs | 4860 ++++++++++++++++++++++++++++ web/vendor/OBJExporter.mjs | 308 ++ web/vendor/OBJLoader.mjs | 955 ++++++ web/vendor/OrbitControls.mjs | 1963 +++++++++++ web/vendor/SkeletonUtils.mjs | 496 +++ web/vendor/THREE-LICENSE.txt | 21 + web/vendor/three.module.min.mjs | 6 + web/visualization.js | 310 +- 24 files changed, 15196 insertions(+), 1067 deletions(-) create mode 100644 .github/workflows/ci.yml create mode 100644 conftest.py create mode 100644 tests/test_frontend_assets.py create mode 100644 tests/test_nodes.py delete mode 100644 web/js/threeVisualizer.js create mode 100644 web/js/threeVisualizer.mjs delete mode 100644 web/style/progressStyle.css create mode 100644 web/vendor/BufferGeometryUtils.mjs create mode 100644 web/vendor/GLTFExporter.mjs create mode 100644 web/vendor/GLTFLoader.mjs create mode 100644 web/vendor/OBJExporter.mjs create mode 100644 web/vendor/OBJLoader.mjs create mode 100644 web/vendor/OrbitControls.mjs create mode 100644 web/vendor/SkeletonUtils.mjs create mode 100644 web/vendor/THREE-LICENSE.txt create mode 100644 web/vendor/three.module.min.mjs diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml new file mode 100644 index 0000000..9129b3d --- /dev/null +++ b/.github/workflows/ci.yml @@ -0,0 +1,30 @@ +name: CI + +on: + pull_request: + push: + branches: + - main + +permissions: + contents: read + +jobs: + test: + runs-on: ubuntu-latest + strategy: + fail-fast: false + matrix: + python-version: ["3.10", "3.12", "3.14"] + steps: + - uses: actions/checkout@v6 + - uses: actions/setup-python@v6 + with: + python-version: ${{ matrix.python-version }} + cache: pip + - run: python -m pip install -r requirements.txt pytest + - run: python -m compileall -q . + - run: pytest -q + - run: node --input-type=module --check < web/visualization.js + - run: node --check web/js/threeVisualizer.mjs + - run: node --check web/vendor/GLTFLoader.mjs diff --git a/.github/workflows/publish.yml b/.github/workflows/publish.yml index 828f300..023b689 100644 --- a/.github/workflows/publish.yml +++ b/.github/workflows/publish.yml @@ -11,11 +11,12 @@ jobs: publish-node: name: Publish Custom Node to registry runs-on: ubuntu-latest + permissions: + contents: read steps: - name: Check out code - uses: actions/checkout@v4 + uses: actions/checkout@v6 - name: Publish Custom Node - uses: Comfy-Org/publish-node-action@main + uses: Comfy-Org/publish-node-action@1.0.1 with: - ## Add your own personal access token to your Github Repository secrets and reference it here. - personal_access_token: ${{ secrets.REGISTRY_ACCESS_TOKEN }} \ No newline at end of file + personal_access_token: ${{ secrets.REGISTRY_ACCESS_TOKEN }} diff --git a/README.md b/README.md index 975420e..cf6764f 100644 --- a/README.md +++ b/README.md @@ -1,35 +1,62 @@ -[DualView](https://dualview.ai) +# ComfyUI Texture Simple -| Tool | Description | -|------|-------------| -| [DualView](https://dualview.ai) | Free side-by-side comparison tool for images, videos, audios and AI prompts | +An interactive PBR material viewer inside ComfyUI. Preview any combination of +color, displacement, normal, ambient-occlusion, metalness, roughness, and alpha +maps on built-in primitives or your own GLB/OBJ mesh. -# ComfyUI-Texture-Simple -Visualize your textures inside ComfyUI +![Texture Viewer](https://github.com/gokayfem/ComfyUI-Texture-Simple/assets/88277926/594f4b2b-12a6-40a9-9ecc-8f56c5c0448f) + +## Features + +- Modern ComfyUI DOM-widget integration +- Sphere, cube, torus, plane, and multi-object showcase +- Local GLB and OBJ mesh loading in the browser +- Batch-aware texture-map selection with single-map broadcasting +- Live roughness, metalness, displacement, normal, AO, repeat, and background controls +- Optional auto-rotation +- PNG screenshots and GLB, GLTF, or OBJ export +- Pinned local Three.js assets with no CDN dependency +- Correct copy/paste, collapse, resize, removal, and WebGL cleanup +- Stale-load cancellation and visible errors ## Installation -``` -cd custom_nodes +Install with ComfyUI Manager, or clone manually: + +```bash +cd ComfyUI/custom_nodes git clone https://github.com/gokayfem/ComfyUI-Texture-Simple.git +python -m pip install -r ComfyUI-Texture-Simple/requirements.txt ``` -## Upload any texture map and visualize it inside ComfyUI +Restart ComfyUI after installation. -![image](https://github.com/gokayfem/ComfyUI-Texture-Simple/assets/88277926/594f4b2b-12a6-40a9-9ecc-8f56c5c0448f) +## Usage -## Suggestions -- If you want to reset the scene, unconnect a texture then queue prompt and connect it again queue prompt. +1. Add **Texture Viewer** from `visualization/3D`. +2. Connect any texture maps you have and queue the workflow. +3. Choose a built-in mesh, or select **Load GLB/OBJ** for a local model. +4. Open **Material** to tune PBR values and texture tiling. -- If you see a black screen, clear your browser cache. +When one texture input contains a single image and another contains a batch, the +single texture is reused for every frame. Other mismatched batch sizes produce +a clear error. -## Example workflows for creating textures inside ComfyUI -[SKB Workflow](https://openart.ai/workflows/RI9P1EtnxtC6SpKldOeW) +GLB is the recommended export format. OBJ contains geometry only. The glTF +material standard does not support displacement maps, so displacement remains a +live preview control rather than a baked glTF property. -[mtb nodes workflow](https://github.com/melMass/comfy_mtb/blob/main/examples/05-seamless_texture.json) +## Development -[Jags Workflow](https://openart.ai/workflows/koala_jealous_20/3d-material-texture-generator-using-sdxl-and-xy-tiling--seamless/b5B0a8OEAbypScLAC8ch) +```bash +python -m pip install pytest +pytest -q +``` -## Acknowledgments +The browser assets are vendored from Three.js 0.185.1. Its MIT license is in +`web/vendor/THREE-LICENSE.txt`. -[MrForExample](https://github.com/MrForExample) +## Acknowledgements + +Thanks to [MrForExample](https://github.com/MrForExample) and the ComfyUI +community for the original viewer patterns and feedback. diff --git a/__init__.py b/__init__.py index 724f0d9..d9b7fcc 100644 --- a/__init__.py +++ b/__init__.py @@ -1,18 +1,75 @@ -import sys -from os import path +"""Interactive material and texture-map preview node for ComfyUI.""" -sys.path.insert(0, path.dirname(__file__)) -from folder_paths import get_save_image_path, get_output_directory -from PIL import Image +from __future__ import annotations + +import os +from typing import Any + +import folder_paths import numpy as np +from PIL import Image + + +MAP_MODES = { + "color": "RGB", + "displacement": "L", + "normal": "RGB", + "ao": "L", + "metalness": "L", + "roughness": "L", + "alpha": "L", +} + + +def _as_pil(image: Any, mode: str) -> Image.Image: + array = image.detach().cpu().float().numpy() + array = np.nan_to_num(array, nan=0.0, posinf=1.0, neginf=0.0) + array = np.clip(array, 0.0, 1.0) + + if array.ndim == 2: + source_mode = "L" + elif array.ndim == 3 and array.shape[-1] == 1: + array = array[..., 0] + source_mode = "L" + elif array.ndim == 3 and array.shape[-1] >= 3: + array = array[..., :3] + source_mode = "RGB" + else: + raise ValueError(f"Expected an HxW, HxWx1, or HxWx3+ image, got {array.shape}.") + + converted = Image.fromarray( + (array * 255.0).round().astype(np.uint8), + mode=source_mode, + ) + return converted.convert(mode) + + +def _save_map( + image: Image.Image, + *, + map_type: str, + batch_number: int, +) -> dict[str, str]: + output_dir = folder_paths.get_temp_directory() + full_folder, filename, counter, subfolder, _ = folder_paths.get_save_image_path( + "texture_viewer", + output_dir, + image.width, + image.height, + ) + filename = filename.replace("%batch_num%", str(batch_number)) + image_name = f"{filename}_{counter:05}_{map_type}.png" + image.save(os.path.join(full_folder, image_name), compress_level=1) + return {"filename": image_name, "subfolder": subfolder, "type": "temp"} + class TextureViewer: + """Preview PBR texture maps on built-in or browser-loaded 3D meshes.""" + @classmethod def INPUT_TYPES(cls): return { - "required": { - - }, + "required": {}, "optional": { "color_map": ("IMAGE",), "displacement_map": ("IMAGE",), @@ -24,112 +81,65 @@ class TextureViewer: }, } - def __init__(self): - self.saved_color = [] - self.saved_displacement = [] - self.saved_normal = [] - self.saved_ao = [] - self.saved_metalness = [] - self.saved_roughness = [] - self.saved_alpha = [] - self.full_output_folder, self.filename, self.counter, self.subfolder, self.filename_prefix = get_save_image_path("imagesave", get_output_directory()) - - RETURN_TYPES = () OUTPUT_NODE = True FUNCTION = "process_images" - CATEGORY = "TextureViewer" - def process_images(self, color_map=None, displacement_map=None, normal_map=None, ao_map=None, metalness_map=None, roughness_map=None, alpha_map=None): - self.saved_color.clear() - self.saved_displacement.clear() - self.saved_normal.clear() - self.saved_ao.clear() - self.saved_metalness.clear() - self.saved_roughness.clear() - self.saved_alpha.clear() + CATEGORY = "visualization/3D" + DESCRIPTION = ( + "Interactively previews PBR texture maps on selectable primitives or a " + "browser-loaded GLB/OBJ mesh. Supports batches, screenshots, and mesh export." + ) - if color_map is not None: - color_map = color_map[0].detach().cpu().numpy() - color_map = Image.fromarray(np.clip(255. * color_map, 0, 255).astype(np.uint8)).convert('RGB') - - if displacement_map is not None: - displacement_map = displacement_map[0].detach().cpu().numpy() - displacement_map = Image.fromarray(np.clip(255. * displacement_map, 0, 255).astype(np.uint8)).convert('RGB') - - if normal_map is not None: - normal_map = normal_map[0].detach().cpu().numpy() - normal_map = Image.fromarray(np.clip(255. * normal_map, 0, 255).astype(np.uint8)).convert('RGB') - - if ao_map is not None: - ao_map = ao_map[0].detach().cpu().numpy() - ao_map = Image.fromarray(np.clip(255. * ao_map, 0, 255).astype(np.uint8)).convert('RGB') - - if metalness_map is not None: - metalness_map = metalness_map[0].detach().cpu().numpy() - metalness_map = Image.fromarray(np.clip(255. * metalness_map, 0, 255).astype(np.uint8)).convert('RGB') - - if roughness_map is not None: - roughness_map = roughness_map[0].detach().cpu().numpy() - roughness_map = Image.fromarray(np.clip(255. * roughness_map, 0, 255).astype(np.uint8)).convert('RGB') - - if alpha_map is not None: - alpha_map = alpha_map[0].detach().cpu().numpy() - alpha_map = Image.fromarray(np.clip(255. * alpha_map, 0, 255).astype(np.uint8)).convert('RGB') - return self.display([color_map], [displacement_map], [normal_map], [ao_map], [metalness_map], [roughness_map], [alpha_map]) - - def save_and_append(self, image_map, image_type): - saved_images = [] - if image_map is not None: - for (batch_number, single_image) in enumerate(image_map): - filename_with_batch_num = self.filename.replace("%batch_num%", str(batch_number)) - image_file = f"{filename_with_batch_num}_{self.counter:05}_{image_type}.png" - single_image.save(path.join(self.full_output_folder, image_file)) - - saved_images.append({ - "filename": image_file, - "subfolder": self.subfolder, - "type": "output" - }) - return saved_images - - def display(self, color_map=None, displacement_map=None, normal_map=None, ao_map=None, metalness_map=None, roughness_map=None, alpha_map=None): - map_types = { - 'color': color_map, - 'displacement': displacement_map, - 'normal': normal_map, - 'ao': ao_map, - 'metalness': metalness_map, - 'roughness': roughness_map, - 'alpha': alpha_map + def process_images( + self, + color_map=None, + displacement_map=None, + normal_map=None, + ao_map=None, + metalness_map=None, + roughness_map=None, + alpha_map=None, + ): + provided = { + "color": color_map, + "displacement": displacement_map, + "normal": normal_map, + "ao": ao_map, + "metalness": metalness_map, + "roughness": roughness_map, + "alpha": alpha_map, } + counts = [len(batch) for batch in provided.values() if batch is not None] + target_count = max(counts, default=0) - saved_maps = { - 'color': self.saved_color, - 'displacement': self.saved_displacement, - 'normal': self.saved_normal, - 'ao': self.saved_ao, - 'metalness': self.saved_metalness, - 'roughness': self.saved_roughness, - 'alpha': self.saved_alpha + for map_type, batch in provided.items(): + if batch is not None and len(batch) not in (1, target_count): + raise ValueError( + f"{map_type}_map has {len(batch)} images, but the largest input " + f"batch has {target_count}. Inputs must match or contain one image." + ) + + saved: dict[str, list[dict[str, str]]] = { + map_type: [] for map_type in provided } + for map_type, batch in provided.items(): + if batch is None: + continue + mode = MAP_MODES[map_type] + saved[map_type] = [ + _save_map( + _as_pil(image, mode), + map_type=map_type, + batch_number=index, + ) + for index, image in enumerate(batch) + ] - for map_type, maps in map_types.items(): - if maps and maps[0] is not None: - saved_maps[map_type] = self.save_and_append(maps, map_type) + return {"ui": saved} - self.counter += 1 - - return {"ui": saved_maps} - - -NODE_CLASS_MAPPINGS = { - "TextureViewer": TextureViewer, -} - -NODE_DISPLAY_NAME_MAPPINGS = { - "TextureViewer": "TextureViewer", -} +NODE_CLASS_MAPPINGS = {"TextureViewer": TextureViewer} +NODE_DISPLAY_NAME_MAPPINGS = {"TextureViewer": "Texture Viewer"} WEB_DIRECTORY = "./web" -__all__ = ['NODE_CLASS_MAPPINGS', 'NODE_DISPLAY_NAME_MAPPINGS', 'WEB_DIRECTORY'] +__all__ = ["NODE_CLASS_MAPPINGS", "NODE_DISPLAY_NAME_MAPPINGS", "WEB_DIRECTORY"] diff --git a/conftest.py b/conftest.py new file mode 100644 index 0000000..f7e8fc7 --- /dev/null +++ b/conftest.py @@ -0,0 +1,12 @@ +"""Minimal ComfyUI module shim used while pytest collects this package.""" + +from __future__ import annotations + +import sys +import types + + +try: + import folder_paths # noqa: F401 +except ModuleNotFoundError: + sys.modules["folder_paths"] = types.ModuleType("folder_paths") diff --git a/pyproject.toml b/pyproject.toml index a1cee22..3911869 100644 --- a/pyproject.toml +++ b/pyproject.toml @@ -1,12 +1,17 @@ [project] name = "comfyui-texture-simple" -description = "Visualize your textures inside ComfyUI" -version = "1.0.2" +description = "Interactive, batch-aware PBR texture and custom-mesh viewer for ComfyUI" +version = "2.0.0" +requires-python = ">=3.10" license = { file = "LICENSE" } -dependencies = ["Pillow>=10.1.0"] +dependencies = [ + "numpy>=1.25.0", + "Pillow>=10.1.0", +] [project.urls] Repository = "https://github.com/gokayfem/ComfyUI-Texture-Simple" +Issues = "https://github.com/gokayfem/ComfyUI-Texture-Simple/issues" [tool.comfy] PublisherId = "gokayfem" diff --git a/requirements.txt b/requirements.txt index 7182b41..e689584 100644 --- a/requirements.txt +++ b/requirements.txt @@ -1 +1,2 @@ +numpy>=1.25.0 Pillow>=10.1.0 diff --git a/tests/test_frontend_assets.py b/tests/test_frontend_assets.py new file mode 100644 index 0000000..420f2db --- /dev/null +++ b/tests/test_frontend_assets.py @@ -0,0 +1,48 @@ +from pathlib import Path + + +ROOT = Path(__file__).parents[1] + + +def test_only_extension_entrypoint_uses_js_suffix(): + javascript_files = sorted( + path.relative_to(ROOT).as_posix() for path in (ROOT / "web").rglob("*.js") + ) + assert javascript_files == ["web/visualization.js"] + + +def test_frontend_has_no_runtime_cdn_dependency(): + frontend_text = "\n".join( + path.read_text(encoding="utf-8") + for path in (ROOT / "web").rglob("*") + if path.suffix in {".html", ".js", ".mjs", ".css"} + and "vendor" not in path.parts + ) + assert "https://" not in frontend_text + assert "http://" not in frontend_text + assert "@latest" not in frontend_text + + +def test_vendored_three_modules_are_present(): + vendor = ROOT / "web" / "vendor" + expected = { + "three.module.min.mjs", + "OrbitControls.mjs", + "GLTFLoader.mjs", + "OBJLoader.mjs", + "GLTFExporter.mjs", + "OBJExporter.mjs", + "BufferGeometryUtils.mjs", + "SkeletonUtils.mjs", + "THREE-LICENSE.txt", + } + assert expected.issubset({path.name for path in vendor.iterdir()}) + + +def test_gltf_loader_uses_local_mjs_dependencies(): + loader = (ROOT / "web" / "vendor" / "GLTFLoader.mjs").read_text( + encoding="utf-8" + ) + assert "./BufferGeometryUtils.mjs" in loader + assert "./SkeletonUtils.mjs" in loader + assert "../utils/" not in loader diff --git a/tests/test_nodes.py b/tests/test_nodes.py new file mode 100644 index 0000000..4430432 --- /dev/null +++ b/tests/test_nodes.py @@ -0,0 +1,100 @@ +from __future__ import annotations + +import importlib.util +import sys +import types +from pathlib import Path + +import numpy as np +import pytest + + +class FakeTensor: + def __init__(self, array): + self.array = np.asarray(array, dtype=np.float32) + + def detach(self): + return self + + def cpu(self): + return self + + def float(self): + return self + + def numpy(self): + return self.array + + +class FakeBatch: + def __init__(self, arrays): + self.items = [FakeTensor(array) for array in arrays] + + def __len__(self): + return len(self.items) + + def __iter__(self): + return iter(self.items) + + +@pytest.fixture() +def texture_module(tmp_path, monkeypatch): + folder_paths = types.ModuleType("folder_paths") + folder_paths.get_temp_directory = lambda: str(tmp_path) + + def get_save_image_path(prefix, output_dir, width, height): + assert width > 0 and height > 0 + return output_dir, f"{prefix}_%batch_num%", 1, "", prefix + + folder_paths.get_save_image_path = get_save_image_path + monkeypatch.setitem(sys.modules, "folder_paths", folder_paths) + + module_path = Path(__file__).parents[1] / "__init__.py" + spec = importlib.util.spec_from_file_location( + "texture_viewer_test_module", module_path + ) + module = importlib.util.module_from_spec(spec) + assert spec.loader + spec.loader.exec_module(module) + return module, tmp_path + + +def test_processes_all_maps_and_preserves_batches(texture_module): + module, output_dir = texture_module + color = FakeBatch( + [ + np.zeros((8, 8, 3)), + np.ones((8, 8, 3)), + ] + ) + roughness = FakeBatch([np.full((8, 8, 1), 0.5)]) + + result = module.TextureViewer().process_images( + color_map=color, + roughness_map=roughness, + )["ui"] + + assert len(result["color"]) == 2 + assert len(result["roughness"]) == 1 + assert result["normal"] == [] + for descriptor in result["color"] + result["roughness"]: + assert descriptor["type"] == "temp" + assert (output_dir / descriptor["filename"]).is_file() + + +def test_rejects_non_broadcastable_batch_size(texture_module): + module, _ = texture_module + color = FakeBatch([np.zeros((4, 4, 3)) for _ in range(2)]) + normal = FakeBatch([np.zeros((4, 4, 3)) for _ in range(3)]) + + with pytest.raises(ValueError, match="Inputs must match"): + module.TextureViewer().process_images(color_map=color, normal_map=normal) + + +def test_all_inputs_are_optional(texture_module): + module, _ = texture_module + + result = module.TextureViewer().process_images()["ui"] + + assert set(result) == set(module.MAP_MODES) + assert all(value == [] for value in result.values()) diff --git a/web/html/threeVisualizer.html b/web/html/threeVisualizer.html index 0853f9a..81ec121 100644 --- a/web/html/threeVisualizer.html +++ b/web/html/threeVisualizer.html @@ -1,39 +1,75 @@ - + - - - - - - + + + + Texture Viewer + + + + +
+
+
Queue texture maps to preview them.
+ - -
- -

- -

- -
-
+ -
- - - - - - +
+ + + + + + + + + +
+
+ + diff --git a/web/js/threeVisualizer.js b/web/js/threeVisualizer.js deleted file mode 100644 index 42eda56..0000000 --- a/web/js/threeVisualizer.js +++ /dev/null @@ -1,562 +0,0 @@ -import * as THREE from 'three'; -import { api } from '../../../scripts/api.js'; - -import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; -import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js'; -import * as dat from 'three/addons/libs/lil-gui.module.min' -import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js'; -import { OBJExporter } from 'three/addons/exporters/OBJExporter.js'; - -const visualizer = document.getElementById("visualizer"); -const container = document.getElementById("container"); -const progressDialog = document.getElementById("progress-dialog"); -const progressIndicator = document.getElementById("progress-indicator"); - - - -const renderer = new THREE.WebGLRenderer({ antialias: true, extensions: { - derivatives: true -}}); -renderer.setPixelRatio(window.devicePixelRatio); -renderer.setSize(window.innerWidth, window.innerHeight); -container.appendChild(renderer.domElement); - -const pmremGenerator = new THREE.PMREMGenerator(renderer); - -// scene -const scene = new THREE.Scene(); -scene.background = new THREE.Color( 0x444444 ); -scene.environment = pmremGenerator.fromScene(new RoomEnvironment(renderer), 0.04).texture; - -const camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 200 ); -camera.position.z = 60; - -const ambientLight = new THREE.AmbientLight( 0x000000 ); -scene.add( ambientLight ); - -const light1 = new THREE.DirectionalLight( 0xffffff, 3 ); -light1.position.set( 0, 200, 0 ); -scene.add( light1 ); - -const light2 = new THREE.DirectionalLight( 0xffffff, 3 ); -light2.position.set( 100, 200, 100 ); -scene.add( light2 ); - -const light3 = new THREE.DirectionalLight( 0xffffff, 3 ); -light3.position.set( - 100, - 200, - 100 ); -scene.add( light3 ); - -const controls = new OrbitControls(camera, renderer.domElement); -controls.target.set(0, 0, 0); -controls.update(); -controls.enablePan = true; -controls.enableDamping = true; - -// Handle window resize event -window.onresize = function () { - camera.aspect = window.innerWidth / window.innerHeight; - camera.updateProjectionMatrix(); - - renderer.setSize(window.innerWidth, window.innerHeight); -}; - -const clock = new THREE.Clock() - -var lastMaps = { - color: "", - displacement: "", - normal: "", - ao: "", - metalness: "", - roughness: "", - alpha: "" -}; -var needUpdate = false; - -let isMaterialSideAdded = false; -let animationFrameId; -let isAnimationRunning = false; - -function frameUpdate(sphere, cube, torus) { - var currentMaps = { - color: visualizer.getAttribute("color_map"), - displacement: visualizer.getAttribute("displacement_map"), - normal: visualizer.getAttribute("normal_map"), - ao: visualizer.getAttribute("ao_map"), - metalness: visualizer.getAttribute("metalness_map"), - roughness: visualizer.getAttribute("roughness_map"), - alpha: visualizer.getAttribute("alpha_map") - }; - - if (JSON.stringify(currentMaps) === JSON.stringify(lastMaps)) { - if (needUpdate) { - const elapsedTime = clock.getElapsedTime(); - [sphere, cube, torus].forEach(shape => { - if (shape && shape.rotation) { - shape.rotation.y = 0.1 * elapsedTime; - shape.rotation.x = -0.15 * elapsedTime; - } - }); - - controls.update(); - renderer.render(scene, camera); - } - - } else { - needUpdate = false; - scene.clear(); - progressDialog.open = true; - lastMaps = {...currentMaps}; - main(...Object.values(currentMaps).map(JSON.parse)); - - } - animationFrameId = requestAnimationFrame(() => frameUpdate(sphere, cube, torus)); - -} - - -const onProgress = function (xhr) { - if (xhr.lengthComputable) { - progressIndicator.value = xhr.loaded / xhr.total * 100; - } -}; - -const onError = function (e) { - console.error(e); -}; - -async function loadTexture(params) { - if (!params?.filename) return null; - - const url = api.apiURL('/view?' + new URLSearchParams(params)).replace(/extensions.*\//, ""); - const ext = params.filename.slice(params.filename.lastIndexOf(".") + 1); - - if (ext === "png" || ext === "jpg" || ext === "jpeg") { - const loader = new THREE.TextureLoader(); - return await loader.loadAsync(url); - } - - return null; -} - -function applyTextureSettings(texture, params) { - if (texture) { - texture.wrapS = params.wrapS; - texture.wrapT = params.wrapT; - texture.repeat.set(params.repeatX, params.repeatY); - } -} - -let material; -let sphere, cube, torus; -async function main(colorMapParams, displacementMapParams, normalMapParams, aoMapParams, metalnessMapParams, roughnessMapParams, alphaMapParams) { - - const colorTexture = colorMapParams ? await loadTexture(colorMapParams) : null; - const displacementTexture = displacementMapParams ? await loadTexture(displacementMapParams) : null; - const normalTexture = normalMapParams ? await loadTexture(normalMapParams) : null; - const aoTexture = aoMapParams ? await loadTexture(aoMapParams) : null; - const metalnessTexture = metalnessMapParams ? await loadTexture(metalnessMapParams) : null; - const roughnessTexture = roughnessMapParams ? await loadTexture(roughnessMapParams) : null; - const alphaTexture = alphaMapParams ? await loadTexture(alphaMapParams) : null; - - // MeshStandardMaterial - material = new THREE.MeshPhysicalMaterial() - - material.metalness = 1 - material.roughness = 1 - // Check if color_map is available - if (colorTexture) { - - colorTexture.colorSpace = THREE.SRGBColorSpace; - material.map = colorTexture; - applyTextureSettings(colorTexture, params); - } - - // Check if displacement_map is available - if (displacementTexture) { - - material.displacementMap = displacementTexture; - material.displacementScale = params.displacementScale; - applyTextureSettings(displacementTexture, params); - } - - // Check if normal_map is available - if (normalTexture) { - - - material.normalMap = normalTexture; - material.normalScale.set(params.normalScale, params.normalScale); - applyTextureSettings(normalTexture, params); - } - - // Check if ao_map is available - if (aoTexture) { - - - material.aoMap = aoTexture; - material.aoMapIntensity = params.aoMapIntensity; - applyTextureSettings(aoTexture, params); - } - - // Check if metalness_map is available - if (metalnessTexture) { - - - material.metalnessMap = metalnessTexture; - applyTextureSettings(metalnessTexture, params); - } - - // Check if roughness_map is available - if (roughnessTexture) { - - - material.roughnessMap = roughnessTexture; - applyTextureSettings(roughnessTexture, params); - } - - // Check if alpha_map is available - if (alphaTexture) { - - - material.alphaMap = alphaTexture; - material.transparent = params.transparent - applyTextureSettings(alphaTexture, params); - } - - - sphere = new THREE.Mesh( - new THREE.SphereGeometry(10, 128, 128), - material - ) - sphere.position.x = - 35 - - cube = new THREE.Mesh( - new THREE.BoxGeometry(15, 15, 15, 64, 64, 64), - material - ) - - torus = new THREE.Mesh( - new THREE.TorusGeometry(10, 3, 128, 64), - material - ) - - torus.position.x = 35 - - scene.add(sphere, cube, torus); - - needUpdate = true; - - scene.add(ambientLight); - scene.add(camera); - - progressDialog.close(); - - frameUpdate(sphere, cube, torus, material); - -} -const gui = new dat.GUI({ width: 250 }); - -const params = { - side: THREE.DoubleSide, - color: '#ffffff', // Default color - emissive: '#000000', // Default emissive color - roughness: 1, - metalness: 0, - ior: 1.5, - reflectivity: 0.5, - iridescence: 0, - iridescenceIOR: 1.5, - sheen: 0, - sheenRoughness: 0.5, - sheenColor: '#ffffff', // Default sheen color - clearcoat: 0, - clearcoatRoughness: 0, - specularIntensity: 0, - specularColor: '#ffffff', // Default specular color - flatShading: false, - wireframe: false, - vertexColors: false, - displacementScale: 0.1, - normalScale: 0.5, - aoMapIntensity: 1, - visibleTorus: true, - visibleSphere: true, - visibleCube: true, - backgroundColor: '#444444', - opacity: 1, - transparent: false, - repeatX: 1, - repeatY: 1, - wrapS: THREE.RepeatWrapping, - wrapT: THREE.RepeatWrapping, -}; - -const colorFolder = gui.addFolder('Colors'); -const visibilityFolder = gui.addFolder('Visibility'); -const materialFolder = gui.addFolder('Material'); - -materialFolder.add(params, 'side', { Front: THREE.FrontSide, Back: THREE.BackSide, Double: THREE.DoubleSide }).name('Material Side').onChange((value) => { - material.side = parseInt(value); - needUpdate = true; -}); - -colorFolder .addColor(params, 'color').name('Material Color').onChange((value) => { - material.color.set(value); - needUpdate = true; -}); - -colorFolder.addColor(params, 'emissive').name('Emissive Color').onChange((value) => { - material.emissive.set(value); - needUpdate = true; -}); - -materialFolder.add(params, 'roughness', 0, 1).name('Roughness').onChange((value) => { - material.roughness = value; - needUpdate = true; -}); - -materialFolder.add(params, 'metalness', 0, 1).name('Metalness').onChange((value) => { - material.metalness = value; - needUpdate = true; -}); - -materialFolder.add(params, 'ior', 1, 2.333).name('Index of Refraction').onChange((value) => { - material.ior = value; - needUpdate = true; -}); - -materialFolder.add(params, 'reflectivity', 0, 1).name('Reflectivity').onChange((value) => { - material.reflectivity = value; - needUpdate = true; -}); - -materialFolder.add(params, 'iridescence', 0, 1).name('Iridescence').onChange((value) => { - material.iridescence = value; - needUpdate = true; -}); - -materialFolder.add(params, 'iridescenceIOR', 1, 2.333).name('Iridescence IOR').onChange((value) => { - material.iridescenceIOR = value; - needUpdate = true; -}); - -materialFolder.add(params, 'sheen', 0, 1).name('Sheen').onChange((value) => { - material.sheen = value; - needUpdate = true; -}); - -colorFolder.addColor(params, 'sheenColor').name('Sheen Color').onChange((value) => { - material.sheenColor.set(value); - needUpdate = true; -}); - -materialFolder.add(params, 'sheenRoughness', 0, 1).name('Sheen Roughness').onChange((value) => { - material.sheenRoughness = value; - needUpdate = true; -}); - -materialFolder.add(params, 'clearcoat', 0, 1).name('Clearcoat').onChange((value) => { - material.clearcoat = value; - needUpdate = true; -}); - -materialFolder.add(params, 'clearcoatRoughness', 0, 1).name('Clearcoat Roughness').onChange((value) => { - material.clearcoatRoughness = value; - needUpdate = true; -}); - -materialFolder.add(params, 'specularIntensity', 0, 1).name('Specular Intensity').onChange((value) => { - material.specularIntensity = value; - needUpdate = true; -}); - -colorFolder.addColor(params, 'specularColor').name('Specular Color').onChange((value) => { - material.specularColor.set(value); - needUpdate = true; -}); - -materialFolder.add(params, 'flatShading').name('Flat Shading').onChange((value) => { - material.flatShading = value; - needUpdate = true; -}); - -materialFolder.add(params, 'wireframe').name('Wireframe').onChange((value) => { - material.wireframe = value; - needUpdate = true; -}); - -materialFolder.add(params, 'vertexColors').name('Vertex Colors').onChange((value) => { - material.vertexColors = value; - needUpdate = true; -}); - -materialFolder.add(params, 'displacementScale', 0, 1).name('Displacement Scale').onChange((value) => { - material.displacementScale = value; - needUpdate = true; -}); - -materialFolder.add(params, 'normalScale', 0, 1).name('Normal Scale').onChange((value) => { - material.normalScale = value; - needUpdate = true; -}); - -materialFolder.add(params, 'aoMapIntensity', 0, 1).name('AO Map Intensity').onChange((value) => { - material.aoMapIntensity = value; - needUpdate = true; -}); - -visibilityFolder.add(params, 'visibleTorus').name('Torus Visibility').onChange((value) => { - torus.visible = value; - needUpdate = true; -}); - -visibilityFolder.add(params, 'visibleSphere').name('Sphere Visibility').onChange((value) => { - sphere.visible = value; - needUpdate = true; -}); - -visibilityFolder.add(params, 'visibleCube').name('Cube Visibility').onChange((value) => { - cube.visible = value; - needUpdate = true; -}); - -colorFolder.addColor(params, 'backgroundColor').name('Background Color').onChange((value) => { - scene.background.set(value); - needUpdate = true; -}); - -materialFolder.add(params, 'opacity', 0, 1).name('Opacity').onChange((value) => { - material.opacity = value; - needUpdate = true; -}); - -materialFolder.add(params, 'transparent').name('Transparent').onChange((value) => { - material.transparent = value; - needUpdate = true; -}); - -function updateAllTextureWraps(wrapS, wrapT) { - materialFolder.add(params, wrapS, { ClampToEdgeWrapping: THREE.ClampToEdgeWrapping, RepeatWrapping: THREE.RepeatWrapping, MirroredRepeatWrapping: THREE.MirroredRepeatWrapping }).name('Wrap S').onChange((value) => { - const textures = ['map', 'displacementMap', 'normalMap', 'aoMap', 'metalnessMap', 'roughnessMap', 'alphaMap']; - textures.forEach((textureProperty) => { - if (material[textureProperty]) { - material[textureProperty].wrapS = parseInt(value); - material[textureProperty].needsUpdate = true; - } - }); - needUpdate = true; - }); - - materialFolder.add(params, wrapT, { ClampToEdgeWrapping: THREE.ClampToEdgeWrapping, RepeatWrapping: THREE.RepeatWrapping, MirroredRepeatWrapping: THREE.MirroredRepeatWrapping }).name('Wrap T').onChange((value) => { - const textures = ['map', 'displacementMap', 'normalMap', 'aoMap', 'metalnessMap', 'roughnessMap', 'alphaMap']; - textures.forEach((textureProperty) => { - if (material[textureProperty]) { - material[textureProperty].wrapT = parseInt(value); - material[textureProperty].needsUpdate = true; - } - }); - needUpdate = true; - }); -} - -updateAllTextureWraps('wrapS', 'wrapT'); - -function updateAllTextureRepeats(repeatX, repeatY) { - materialFolder.add(params, repeatX, 1, 10, 1).name('Repeat X').onChange((value) => { - const textures = ['map', 'displacementMap', 'normalMap', 'aoMap', 'metalnessMap', 'roughnessMap', 'alphaMap']; - textures.forEach((textureProperty) => { - if (material[textureProperty]) { - material[textureProperty].repeat.set(value, material[textureProperty].repeat.y); - material[textureProperty].needsUpdate = true; - } - }); - needUpdate = true; - }); - - materialFolder.add(params, repeatY, 1, 10, 1).name('Repeat Y').onChange((value) => { - const textures = ['map', 'displacementMap', 'normalMap', 'aoMap', 'metalnessMap', 'roughnessMap', 'alphaMap']; - textures.forEach((textureProperty) => { - if (material[textureProperty]) { - material[textureProperty].repeat.set(material[textureProperty].repeat.x, value); - material[textureProperty].needsUpdate = true; - } - }); - needUpdate = true; - }); -} - -updateAllTextureRepeats('repeatX', 'repeatY'); - -// Function to stop the animation -function toggleAnimation() { - if (isAnimationRunning) { - // Stop the animation - if (animationFrameId) { - cancelAnimationFrame(animationFrameId); - animationFrameId = null; - console.log("Animation stopped"); - } - } else { - // Start the animation - if (!animationFrameId) { // Only start if not already running - frameUpdate(sphere, cube, torus); // Ensure these are accessible - console.log("Animation started"); - } - } - isAnimationRunning = !isAnimationRunning; // Toggle the state -} - -// Add a toggle button to the GUI -gui.add({toggleAnimation}, 'toggleAnimation').name('Toggle Animation'); - -document.getElementById('downloadButton').addEventListener('click', download); - -function download() { - const format = document.getElementById('exportFormat').value; - const exporter = format === 'glb' || format === 'gltf' ? new GLTFExporter() : new OBJExporter(); // Assuming OBJExporter is available - - if (format === 'gltf' || format === 'glb') { - exporter.parse(scene, function (gltfJson) { - const blob = new Blob([format === 'glb' ? gltfJson : JSON.stringify(gltfJson)], { type: "application/octet-stream" }); - const url = URL.createObjectURL(blob); - const link = document.createElement('a'); - link.href = url; - link.download = `scene.${format}`; - link.click(); - URL.revokeObjectURL(url); - console.log("Download requested"); - }, { - binary: format === 'glb' - }); - } else if (format === 'obj') { - // This is a simplified example. You might need to adjust based on how OBJExporter works in your setup. - const objString = exporter.parse(scene); - const blob = new Blob([objString], { type: "text/plain" }); - const url = URL.createObjectURL(blob); - const link = document.createElement('a'); - link.href = url; - link.download = "scene.obj"; - link.click(); - URL.revokeObjectURL(url); - console.log("Download requested"); - } -} - -document.getElementById('screenshotButton').addEventListener('click', takeScreenshot); - -function takeScreenshot() { - renderer.render(scene, camera); - const dataURL = renderer.domElement.toDataURL('image/png'); - const link = document.createElement('a'); - link.href = dataURL; - link.download = "screenshot.png"; - link.click(); - console.log("Screenshot taken"); -} - - - - - - -main(); diff --git a/web/js/threeVisualizer.mjs b/web/js/threeVisualizer.mjs new file mode 100644 index 0000000..a95ebdf --- /dev/null +++ b/web/js/threeVisualizer.mjs @@ -0,0 +1,515 @@ +import * as THREE from "three"; +import { OrbitControls } from "../vendor/OrbitControls.mjs"; +import { GLTFLoader } from "../vendor/GLTFLoader.mjs"; +import { OBJLoader } from "../vendor/OBJLoader.mjs"; +import { GLTFExporter } from "../vendor/GLTFExporter.mjs"; +import { OBJExporter } from "../vendor/OBJExporter.mjs"; + +const SOURCE = "gokayfem.texture-simple"; +const MAP_NAMES = [ + "color", + "displacement", + "normal", + "ao", + "metalness", + "roughness", + "alpha", +]; +const MATERIAL_SLOTS = { + color: "map", + displacement: "displacementMap", + normal: "normalMap", + ao: "aoMap", + metalness: "metalnessMap", + roughness: "roughnessMap", + alpha: "alphaMap", +}; + +const container = document.querySelector("#canvas-container"); +const statusElement = document.querySelector("#status"); +const errorElement = document.querySelector("#error"); +const batchSelect = document.querySelector("#batch-select"); +const meshSelect = document.querySelector("#mesh-select"); +const meshFile = document.querySelector("#mesh-file"); +const materialPanel = document.querySelector("#material-panel"); + +const renderer = new THREE.WebGLRenderer({ + antialias: true, + preserveDrawingBuffer: true, + powerPreference: "high-performance", +}); +renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)); +renderer.outputColorSpace = THREE.SRGBColorSpace; +renderer.shadowMap.enabled = true; +container.append(renderer.domElement); + +const scene = new THREE.Scene(); +scene.background = new THREE.Color(0x252a31); +const camera = new THREE.PerspectiveCamera(42, 1, 0.01, 5000); +const controls = new OrbitControls(camera, renderer.domElement); +controls.enableDamping = true; +controls.dampingFactor = 0.08; +controls.screenSpacePanning = true; + +scene.add(new THREE.HemisphereLight(0xffffff, 0x263044, 2.4)); +const keyLight = new THREE.DirectionalLight(0xffffff, 3); +keyLight.position.set(4, 7, 6); +keyLight.castShadow = true; +scene.add(keyLight); +const fillLight = new THREE.DirectionalLight(0x89a8ff, 1.2); +fillLight.position.set(-5, 2, -4); +scene.add(fillLight); + +const previewMaterial = new THREE.MeshPhysicalMaterial({ + color: 0xffffff, + roughness: 0.65, + metalness: 0, + side: THREE.DoubleSide, +}); +previewMaterial.normalScale.set(1, 1); + +let channel = null; +let viewUrl = null; +let output = Object.fromEntries(MAP_NAMES.map((name) => [name, []])); +let previewRoot = null; +let fittedBox = null; +let updateVersion = 0; +let animationFrame = null; +let disposed = false; +let textures = new Map(); +const clock = new THREE.Clock(); + +function setStatus(message) { + statusElement.textContent = message; + statusElement.hidden = false; + errorElement.hidden = true; +} + +function setError(error) { + console.error("[Texture Viewer]", error); + errorElement.textContent = error instanceof Error ? error.message : String(error); + errorElement.hidden = false; + statusElement.hidden = true; +} + +function resize() { + const width = Math.max(container.clientWidth, 1); + const height = Math.max(container.clientHeight, 1); + renderer.setSize(width, height, false); + camera.aspect = width / height; + camera.updateProjectionMatrix(); +} +new ResizeObserver(resize).observe(container); +resize(); + +function prepareGeometry(geometry) { + if (geometry.attributes.uv && !geometry.attributes.uv1) { + geometry.setAttribute("uv1", geometry.attributes.uv.clone()); + } + geometry.computeBoundingBox(); + geometry.computeBoundingSphere(); + return geometry; +} + +function disposeOriginalMaterial(material) { + if (!material || material === previewMaterial) { + return; + } + for (const value of Object.values(material)) { + if (value?.isTexture) { + value.dispose(); + } + } + material.dispose(); +} + +function applyPreviewMaterial(root) { + root.traverse((child) => { + if (!child.isMesh) { + return; + } + prepareGeometry(child.geometry); + const originals = Array.isArray(child.material) + ? child.material + : [child.material]; + originals.forEach(disposeOriginalMaterial); + child.material = previewMaterial; + child.castShadow = true; + child.receiveShadow = true; + }); +} + +function disposeRoot(root) { + root?.traverse((child) => { + child.geometry?.dispose(); + if (Array.isArray(child.material)) { + child.material.forEach(disposeOriginalMaterial); + } else { + disposeOriginalMaterial(child.material); + } + }); +} + +function fitCamera() { + if (!previewRoot) { + return; + } + fittedBox = new THREE.Box3().setFromObject(previewRoot); + if (fittedBox.isEmpty()) { + return; + } + const sphere = fittedBox.getBoundingSphere(new THREE.Sphere()); + const distance = Math.max( + sphere.radius / Math.sin(THREE.MathUtils.degToRad(camera.fov / 2)), + 0.5, + ); + camera.near = Math.max(distance / 1000, 0.001); + camera.far = Math.max(distance * 100, 100); + camera.updateProjectionMatrix(); + camera.position.copy( + sphere.center.clone().add(new THREE.Vector3(0.75, 0.45, 1).normalize().multiplyScalar(distance * 1.25)), + ); + controls.target.copy(sphere.center); + controls.minDistance = Math.max(sphere.radius * 0.05, 0.01); + controls.maxDistance = Math.max(sphere.radius * 20, 10); + controls.update(); +} + +function replacePreview(root) { + if (previewRoot) { + scene.remove(previewRoot); + disposeRoot(previewRoot); + } + previewRoot = root; + applyPreviewMaterial(previewRoot); + scene.add(previewRoot); + fitCamera(); +} + +function primitiveMesh(geometry) { + return new THREE.Mesh(prepareGeometry(geometry), previewMaterial); +} + +function buildPrimitive(kind) { + const root = new THREE.Group(); + if (kind === "cube") { + root.add(primitiveMesh(new THREE.BoxGeometry(3.5, 3.5, 3.5, 48, 48, 48))); + } else if (kind === "torus") { + root.add(primitiveMesh(new THREE.TorusGeometry(2.2, 0.8, 96, 192))); + } else if (kind === "plane") { + root.add(primitiveMesh(new THREE.PlaneGeometry(5, 5, 192, 192))); + } else if (kind === "showcase") { + const sphere = primitiveMesh(new THREE.SphereGeometry(1.7, 128, 96)); + sphere.position.x = -4.2; + const cube = primitiveMesh(new THREE.BoxGeometry(2.8, 2.8, 2.8, 40, 40, 40)); + const torus = primitiveMesh(new THREE.TorusGeometry(1.7, 0.65, 80, 160)); + torus.position.x = 4.2; + root.add(sphere, cube, torus); + } else { + root.add(primitiveMesh(new THREE.SphereGeometry(2.4, 160, 112))); + } + replacePreview(root); +} + +function imageUrl(descriptor) { + if (!viewUrl) { + throw new Error("The ComfyUI API URL has not been initialized."); + } + const url = new URL(viewUrl, window.location.origin); + url.search = new URLSearchParams({ + filename: descriptor.filename, + subfolder: descriptor.subfolder ?? "", + type: descriptor.type ?? "temp", + }).toString(); + return url.href; +} + +function loadTexture(name, descriptor) { + return new Promise((resolve, reject) => { + new THREE.TextureLoader().load( + imageUrl(descriptor), + (texture) => { + texture.colorSpace = name === "color" + ? THREE.SRGBColorSpace + : THREE.NoColorSpace; + texture.wrapS = THREE.RepeatWrapping; + texture.wrapT = THREE.RepeatWrapping; + texture.anisotropy = Math.min( + 8, + renderer.capabilities.getMaxAnisotropy(), + ); + resolve([name, texture]); + }, + undefined, + () => reject(new Error(`Unable to load ${descriptor.filename}.`)), + ); + }); +} + +function updateTextureRepeats() { + const repeatX = Number(document.querySelector("#repeat-x").value); + const repeatY = Number(document.querySelector("#repeat-y").value); + for (const texture of textures.values()) { + texture.repeat.set(repeatX, repeatY); + texture.needsUpdate = true; + } +} + +function applyTextures(nextTextures) { + for (const texture of textures.values()) { + texture.dispose(); + } + textures = nextTextures; + for (const [name, slot] of Object.entries(MATERIAL_SLOTS)) { + previewMaterial[slot] = textures.get(name) ?? null; + } + previewMaterial.transparent = textures.has("alpha"); + previewMaterial.alphaTest = textures.has("alpha") ? 0.01 : 0; + previewMaterial.needsUpdate = true; + updateTextureRepeats(); +} + +async function showFrame(index) { + const requests = []; + for (const name of MAP_NAMES) { + const descriptors = output[name] ?? []; + const descriptor = descriptors[index] ?? descriptors[0]; + if (descriptor) { + requests.push(loadTexture(name, descriptor)); + } + } + + const version = ++updateVersion; + if (!requests.length) { + applyTextures(new Map()); + setStatus("No maps connected. Showing the base material."); + return; + } + + setStatus(`Loading material frame ${index + 1}…`); + try { + const loaded = await Promise.all(requests); + if (version !== updateVersion || disposed) { + loaded.forEach(([, texture]) => texture.dispose()); + return; + } + applyTextures(new Map(loaded)); + statusElement.hidden = true; + } catch (error) { + if (version === updateVersion) { + setError(error); + } + } +} + +function setOutput(nextOutput) { + output = Object.fromEntries( + MAP_NAMES.map((name) => [name, nextOutput?.[name] ?? []]), + ); + const count = Math.max( + 1, + ...MAP_NAMES.map((name) => output[name].length), + ); + batchSelect.replaceChildren(); + for (let index = 0; index < count; index += 1) { + const option = document.createElement("option"); + option.value = String(index); + option.textContent = `${index + 1} / ${count}`; + batchSelect.append(option); + } + batchSelect.disabled = count === 1; + batchSelect.value = "0"; + void showFrame(0); +} + +function ensureCustomOption() { + let option = meshSelect.querySelector('option[value="custom"]'); + if (!option) { + option = document.createElement("option"); + option.value = "custom"; + option.textContent = "Custom mesh"; + meshSelect.append(option); + } + meshSelect.value = "custom"; +} + +async function loadCustomMesh(file) { + const extension = file.name.split(".").pop()?.toLowerCase(); + setStatus(`Loading ${file.name}…`); + let root; + if (extension === "glb") { + const buffer = await file.arrayBuffer(); + const result = await new Promise((resolve, reject) => { + new GLTFLoader().parse(buffer, "", resolve, reject); + }); + root = result.scene; + } else if (extension === "obj") { + root = new OBJLoader().parse(await file.text()); + } else { + throw new Error("Choose a .glb or .obj mesh."); + } + ensureCustomOption(); + replacePreview(root); + statusElement.hidden = true; +} + +function updateMaterialSettings() { + previewMaterial.roughness = Number(document.querySelector("#roughness").value); + previewMaterial.metalness = Number(document.querySelector("#metalness").value); + previewMaterial.displacementScale = Number( + document.querySelector("#displacement").value, + ); + const normalStrength = Number( + document.querySelector("#normal-strength").value, + ); + previewMaterial.normalScale.set(normalStrength, normalStrength); + previewMaterial.aoMapIntensity = Number( + document.querySelector("#ao-strength").value, + ); + updateTextureRepeats(); +} + +function download(blob, filename) { + const url = URL.createObjectURL(blob); + const link = document.createElement("a"); + link.href = url; + link.download = filename; + link.click(); + setTimeout(() => URL.revokeObjectURL(url), 1000); +} + +async function exportMesh() { + if (!previewRoot) { + throw new Error("There is no mesh to export."); + } + const format = document.querySelector("#export-format").value; + if (format === "obj") { + const data = new OBJExporter().parse(previewRoot); + download(new Blob([data], { type: "text/plain" }), "texture-preview.obj"); + return; + } + const binary = format === "glb"; + const data = await new GLTFExporter().parseAsync(previewRoot, { binary }); + const blob = binary + ? new Blob([data], { type: "model/gltf-binary" }) + : new Blob([JSON.stringify(data, null, 2)], { + type: "model/gltf+json", + }); + download(blob, `texture-preview.${format}`); +} + +function takeScreenshot() { + renderer.render(scene, camera); + renderer.domElement.toBlob((blob) => { + if (blob) { + download(blob, "texture-preview.png"); + } + }, "image/png"); +} + +function animate() { + if (disposed) { + return; + } + animationFrame = requestAnimationFrame(animate); + const delta = Math.min(clock.getDelta(), 0.1); + if ( + document.querySelector("#auto-rotate").checked + && previewRoot + && document.visibilityState === "visible" + ) { + previewRoot.rotation.y += delta * 0.45; + } + if (document.visibilityState === "visible") { + controls.update(); + renderer.render(scene, camera); + } +} + +buildPrimitive("sphere"); +animate(); + +batchSelect.addEventListener("change", () => { + void showFrame(Number(batchSelect.value)); +}); +meshSelect.addEventListener("change", () => { + if (meshSelect.value !== "custom") { + buildPrimitive(meshSelect.value); + } +}); +document.querySelector("#load-mesh").addEventListener("click", () => { + meshFile.click(); +}); +meshFile.addEventListener("change", () => { + const [file] = meshFile.files; + if (file) { + void loadCustomMesh(file).catch(setError); + } + meshFile.value = ""; +}); +document.querySelector("#toggle-material").addEventListener("click", () => { + materialPanel.hidden = !materialPanel.hidden; +}); +document.querySelector("#close-material").addEventListener("click", () => { + materialPanel.hidden = true; +}); +document.querySelector("#reset-camera").addEventListener("click", fitCamera); +document.querySelector("#screenshot").addEventListener("click", takeScreenshot); +document.querySelector("#export-mesh").addEventListener("click", () => { + void exportMesh().catch(setError); +}); +for (const selector of [ + "#roughness", + "#metalness", + "#displacement", + "#normal-strength", + "#ao-strength", + "#repeat-x", + "#repeat-y", +]) { + document.querySelector(selector).addEventListener("input", updateMaterialSettings); +} +document.querySelector("#background").addEventListener("input", (event) => { + scene.background.set(event.target.value); +}); + +window.addEventListener("message", (event) => { + if ( + event.origin !== window.location.origin + || event.source !== window.parent + || event.data?.source !== SOURCE + ) { + return; + } + if (event.data.type === "connect") { + channel = event.data.channel; + window.parent.postMessage( + { source: SOURCE, channel, type: "ready" }, + window.location.origin, + ); + return; + } + if (event.data.channel !== channel) { + return; + } + if (event.data.type === "initialize") { + viewUrl = event.data.viewUrl; + } else if (event.data.type === "update") { + setOutput(event.data.output); + } else if (event.data.type === "dispose") { + disposed = true; + updateVersion += 1; + cancelAnimationFrame(animationFrame); + for (const texture of textures.values()) { + texture.dispose(); + } + textures.clear(); + if (previewRoot) { + scene.remove(previewRoot); + disposeRoot(previewRoot); + } + previewMaterial.dispose(); + controls.dispose(); + renderer.dispose(); + } +}); diff --git a/web/style/progressStyle.css b/web/style/progressStyle.css deleted file mode 100644 index 91fc468..0000000 --- a/web/style/progressStyle.css +++ /dev/null @@ -1,36 +0,0 @@ -dialog { - width: 100%; - text-align: center; - max-width: 20em; - color: white; - background-color: #000; - border: none; - position: relative; - transform: translate(-50%, -50%); -} - -#progress-container { - position: absolute; - top: 50%; - left: 50%; -} - -progress { - width: 100%; - height: 1em; - border: none; - background-color: #fff; - color: #eee; -} - -progress::-webkit-progress-bar { - background-color: #333; -} - -progress::-webkit-progress-value { - background-color: #eee; -} - -progress::-moz-progress-bar { - background-color: #eee; -} \ No newline at end of file diff --git a/web/style/threeStyle.css b/web/style/threeStyle.css index e040f99..8aa0f88 100644 --- a/web/style/threeStyle.css +++ b/web/style/threeStyle.css @@ -1,154 +1,166 @@ -body { - margin: 0; - background-color: #000; - color: #fff; - font-family: Monospace; - font-size: 13px; - line-height: 24px; - overscroll-behavior: none; +:root { + color-scheme: dark; + font-family: Inter, ui-sans-serif, system-ui, sans-serif; + background: #14171c; + color: #f2f5f8; } -a { - color: #ff0; - text-decoration: none; +* { + box-sizing: border-box; } -a:hover { - text-decoration: underline; +html, +body, +#viewer, +#canvas-container { + width: 100%; + height: 100%; + margin: 0; + overflow: hidden; +} + +#viewer { + position: relative; + min-height: 380px; + background: + radial-gradient(circle at 50% 15%, #303640 0, #14171c 60%); +} + +#canvas-container canvas { + display: block; + width: 100%; + height: 100%; + touch-action: none; +} + +#status, +#error { + position: absolute; + inset: 0.75rem auto auto 50%; + max-width: min(30rem, calc(100% - 2rem)); + padding: 0.55rem 0.8rem; + border: 1px solid #46505e; + border-radius: 8px; + background: rgb(20 23 28 / 88%); + box-shadow: 0 8px 30px rgb(0 0 0 / 30%); + transform: translateX(-50%); + text-align: center; + pointer-events: none; +} + +#error { + border-color: #b64c5c; + color: #ffd7dc; +} + +#material-panel { + position: absolute; + inset: 0.75rem 0.75rem auto auto; + display: grid; + width: min(20rem, calc(100% - 1.5rem)); + max-height: calc(100% - 6rem); + gap: 0.65rem; + overflow: auto; + padding: 0.8rem 1rem; + border: 1px solid rgb(255 255 255 / 14%); + border-radius: 12px; + background: rgb(20 23 28 / 90%); + box-shadow: 0 12px 40px rgb(0 0 0 / 40%); + backdrop-filter: blur(12px); +} + +#material-panel[hidden] { + display: none; +} + +.panel-heading { + display: flex; + gap: 1rem; + align-items: center; + justify-content: space-between; +} + +#close-material { + width: 2rem; + padding: 0; + font-size: 1.25rem; +} + +#material-panel label:not(.checkbox) { + display: grid; + grid-template-columns: 7.5rem 1fr; + gap: 0.55rem; + align-items: center; + color: #d0d6df; + font-size: 0.78rem; +} + +#material-panel input[type="range"], +#material-panel input[type="number"] { + width: 100%; + min-width: 0; +} + +.checkbox { + display: flex; + gap: 0.45rem; + align-items: center; + font-size: 0.8rem; +} + +.toolbar { + position: absolute; + inset: auto 0.65rem 0.65rem; + display: flex; + flex-wrap: wrap; + gap: 0.4rem; + align-items: center; + padding: 0.5rem; + border: 1px solid rgb(255 255 255 / 12%); + border-radius: 10px; + background: rgb(20 23 28 / 88%); + box-shadow: 0 8px 30px rgb(0 0 0 / 35%); + backdrop-filter: blur(10px); +} + +.toolbar label { + display: flex; + gap: 0.35rem; + align-items: center; + color: #ccd3dc; + font-size: 0.72rem; +} + +button, +select, +input[type="number"] { + min-height: 2rem; + padding: 0.35rem 0.55rem; + border: 1px solid #46505e; + border-radius: 6px; + background: #252b34; + color: inherit; + font: inherit; } button { - cursor: pointer; - text-transform: uppercase; -} - -#info { - position: absolute; - top: 0px; - width: 100%; - padding: 10px; - box-sizing: border-box; - text-align: center; - -moz-user-select: none; - -webkit-user-select: none; - -ms-user-select: none; - user-select: none; - pointer-events: none; - z-index: 1; /* TODO Solve this in HTML */ -} - -a, button, input, select { - pointer-events: auto; -} - -.lil-gui { - z-index: 2 !important; /* TODO Solve this in HTML */ -} - -@media all and ( max-width: 640px ) { - .lil-gui.root { - right: auto; - top: auto; - max-height: 50%; - max-width: 80%; - bottom: 0; - left: 0; - } -} - -#overlay { - position: absolute; - font-size: 16px; - z-index: 2; - top: 0; - left: 0; - width: 100%; - height: 100%; - display: flex; - align-items: center; - justify-content: center; - flex-direction: column; - background: rgba(0,0,0,0.7); -} - - #overlay button { - background: transparent; - border: 0; - border: 1px solid rgb(255, 255, 255); - border-radius: 4px; - color: #ffffff; - padding: 12px 18px; - text-transform: uppercase; - cursor: pointer; - } - -#notSupported { - width: 50%; - margin: auto; - background-color: #f00; - margin-top: 20px; - padding: 10px; -} - -#downloadButton { - position: absolute; - bottom: 10px; /* Adjust as needed */ - right: 10px; /* Adjust as needed */ - z-index: 10; /* Ensure this is above the canvas's z-index */ - padding: 5px 5px; - border: none; - border-radius: 5px; - background: linear-gradient(145deg, #007bff, #0056b3); - color: #ffffff; - font-size: 10px; cursor: pointer; - box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1); - transition: background 0.3s ease-in-out, transform 0.2s ease; } -#downloadButton:hover { - background: linear-gradient(145deg, #0056b3, #007bff); - transform: translateY(-2px); - box-shadow: 0 6px 8px rgba(0, 0, 0, 0.15); +button:hover:not(:disabled) { + border-color: #67a7d8; + background: #303a47; } -#downloadButton:active { - background: #0056b3; - transform: translateY(1px); - box-shadow: 0 3px 5px rgba(0, 0, 0, 0.2); +button:focus-visible, +select:focus-visible, +input:focus-visible { + outline: 2px solid #71b9eb; + outline-offset: 2px; } -#screenshotButton { - position: absolute; - bottom: 10px; /* Adjust as needed */ - left: 10px; /* Position to the left */ - z-index: 10; /* Ensure this is above the canvas's z-index */ - padding: 5px 5px; - border: none; - border-radius: 5px; - background: linear-gradient(145deg, #007bff, #0056b3); - color: #ffffff; - font-size: 10px; - cursor: pointer; - box-shadow: 0 4px 6px rgba(0, 0, 0, 0.1); - transition: background 0.3s ease-in-out, transform 0.2s ease; +button:disabled, +select:disabled { + cursor: not-allowed; + opacity: 0.5; } - -#screenshotButton:hover { - background: linear-gradient(145deg, #0056b3, #007bff); - transform: translateY(-2px); - box-shadow: 0 6px 8px rgba(0, 0, 0, 0.15); -} - -#screenshotButton:active { - background: #0056b3; - transform: translateY(1px); - box-shadow: 0 3px 5px rgba(0, 0, 0, 0.2); -} - -#exportFormat { - position: absolute; - bottom: 40px; /* Adjust as needed */ - right: 10px; /* Adjust as needed */ - z-index: 1000; /* Ensure it's high enough to be on top */ -} \ No newline at end of file diff --git a/web/vendor/BufferGeometryUtils.mjs b/web/vendor/BufferGeometryUtils.mjs new file mode 100644 index 0000000..4e1221c --- /dev/null +++ b/web/vendor/BufferGeometryUtils.mjs @@ -0,0 +1,1501 @@ +import { + BufferAttribute, + BufferGeometry, + Float32BufferAttribute, + InstancedBufferAttribute, + InterleavedBuffer, + InterleavedBufferAttribute, + TriangleFanDrawMode, + TriangleStripDrawMode, + TrianglesDrawMode, + Vector3, +} from 'three'; + +/** + * @module BufferGeometryUtils + * @three_import import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js'; + */ + +/** + * Computes vertex tangents using the MikkTSpace algorithm. MikkTSpace generates the same tangents consistently, + * and is used in most modelling tools and normal map bakers. Use MikkTSpace for materials with normal maps, + * because inconsistent tangents may lead to subtle visual issues in the normal map, particularly around mirrored + * UV seams. + * + * In comparison to this method, {@link BufferGeometry#computeTangents} (a custom algorithm) generates tangents that + * probably will not match the tangents in other software. The custom algorithm is sufficient for general use with a + * custom material, and may be faster than MikkTSpace. + * + * Returns the original BufferGeometry. Indexed geometries will be de-indexed. Requires position, normal, and uv attributes. + * + * @param {BufferGeometry} geometry - The geometry to compute tangents for. + * @param {Object} MikkTSpace - Instance of `examples/jsm/libs/mikktspace.module.js`, or `mikktspace` npm package. + * Await `MikkTSpace.ready` before use. + * @param {boolean} [negateSign=true] - Whether to negate the sign component (.w) of each tangent. + * Required for normal map conventions in some formats, including glTF. + * @return {BufferGeometry} The updated geometry. + */ +function computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) { + + if ( ! MikkTSpace || ! MikkTSpace.isReady ) { + + throw new Error( 'THREE.BufferGeometryUtils: Initialized MikkTSpace library required.' ); + + } + + if ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) { + + throw new Error( 'THREE.BufferGeometryUtils: Tangents require "position", "normal", and "uv" attributes.' ); + + } + + function getAttributeArray( attribute ) { + + if ( attribute.normalized || attribute.isInterleavedBufferAttribute ) { + + const dstArray = new Float32Array( attribute.count * attribute.itemSize ); + + for ( let i = 0, j = 0; i < attribute.count; i ++ ) { + + dstArray[ j ++ ] = attribute.getX( i ); + dstArray[ j ++ ] = attribute.getY( i ); + + if ( attribute.itemSize > 2 ) { + + dstArray[ j ++ ] = attribute.getZ( i ); + + } + + } + + return dstArray; + + } + + if ( attribute.array instanceof Float32Array ) { + + return attribute.array; + + } + + return new Float32Array( attribute.array ); + + } + + // MikkTSpace algorithm requires non-indexed input. + + const _geometry = geometry.index ? geometry.toNonIndexed() : geometry; + + // Compute vertex tangents. + + const tangents = MikkTSpace.generateTangents( + + getAttributeArray( _geometry.attributes.position ), + getAttributeArray( _geometry.attributes.normal ), + getAttributeArray( _geometry.attributes.uv ) + + ); + + // Texture coordinate convention of glTF differs from the apparent + // default of the MikkTSpace library; .w component must be flipped. + + if ( negateSign ) { + + for ( let i = 3; i < tangents.length; i += 4 ) { + + tangents[ i ] *= - 1; + + } + + } + + // + + _geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) ); + + if ( geometry !== _geometry ) { + + geometry.copy( _geometry ); + + } + + return geometry; + +} + +/** + * Merges a set of geometries into a single instance. All geometries must have compatible attributes. + * + * @param {Array} geometries - The geometries to merge. + * @param {boolean} [useGroups=false] - Whether to use groups or not. + * @return {?BufferGeometry} The merged geometry. Returns `null` if the merge does not succeed. + */ +function mergeGeometries( geometries, useGroups = false ) { + + const isIndexed = geometries[ 0 ].index !== null; + + const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) ); + const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) ); + + const attributes = {}; + const morphAttributes = {}; + + const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative; + + const mergedGeometry = new BufferGeometry(); + + let offset = 0; + + for ( let i = 0; i < geometries.length; ++ i ) { + + const geometry = geometries[ i ]; + let attributesCount = 0; + + // ensure that all geometries are indexed, or none + + if ( isIndexed !== ( geometry.index !== null ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' ); + return null; + + } + + // gather attributes, exit early if they're different + + for ( const name in geometry.attributes ) { + + if ( ! attributesUsed.has( name ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' ); + return null; + + } + + if ( attributes[ name ] === undefined ) attributes[ name ] = []; + + attributes[ name ].push( geometry.attributes[ name ] ); + + attributesCount ++; + + } + + // ensure geometries have the same number of attributes + + if ( attributesCount !== attributesUsed.size ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' ); + return null; + + } + + // gather morph attributes, exit early if they're different + + if ( morphTargetsRelative !== geometry.morphTargetsRelative ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' ); + return null; + + } + + for ( const name in geometry.morphAttributes ) { + + if ( ! morphAttributesUsed.has( name ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' ); + return null; + + } + + if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = []; + + morphAttributes[ name ].push( geometry.morphAttributes[ name ] ); + + } + + if ( useGroups ) { + + let count; + + if ( isIndexed ) { + + count = geometry.index.count; + + } else if ( geometry.attributes.position !== undefined ) { + + count = geometry.attributes.position.count; + + } else { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' ); + return null; + + } + + mergedGeometry.addGroup( offset, count, i ); + + offset += count; + + } + + } + + // merge indices + + if ( isIndexed ) { + + let indexOffset = 0; + const mergedIndex = []; + + for ( let i = 0; i < geometries.length; ++ i ) { + + const 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 ( const name in attributes ) { + + const mergedAttribute = mergeAttributes( attributes[ name ] ); + + if ( ! mergedAttribute ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' ); + return null; + + } + + mergedGeometry.setAttribute( name, mergedAttribute ); + + } + + // merge morph attributes + + for ( const name in morphAttributes ) { + + const numMorphTargets = morphAttributes[ name ][ 0 ].length; + if ( numMorphTargets === 0 ) continue; + + mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {}; + mergedGeometry.morphAttributes[ name ] = []; + + for ( let i = 0; i < numMorphTargets; ++ i ) { + + const morphAttributesToMerge = []; + + for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) { + + morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] ); + + } + + const mergedMorphAttribute = mergeAttributes( morphAttributesToMerge ); + + if ( ! mergedMorphAttribute ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' ); + return null; + + } + + mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute ); + + } + + } + + return mergedGeometry; + +} + +/** + * Merges a set of attributes into a single instance. All attributes must have compatible properties and types. + * Instances of {@link InterleavedBufferAttribute} are not supported. + * + * @param {Array} attributes - The attributes to merge. + * @return {?BufferAttribute} The merged attribute. Returns `null` if the merge does not succeed. + */ +function mergeAttributes( attributes ) { + + let TypedArray; + let itemSize; + let normalized; + let gpuType = - 1; + let arrayLength = 0; + + for ( let i = 0; i < attributes.length; ++ i ) { + + const attribute = attributes[ i ]; + + if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; + if ( TypedArray !== attribute.array.constructor ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' ); + return null; + + } + + if ( itemSize === undefined ) itemSize = attribute.itemSize; + if ( itemSize !== attribute.itemSize ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' ); + return null; + + } + + if ( normalized === undefined ) normalized = attribute.normalized; + if ( normalized !== attribute.normalized ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' ); + return null; + + } + + if ( gpuType === - 1 ) gpuType = attribute.gpuType; + if ( gpuType !== attribute.gpuType ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' ); + return null; + + } + + arrayLength += attribute.count * itemSize; + + } + + const array = new TypedArray( arrayLength ); + const result = new BufferAttribute( array, itemSize, normalized ); + let offset = 0; + + for ( let i = 0; i < attributes.length; ++ i ) { + + const attribute = attributes[ i ]; + if ( attribute.isInterleavedBufferAttribute ) { + + const tupleOffset = offset / itemSize; + for ( let j = 0, l = attribute.count; j < l; j ++ ) { + + for ( let c = 0; c < itemSize; c ++ ) { + + const value = attribute.getComponent( j, c ); + result.setComponent( j + tupleOffset, c, value ); + + } + + } + + } else { + + array.set( attribute.array, offset ); + + } + + offset += attribute.count * itemSize; + + } + + if ( gpuType !== undefined ) { + + result.gpuType = gpuType; + + } + + return result; + +} + +/** + * Performs a deep clone of the given buffer attribute. + * + * @param {BufferAttribute} attribute - The attribute to clone. + * @return {BufferAttribute} The cloned attribute. + */ +function deepCloneAttribute( attribute ) { + + if ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) { + + return deinterleaveAttribute( attribute ); + + } + + if ( attribute.isInstancedBufferAttribute ) { + + return new InstancedBufferAttribute().copy( attribute ); + + } + + return new BufferAttribute().copy( attribute ); + +} + +/** + * Interleaves a set of attributes and returns a new array of corresponding attributes that share a + * single {@link InterleavedBuffer} instance. All attributes must have compatible types. + * + * @param {Array} attributes - The attributes to interleave. + * @return {?Array} An array of interleaved attributes. If interleave does not succeed, the method returns `null`. + */ +function interleaveAttributes( attributes ) { + + // Interleaves the provided attributes into an InterleavedBuffer and returns + // a set of InterleavedBufferAttributes for each attribute + let TypedArray; + let arrayLength = 0; + let stride = 0; + + // calculate the length and type of the interleavedBuffer + for ( let i = 0, l = attributes.length; i < l; ++ i ) { + + const attribute = attributes[ i ]; + + if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; + if ( TypedArray !== attribute.array.constructor ) { + + console.error( 'AttributeBuffers of different types cannot be interleaved' ); + return null; + + } + + arrayLength += attribute.array.length; + stride += attribute.itemSize; + + } + + // Create the set of buffer attributes + const interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride ); + let offset = 0; + const res = []; + const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; + const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; + + for ( let j = 0, l = attributes.length; j < l; j ++ ) { + + const attribute = attributes[ j ]; + const itemSize = attribute.itemSize; + const count = attribute.count; + const iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized ); + res.push( iba ); + + offset += itemSize; + + // Move the data for each attribute into the new interleavedBuffer + // at the appropriate offset + for ( let c = 0; c < count; c ++ ) { + + for ( let k = 0; k < itemSize; k ++ ) { + + iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) ); + + } + + } + + } + + return res; + +} + +/** + * Returns a new, non-interleaved version of the given attribute. + * + * @param {InterleavedBufferAttribute} attribute - The interleaved attribute. + * @return {BufferAttribute} The non-interleaved attribute. + */ +function deinterleaveAttribute( attribute ) { + + const cons = attribute.data.array.constructor; + const count = attribute.count; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array = new cons( count * itemSize ); + let newAttribute; + if ( attribute.isInstancedInterleavedBufferAttribute ) { + + newAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute ); + + } else { + + newAttribute = new BufferAttribute( array, itemSize, normalized ); + + } + + for ( let i = 0; i < count; i ++ ) { + + newAttribute.setX( i, attribute.getX( i ) ); + + if ( itemSize >= 2 ) { + + newAttribute.setY( i, attribute.getY( i ) ); + + } + + if ( itemSize >= 3 ) { + + newAttribute.setZ( i, attribute.getZ( i ) ); + + } + + if ( itemSize >= 4 ) { + + newAttribute.setW( i, attribute.getW( i ) ); + + } + + } + + return newAttribute; + +} + +/** + * Deinterleaves all attributes on the given geometry. + * + * @param {BufferGeometry} geometry - The geometry to deinterleave. + */ +function deinterleaveGeometry( geometry ) { + + const attributes = geometry.attributes; + const morphTargets = geometry.morphTargets; + const attrMap = new Map(); + + for ( const key in attributes ) { + + const attr = attributes[ key ]; + if ( attr.isInterleavedBufferAttribute ) { + + if ( ! attrMap.has( attr ) ) { + + attrMap.set( attr, deinterleaveAttribute( attr ) ); + + } + + attributes[ key ] = attrMap.get( attr ); + + } + + } + + for ( const key in morphTargets ) { + + const attr = morphTargets[ key ]; + if ( attr.isInterleavedBufferAttribute ) { + + if ( ! attrMap.has( attr ) ) { + + attrMap.set( attr, deinterleaveAttribute( attr ) ); + + } + + morphTargets[ key ] = attrMap.get( attr ); + + } + + } + +} + +/** + * Returns the amount of bytes used by all attributes to represent the geometry. + * + * @param {BufferGeometry} geometry - The geometry. + * @return {number} The estimate bytes used. + */ +function estimateBytesUsed( geometry ) { + + // Return the estimated memory used by this geometry in bytes + // Calculate using itemSize, count, and BYTES_PER_ELEMENT to account + // for InterleavedBufferAttributes. + let mem = 0; + for ( const name in geometry.attributes ) { + + const attr = geometry.getAttribute( name ); + mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT; + + } + + const indices = geometry.getIndex(); + mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0; + return mem; + +} + +/** + * Returns a new geometry with vertices for which all similar vertex attributes (within tolerance) are merged. + * + * @param {BufferGeometry} geometry - The geometry to merge vertices for. + * @param {number} [tolerance=1e-4] - The tolerance value. + * @return {BufferGeometry} - The new geometry with merged vertices. + */ +function mergeVertices( geometry, tolerance = 1e-4 ) { + + tolerance = Math.max( tolerance, Number.EPSILON ); + + // Generate an index buffer if the geometry doesn't have one, or optimize it + // if it's already available. + const hashToIndex = {}; + const indices = geometry.getIndex(); + const positions = geometry.getAttribute( 'position' ); + const vertexCount = indices ? indices.count : positions.count; + + // next value for triangle indices + let nextIndex = 0; + + // attributes and new attribute arrays + const attributeNames = Object.keys( geometry.attributes ); + const tmpAttributes = {}; + const tmpMorphAttributes = {}; + const newIndices = []; + const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; + const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; + + // Initialize the arrays, allocating space conservatively. Extra + // space will be trimmed in the last step. + for ( let i = 0, l = attributeNames.length; i < l; i ++ ) { + + const name = attributeNames[ i ]; + const attr = geometry.attributes[ name ]; + + tmpAttributes[ name ] = new attr.constructor( + new attr.array.constructor( attr.count * attr.itemSize ), + attr.itemSize, + attr.normalized + ); + + const morphAttributes = geometry.morphAttributes[ name ]; + if ( morphAttributes ) { + + if ( ! tmpMorphAttributes[ name ] ) tmpMorphAttributes[ name ] = []; + morphAttributes.forEach( ( morphAttr, i ) => { + + const array = new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize ); + tmpMorphAttributes[ name ][ i ] = new morphAttr.constructor( array, morphAttr.itemSize, morphAttr.normalized ); + + } ); + + } + + } + + // convert the error tolerance to an amount of decimal places to truncate to + const halfTolerance = tolerance * 0.5; + const exponent = Math.log10( 1 / tolerance ); + const hashMultiplier = Math.pow( 10, exponent ); + const hashAdditive = halfTolerance * hashMultiplier; + for ( let i = 0; i < vertexCount; i ++ ) { + + const index = indices ? indices.getX( i ) : i; + + // Generate a hash for the vertex attributes at the current index 'i' + let hash = ''; + for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { + + const name = attributeNames[ j ]; + const attribute = geometry.getAttribute( name ); + const itemSize = attribute.itemSize; + + for ( let k = 0; k < itemSize; k ++ ) { + + // double tilde truncates the decimal value + hash += `${ ~ ~ ( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`; + + } + + } + + // Add another reference to the vertex if it's already + // used by another index + if ( hash in hashToIndex ) { + + newIndices.push( hashToIndex[ hash ] ); + + } else { + + // copy data to the new index in the temporary attributes + for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { + + const name = attributeNames[ j ]; + const attribute = geometry.getAttribute( name ); + const morphAttributes = geometry.morphAttributes[ name ]; + const itemSize = attribute.itemSize; + const newArray = tmpAttributes[ name ]; + const newMorphArrays = tmpMorphAttributes[ name ]; + + for ( let k = 0; k < itemSize; k ++ ) { + + const getterFunc = getters[ k ]; + const setterFunc = setters[ k ]; + newArray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) ); + + if ( morphAttributes ) { + + for ( let m = 0, ml = morphAttributes.length; m < ml; m ++ ) { + + newMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttributes[ m ][ getterFunc ]( index ) ); + + } + + } + + } + + } + + hashToIndex[ hash ] = nextIndex; + newIndices.push( nextIndex ); + nextIndex ++; + + } + + } + + // generate result BufferGeometry + const result = geometry.clone(); + for ( const name in geometry.attributes ) { + + const tmpAttribute = tmpAttributes[ name ]; + + result.setAttribute( name, new tmpAttribute.constructor( + tmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ), + tmpAttribute.itemSize, + tmpAttribute.normalized, + ) ); + + if ( ! ( name in tmpMorphAttributes ) ) continue; + + for ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) { + + const tmpMorphAttribute = tmpMorphAttributes[ name ][ j ]; + + result.morphAttributes[ name ][ j ] = new tmpMorphAttribute.constructor( + tmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ), + tmpMorphAttribute.itemSize, + tmpMorphAttribute.normalized, + ); + + } + + } + + // indices + + result.setIndex( newIndices ); + + return result; + +} + +/** + * Returns a new indexed geometry based on `TrianglesDrawMode` draw mode. + * This mode corresponds to the `gl.TRIANGLES` primitive in WebGL. + * + * @param {BufferGeometry} geometry - The geometry to convert. + * @param {number} drawMode - The current draw mode. + * @return {BufferGeometry} The new geometry using `TrianglesDrawMode`. + */ +function toTrianglesDrawMode( geometry, drawMode ) { + + if ( drawMode === TrianglesDrawMode ) { + + console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' ); + return geometry; + + } + + if ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) { + + let index = geometry.getIndex(); + + // generate index if not present + + if ( index === null ) { + + const indices = []; + + const position = geometry.getAttribute( 'position' ); + + if ( position !== undefined ) { + + for ( let i = 0; i < position.count; i ++ ) { + + indices.push( i ); + + } + + geometry.setIndex( indices ); + index = geometry.getIndex(); + + } else { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' ); + return geometry; + + } + + } + + // + + const numberOfTriangles = index.count - 2; + const newIndices = []; + + if ( drawMode === TriangleFanDrawMode ) { + + // gl.TRIANGLE_FAN + + for ( let i = 1; i <= numberOfTriangles; i ++ ) { + + newIndices.push( index.getX( 0 ) ); + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + + } + + } else { + + // gl.TRIANGLE_STRIP + + for ( let i = 0; i < numberOfTriangles; i ++ ) { + + if ( i % 2 === 0 ) { + + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i + 2 ) ); + + } else { + + newIndices.push( index.getX( i + 2 ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i ) ); + + } + + } + + } + + if ( ( newIndices.length / 3 ) !== numberOfTriangles ) { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' ); + + } + + // build final geometry + + const newGeometry = geometry.clone(); + newGeometry.setIndex( newIndices ); + newGeometry.clearGroups(); + + return newGeometry; + + } else { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode ); + return geometry; + + } + +} + +/** + * Calculates the morphed attributes of a morphed/skinned BufferGeometry. + * + * Helpful for Raytracing or Decals (i.e. a `DecalGeometry` applied to a morphed Object with a `BufferGeometry` + * will use the original `BufferGeometry`, not the morphed/skinned one, generating an incorrect result. + * Using this function to create a shadow `Object3`D the `DecalGeometry` can be correctly generated). + * + * @param {Mesh|Line|Points} object - The 3D object to compute morph attributes for. + * @return {Object} An object with original position/normal attributes and morphed ones. + */ +function computeMorphedAttributes( object ) { + + 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(); + + function _calculateMorphedAttributeData( + object, + attribute, + morphAttribute, + morphTargetsRelative, + a, + b, + c, + modifiedAttributeArray + ) { + + _vA.fromBufferAttribute( attribute, a ); + _vB.fromBufferAttribute( attribute, b ); + _vC.fromBufferAttribute( attribute, c ); + + const morphInfluences = object.morphTargetInfluences; + + if ( morphAttribute && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + _morphB.set( 0, 0, 0 ); + _morphC.set( 0, 0, 0 ); + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morph = morphAttribute[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morph, a ); + _tempB.fromBufferAttribute( morph, b ); + _tempC.fromBufferAttribute( morph, 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.applyBoneTransform( a, _vA ); + object.applyBoneTransform( b, _vB ); + object.applyBoneTransform( c, _vC ); + + } + + modifiedAttributeArray[ a * 3 + 0 ] = _vA.x; + modifiedAttributeArray[ a * 3 + 1 ] = _vA.y; + modifiedAttributeArray[ a * 3 + 2 ] = _vA.z; + modifiedAttributeArray[ b * 3 + 0 ] = _vB.x; + modifiedAttributeArray[ b * 3 + 1 ] = _vB.y; + modifiedAttributeArray[ b * 3 + 2 ] = _vB.z; + modifiedAttributeArray[ c * 3 + 0 ] = _vC.x; + modifiedAttributeArray[ c * 3 + 1 ] = _vC.y; + modifiedAttributeArray[ c * 3 + 2 ] = _vC.z; + + } + + const geometry = object.geometry; + const material = object.material; + + let a, b, c; + const index = geometry.index; + const positionAttribute = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + const normalAttribute = geometry.attributes.normal; + const morphNormal = geometry.morphAttributes.normal; + + const groups = geometry.groups; + const drawRange = geometry.drawRange; + let i, j, il, jl; + let group; + let start, end; + + const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize ); + const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize ); + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = index.getX( j ); + b = index.getX( j + 1 ); + c = index.getX( j + 2 ); + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = j; + b = j + 1; + c = j + 2; + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = i; + b = i + 1; + c = i + 2; + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } + + const morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 ); + const morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 ); + + return { + + positionAttribute: positionAttribute, + normalAttribute: normalAttribute, + morphedPositionAttribute: morphedPositionAttribute, + morphedNormalAttribute: morphedNormalAttribute + + }; + +} + +/** + * Merges the {@link BufferGeometry#groups} for the given geometry. + * + * @param {BufferGeometry} geometry - The geometry to modify. + * @return {BufferGeometry} - The updated geometry + */ +function mergeGroups( geometry ) { + + if ( geometry.groups.length === 0 ) { + + console.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' ); + return geometry; + + } + + let groups = geometry.groups; + + // sort groups by material index + + groups = groups.sort( ( a, b ) => { + + if ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex; + + return a.start - b.start; + + } ); + + // create index for non-indexed geometries + + if ( geometry.getIndex() === null ) { + + const positionAttribute = geometry.getAttribute( 'position' ); + const indices = []; + + for ( let i = 0; i < positionAttribute.count; i += 3 ) { + + indices.push( i, i + 1, i + 2 ); + + } + + geometry.setIndex( indices ); + + } + + // sort index + + const index = geometry.getIndex(); + + const newIndices = []; + + for ( let i = 0; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + const groupStart = group.start; + const groupLength = groupStart + group.count; + + for ( let j = groupStart; j < groupLength; j ++ ) { + + newIndices.push( index.getX( j ) ); + + } + + } + + geometry.dispose(); // Required to force buffer recreation + geometry.setIndex( newIndices ); + + // update groups indices + + let start = 0; + + for ( let i = 0; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + group.start = start; + start += group.count; + + } + + // merge groups + + let currentGroup = groups[ 0 ]; + + geometry.groups = [ currentGroup ]; + + for ( let i = 1; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + if ( currentGroup.materialIndex === group.materialIndex ) { + + currentGroup.count += group.count; + + } else { + + currentGroup = group; + geometry.groups.push( currentGroup ); + + } + + } + + return geometry; + +} + +/** + * Modifies the supplied geometry if it is non-indexed, otherwise creates a new, + * non-indexed geometry. Returns the geometry with smooth normals everywhere except + * faces that meet at an angle greater than the crease angle. + * + * @param {BufferGeometry} geometry - The geometry to modify. + * @param {number} [creaseAngle=Math.PI/3] - The crease angle in radians. + * @return {BufferGeometry} - The updated geometry + */ +function toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) { + + // BufferGeometry.toNonIndexed() warns if the geometry is non-indexed + // and returns the original geometry + const resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry; + const posAttr = resultGeometry.attributes.position; + const vertexCount = posAttr.count; + + let positions; + + if ( posAttr.isBufferAttribute === true && posAttr.itemSize === 3 && posAttr.normalized === false ) { + + positions = posAttr.array; + + } else { + + // flatten the position buffer so the math below operates on plain numbers + positions = new Float64Array( vertexCount * 3 ); + + for ( let i = 0; i < vertexCount; i ++ ) { + + positions[ 3 * i + 0 ] = posAttr.getX( i ); + positions[ 3 * i + 1 ] = posAttr.getY( i ); + positions[ 3 * i + 2 ] = posAttr.getZ( i ); + + } + + } + + const creaseDot = Math.cos( creaseAngle ); + const hashMultiplier = ( 1 + 1e-10 ) * 1e2; + const faceCount = vertexCount / 3; + + // compute the normal of each face + const faceNormals = new Float64Array( faceCount * 3 ); + for ( let f = 0; f < faceCount; f ++ ) { + + const f9 = 9 * f; + const ax = positions[ f9 + 0 ], ay = positions[ f9 + 1 ], az = positions[ f9 + 2 ]; + const bx = positions[ f9 + 3 ], by = positions[ f9 + 4 ], bz = positions[ f9 + 5 ]; + const cx = positions[ f9 + 6 ], cy = positions[ f9 + 7 ], cz = positions[ f9 + 8 ]; + + const v1x = cx - bx, v1y = cy - by, v1z = cz - bz; + const v2x = ax - bx, v2y = ay - by, v2z = az - bz; + + const nx = v1y * v2z - v1z * v2y; + const ny = v1z * v2x - v1x * v2z; + const nz = v1x * v2y - v1y * v2x; + + const invLength = 1 / ( Math.sqrt( nx * nx + ny * ny + nz * nz ) || 1 ); + faceNormals[ 3 * f + 0 ] = nx * invLength; + faceNormals[ 3 * f + 1 ] = ny * invLength; + faceNormals[ 3 * f + 2 ] = nz * invLength; + + } + + // assign an id to each vertex, sharing the id between vertices with the same + // quantized position via an open-addressed hash table (slots hold id + 1, 0 means empty) + const vertexIds = new Int32Array( vertexCount ); + const quantized = new Int32Array( vertexCount * 3 ); + + let tableSize = 1; + while ( tableSize < vertexCount * 2 ) tableSize <<= 1; + const tableMask = tableSize - 1; + const table = new Int32Array( tableSize ); + + let uniqueCount = 0; + for ( let i = 0; i < vertexCount; i ++ ) { + + const i3 = 3 * i; + const qx = ~ ~ ( positions[ i3 + 0 ] * hashMultiplier ); + const qy = ~ ~ ( positions[ i3 + 1 ] * hashMultiplier ); + const qz = ~ ~ ( positions[ i3 + 2 ] * hashMultiplier ); + + let slot = ( Math.imul( qx, 73856093 ) ^ Math.imul( qy, 19349663 ) ^ Math.imul( qz, 83492791 ) ) & tableMask; + + while ( true ) { + + const id = table[ slot ]; + + if ( id === 0 ) { + + const q3 = 3 * uniqueCount; + quantized[ q3 + 0 ] = qx; + quantized[ q3 + 1 ] = qy; + quantized[ q3 + 2 ] = qz; + + table[ slot ] = uniqueCount + 1; + vertexIds[ i ] = uniqueCount ++; + break; + + } + + const q3 = 3 * ( id - 1 ); + + if ( quantized[ q3 + 0 ] === qx && quantized[ q3 + 1 ] === qy && quantized[ q3 + 2 ] === qz ) { + + vertexIds[ i ] = id - 1; + break; + + } + + slot = ( slot + 1 ) & tableMask; + + } + + } + + // bucket the faces surrounding each unique vertex position + const bucketOffsets = new Int32Array( uniqueCount + 1 ); + for ( let i = 0; i < vertexCount; i ++ ) bucketOffsets[ vertexIds[ i ] + 1 ] ++; + for ( let i = 0; i < uniqueCount; i ++ ) bucketOffsets[ i + 1 ] += bucketOffsets[ i ]; + + const bucketFaces = new Int32Array( vertexCount ); + const bucketCursors = bucketOffsets.slice( 0, uniqueCount ); + for ( let f = 0; f < faceCount; f ++ ) { + + const f3 = 3 * f; + bucketFaces[ bucketCursors[ vertexIds[ f3 + 0 ] ] ++ ] = f; + bucketFaces[ bucketCursors[ vertexIds[ f3 + 1 ] ] ++ ] = f; + bucketFaces[ bucketCursors[ vertexIds[ f3 + 2 ] ] ++ ] = f; + + } + + // average the normals of the faces surrounding each vertex if they are within the + // provided crease threshold + const normalArray = new Float32Array( vertexCount * 3 ); + for ( let f = 0; f < faceCount; f ++ ) { + + const f3 = 3 * f; + const nx = faceNormals[ f3 + 0 ]; + const ny = faceNormals[ f3 + 1 ]; + const nz = faceNormals[ f3 + 2 ]; + + for ( let n = 0; n < 3; n ++ ) { + + const i = f3 + n; + const id = vertexIds[ i ]; + + let sumX = 0, sumY = 0, sumZ = 0; + + for ( let k = bucketOffsets[ id ], end = bucketOffsets[ id + 1 ]; k < end; k ++ ) { + + const o3 = 3 * bucketFaces[ k ]; + const ox = faceNormals[ o3 + 0 ]; + const oy = faceNormals[ o3 + 1 ]; + const oz = faceNormals[ o3 + 2 ]; + + if ( nx * ox + ny * oy + nz * oz > creaseDot ) { + + sumX += ox; + sumY += oy; + sumZ += oz; + + } + + } + + const invLength = 1 / ( Math.sqrt( sumX * sumX + sumY * sumY + sumZ * sumZ ) || 1 ); + normalArray[ 3 * i + 0 ] = sumX * invLength; + normalArray[ 3 * i + 1 ] = sumY * invLength; + normalArray[ 3 * i + 2 ] = sumZ * invLength; + + } + + } + + resultGeometry.setAttribute( 'normal', new BufferAttribute( normalArray, 3, false ) ); + return resultGeometry; + +} + +export { + computeMikkTSpaceTangents, + mergeGeometries, + mergeAttributes, + deepCloneAttribute, + deinterleaveAttribute, + deinterleaveGeometry, + interleaveAttributes, + estimateBytesUsed, + mergeVertices, + toTrianglesDrawMode, + computeMorphedAttributes, + mergeGroups, + toCreasedNormals +}; diff --git a/web/vendor/GLTFExporter.mjs b/web/vendor/GLTFExporter.mjs new file mode 100644 index 0000000..ab3bb95 --- /dev/null +++ b/web/vendor/GLTFExporter.mjs @@ -0,0 +1,3840 @@ +import { + BufferAttribute, + ClampToEdgeWrapping, + Color, + DoubleSide, + InterpolateDiscrete, + InterpolateLinear, + NoColorSpace, + LinearFilter, + LinearMipmapLinearFilter, + LinearMipmapNearestFilter, + MathUtils, + Matrix4, + MirroredRepeatWrapping, + NearestFilter, + NearestMipmapLinearFilter, + NearestMipmapNearestFilter, + PropertyBinding, + RGBAFormat, + RepeatWrapping, + Scene, + Source, + SRGBColorSpace, + CompressedTexture, + Vector3, + Quaternion, + REVISION, + ImageUtils +} from 'three'; + +/** + * The KHR_mesh_quantization extension allows these extra attribute component types + * + * @see https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md#extending-mesh-attributes + */ +const KHR_mesh_quantization_ExtraAttrTypes = { + POSITION: [ + 'byte', + 'byte normalized', + 'unsigned byte', + 'unsigned byte normalized', + 'short', + 'short normalized', + 'unsigned short', + 'unsigned short normalized', + ], + NORMAL: [ + 'byte normalized', + 'short normalized', + ], + TANGENT: [ + 'byte normalized', + 'short normalized', + ], + TEXCOORD: [ + 'byte', + 'byte normalized', + 'unsigned byte', + 'short', + 'short normalized', + 'unsigned short', + ], +}; + +/** + * An exporter for `glTF` 2.0. + * + * glTF (GL Transmission Format) is an [open format specification](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0) + * for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) + * or binary (.glb) format. External files store textures (.jpg, .png) and additional binary + * data (.bin). A glTF asset may deliver one or more scenes, including meshes, materials, + * textures, skins, skeletons, morph targets, animations, lights, and/or cameras. + * + * GLTFExporter supports the [glTF 2.0 extensions](https://github.com/KhronosGroup/glTF/tree/master/extensions/): + * + * - KHR_lights_punctual + * - KHR_materials_clearcoat + * - KHR_materials_dispersion + * - KHR_materials_emissive_strength + * - KHR_materials_ior + * - KHR_materials_iridescence + * - KHR_materials_specular + * - KHR_materials_sheen + * - KHR_materials_transmission + * - KHR_materials_unlit + * - KHR_materials_volume + * - KHR_mesh_quantization + * - KHR_texture_transform + * - EXT_materials_bump + * - EXT_mesh_gpu_instancing + * - EXT_texture_webp + * + * The following glTF 2.0 extension is supported by an external user plugin: + * + * - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions) + * + * ```js + * const exporter = new GLTFExporter(); + * const data = await exporter.parseAsync( scene, options ); + * ``` + * + * @three_import import { GLTFExporter } from 'three/addons/exporters/GLTFExporter.js'; + */ +class GLTFExporter { + + /** + * Constructs a new glTF exporter. + */ + constructor() { + + /** + * A reference to a texture utils module. + * + * @type {?(WebGLTextureUtils|WebGPUTextureUtils)} + * @default null + */ + this.textureUtils = null; + + this.pluginCallbacks = []; + + this.register( function ( writer ) { + + return new GLTFLightExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsUnlitExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsTransmissionExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsVolumeExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsIorExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsSpecularExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsClearcoatExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsDispersionExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsIridescenceExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsSheenExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsAnisotropyExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsEmissiveStrengthExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMaterialsBumpExtension( writer ); + + } ); + + this.register( function ( writer ) { + + return new GLTFMeshGpuInstancing( writer ); + + } ); + + } + + /** + * Registers a plugin callback. This API is internally used to implement the various + * glTF extensions but can also used by third-party code to add additional logic + * to the exporter. + * + * @param {function(writer:GLTFWriter)} callback - The callback function to register. + * @return {GLTFExporter} A reference to this exporter. + */ + register( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { + + this.pluginCallbacks.push( callback ); + + } + + return this; + + } + + /** + * Unregisters a plugin callback. + * + * @param {Function} callback - The callback function to unregister. + * @return {GLTFExporter} A reference to this exporter. + */ + unregister( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { + + this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); + + } + + return this; + + } + + /** + * Sets the texture utils for this exporter. Only relevant when compressed textures have to be exported. + * + * Depending on whether you use {@link WebGLRenderer} or {@link WebGPURenderer}, you must inject the + * corresponding texture utils {@link WebGLTextureUtils} or {@link WebGPUTextureUtils}. + * + * @param {WebGLTextureUtils|WebGPUTextureUtils} utils - The texture utils. + * @return {GLTFExporter} A reference to this exporter. + */ + setTextureUtils( utils ) { + + this.textureUtils = utils; + + return this; + + } + + /** + * Parses the given scenes and generates the glTF output. + * + * @param {Scene|Array} input - A scene or an array of scenes. + * @param {GLTFExporter~OnDone} onDone - A callback function that is executed when the export has finished. + * @param {GLTFExporter~OnError} onError - A callback function that is executed when an error happens. + * @param {GLTFExporter~Options} options - options + */ + parse( input, onDone, onError, options ) { + + const writer = new GLTFWriter(); + const plugins = []; + + for ( let i = 0, il = this.pluginCallbacks.length; i < il; i ++ ) { + + plugins.push( this.pluginCallbacks[ i ]( writer ) ); + + } + + writer.setPlugins( plugins ); + writer.setTextureUtils( this.textureUtils ); + writer.writeAsync( input, onDone, options ).catch( onError ); + + } + + /** + * Async version of {@link GLTFExporter#parse}. + * + * @param {Scene|Array} input - A scene or an array of scenes. + * @param {GLTFExporter~Options} options - options. + * @return {Promise} A Promise that resolved with the exported glTF data. + */ + parseAsync( input, options ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.parse( input, resolve, reject, options ); + + } ); + + } + +} + +//------------------------------------------------------------------------------ +// Constants +//------------------------------------------------------------------------------ + +const WEBGL_CONSTANTS = { + POINTS: 0x0000, + LINES: 0x0001, + LINE_LOOP: 0x0002, + LINE_STRIP: 0x0003, + TRIANGLES: 0x0004, + TRIANGLE_STRIP: 0x0005, + TRIANGLE_FAN: 0x0006, + + BYTE: 0x1400, + UNSIGNED_BYTE: 0x1401, + SHORT: 0x1402, + UNSIGNED_SHORT: 0x1403, + INT: 0x1404, + UNSIGNED_INT: 0x1405, + FLOAT: 0x1406, + + ARRAY_BUFFER: 0x8892, + ELEMENT_ARRAY_BUFFER: 0x8893, + + NEAREST: 0x2600, + LINEAR: 0x2601, + NEAREST_MIPMAP_NEAREST: 0x2700, + LINEAR_MIPMAP_NEAREST: 0x2701, + NEAREST_MIPMAP_LINEAR: 0x2702, + LINEAR_MIPMAP_LINEAR: 0x2703, + + CLAMP_TO_EDGE: 33071, + MIRRORED_REPEAT: 33648, + REPEAT: 10497 +}; + +const KHR_MESH_QUANTIZATION = 'KHR_mesh_quantization'; + +const THREE_TO_WEBGL = {}; + +THREE_TO_WEBGL[ NearestFilter ] = WEBGL_CONSTANTS.NEAREST; +THREE_TO_WEBGL[ NearestMipmapNearestFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_NEAREST; +THREE_TO_WEBGL[ NearestMipmapLinearFilter ] = WEBGL_CONSTANTS.NEAREST_MIPMAP_LINEAR; +THREE_TO_WEBGL[ LinearFilter ] = WEBGL_CONSTANTS.LINEAR; +THREE_TO_WEBGL[ LinearMipmapNearestFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_NEAREST; +THREE_TO_WEBGL[ LinearMipmapLinearFilter ] = WEBGL_CONSTANTS.LINEAR_MIPMAP_LINEAR; + +THREE_TO_WEBGL[ ClampToEdgeWrapping ] = WEBGL_CONSTANTS.CLAMP_TO_EDGE; +THREE_TO_WEBGL[ RepeatWrapping ] = WEBGL_CONSTANTS.REPEAT; +THREE_TO_WEBGL[ MirroredRepeatWrapping ] = WEBGL_CONSTANTS.MIRRORED_REPEAT; + +const PATH_PROPERTIES = { + scale: 'scale', + position: 'translation', + quaternion: 'rotation', + morphTargetInfluences: 'weights' +}; + +const DEFAULT_SPECULAR_COLOR = new Color(); + +// GLB constants +// https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification + +const GLB_HEADER_BYTES = 12; +const GLB_HEADER_MAGIC = 0x46546C67; +const GLB_VERSION = 2; + +const GLB_CHUNK_PREFIX_BYTES = 8; +const GLB_CHUNK_TYPE_JSON = 0x4E4F534A; +const GLB_CHUNK_TYPE_BIN = 0x004E4942; + +//------------------------------------------------------------------------------ +// Utility functions +//------------------------------------------------------------------------------ + +/** + * Compare two arrays + * + * @private + * @param {Array} array1 Array 1 to compare + * @param {Array} array2 Array 2 to compare + * @return {boolean} Returns true if both arrays are equal + */ +function equalArray( array1, array2 ) { + + return ( array1.length === array2.length ) && array1.every( function ( element, index ) { + + return element === array2[ index ]; + + } ); + +} + +/** + * Converts a string to an ArrayBuffer. + * + * @private + * @param {string} text + * @return {ArrayBuffer} + */ +function stringToArrayBuffer( text ) { + + return new TextEncoder().encode( text ).buffer; + +} + +/** + * Is identity matrix + * + * @private + * @param {Matrix4} matrix + * @returns {boolean} Returns true, if parameter is identity matrix + */ +function isIdentityMatrix( matrix ) { + + return equalArray( matrix.elements, [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ] ); + +} + +/** + * Get the min and max vectors from the given attribute + * + * @private + * @param {BufferAttribute} attribute Attribute to find the min/max in range from start to start + count + * @param {number} start Start index + * @param {number} count Range to cover + * @return {Object} Object containing the `min` and `max` values (As an array of attribute.itemSize components) + */ +function getMinMax( attribute, start, count ) { + + const output = { + + min: new Array( attribute.itemSize ).fill( Number.POSITIVE_INFINITY ), + max: new Array( attribute.itemSize ).fill( Number.NEGATIVE_INFINITY ) + + }; + + for ( let i = start; i < start + count; i ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + let value; + + if ( attribute.itemSize > 4 ) { + + // no support for interleaved data for itemSize > 4 + + value = attribute.array[ i * attribute.itemSize + a ]; + + } else { + + if ( a === 0 ) value = attribute.getX( i ); + else if ( a === 1 ) value = attribute.getY( i ); + else if ( a === 2 ) value = attribute.getZ( i ); + else if ( a === 3 ) value = attribute.getW( i ); + + if ( attribute.normalized === true ) { + + value = MathUtils.normalize( value, attribute.array ); + + } + + } + + output.min[ a ] = Math.min( output.min[ a ], value ); + output.max[ a ] = Math.max( output.max[ a ], value ); + + } + + } + + return output; + +} + +/** + * Get the required size + padding for a buffer, rounded to the next 4-byte boundary. + * https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment + * + * @private + * @param {number} bufferSize The size the original buffer. Should be an integer. + * @returns {number} new buffer size with required padding as an integer. + * + */ +function getPaddedBufferSize( bufferSize ) { + + return Math.ceil( bufferSize / 4 ) * 4; + +} + +/** + * Returns a buffer aligned to 4-byte boundary. + * + * @private + * @param {ArrayBuffer} arrayBuffer Buffer to pad + * @param {number} [paddingByte=0] Should be an integer + * @returns {ArrayBuffer} The same buffer if it's already aligned to 4-byte boundary or a new buffer + */ +function getPaddedArrayBuffer( arrayBuffer, paddingByte = 0 ) { + + const paddedLength = getPaddedBufferSize( arrayBuffer.byteLength ); + + if ( paddedLength !== arrayBuffer.byteLength ) { + + const array = new Uint8Array( paddedLength ); + array.set( new Uint8Array( arrayBuffer ) ); + + if ( paddingByte !== 0 ) { + + for ( let i = arrayBuffer.byteLength; i < paddedLength; i ++ ) { + + array[ i ] = paddingByte; + + } + + } + + return array.buffer; + + } + + return arrayBuffer; + +} + +function getCanvas() { + + if ( typeof document === 'undefined' && typeof OffscreenCanvas !== 'undefined' ) { + + return new OffscreenCanvas( 1, 1 ); + + } + + return document.createElement( 'canvas' ); + +} + +function getToBlobPromise( canvas, mimeType ) { + + if ( typeof OffscreenCanvas !== 'undefined' && canvas instanceof OffscreenCanvas ) { + + let quality; + + // Blink's implementation of convertToBlob seems to default to a quality level of 100% + // Use the Blink default quality levels of toBlob instead so that file sizes are comparable. + if ( mimeType === 'image/jpeg' ) { + + quality = 0.92; + + } else if ( mimeType === 'image/webp' ) { + + quality = 0.8; + + } + + return canvas.convertToBlob( { + + type: mimeType, + quality: quality + + } ); + + } else { + + // HTMLCanvasElement code path + + return new Promise( ( resolve ) => canvas.toBlob( resolve, mimeType ) ); + + } + +} + +/** + * Writer + * + * @private + */ +class GLTFWriter { + + constructor() { + + this.plugins = []; + + this.options = {}; + this.pending = []; + this.buffers = []; + + this.byteOffset = 0; + this.buffers = []; + this.nodeMap = new Map(); + this.skins = []; + + this.extensionsUsed = {}; + this.extensionsRequired = {}; + + this.uids = new Map(); + this.uid = 0; + + this.json = { + asset: { + version: '2.0', + generator: 'THREE.GLTFExporter r' + REVISION + } + }; + + this.cache = { + meshes: new Map(), + attributes: new Map(), + attributesNormalized: new Map(), + materials: new Map(), + textures: new Map(), + images: new Map() + }; + + this.textureUtils = null; + + } + + setPlugins( plugins ) { + + this.plugins = plugins; + + } + + setTextureUtils( utils ) { + + this.textureUtils = utils; + + } + + /** + * Parse scenes and generate GLTF output + * + * @param {Scene|Array} input Scene or Array of THREE.Scenes + * @param {Function} onDone Callback on completed + * @param {Object} options options + */ + async writeAsync( input, onDone, options = {} ) { + + this.options = Object.assign( { + // default options + binary: false, + trs: false, + onlyVisible: true, + maxTextureSize: Infinity, + animations: [], + includeCustomExtensions: false + }, options ); + + if ( this.options.animations.length > 0 ) { + + // Only TRS properties, and not matrices, may be targeted by animation. + this.options.trs = true; + + } + + await this.processInputAsync( input ); + + await Promise.all( this.pending ); + + const writer = this; + const buffers = writer.buffers; + const json = writer.json; + options = writer.options; + + const extensionsUsed = writer.extensionsUsed; + const extensionsRequired = writer.extensionsRequired; + + // Merge buffers. + const blob = new Blob( buffers, { type: 'application/octet-stream' } ); + + // Declare extensions. + const extensionsUsedList = Object.keys( extensionsUsed ); + const extensionsRequiredList = Object.keys( extensionsRequired ); + + if ( extensionsUsedList.length > 0 ) json.extensionsUsed = extensionsUsedList; + if ( extensionsRequiredList.length > 0 ) json.extensionsRequired = extensionsRequiredList; + + // Update bytelength of the single buffer. + if ( json.buffers && json.buffers.length > 0 ) json.buffers[ 0 ].byteLength = blob.size; + + if ( options.binary === true ) { + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#glb-file-format-specification + + const reader = new FileReader(); + reader.readAsArrayBuffer( blob ); + reader.onloadend = function () { + + // Binary chunk. + const binaryChunk = getPaddedArrayBuffer( reader.result ); + const binaryChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); + binaryChunkPrefix.setUint32( 0, binaryChunk.byteLength, true ); + binaryChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_BIN, true ); + + // JSON chunk. + const jsonChunk = getPaddedArrayBuffer( stringToArrayBuffer( JSON.stringify( json ) ), 0x20 ); + const jsonChunkPrefix = new DataView( new ArrayBuffer( GLB_CHUNK_PREFIX_BYTES ) ); + jsonChunkPrefix.setUint32( 0, jsonChunk.byteLength, true ); + jsonChunkPrefix.setUint32( 4, GLB_CHUNK_TYPE_JSON, true ); + + // GLB header. + const header = new ArrayBuffer( GLB_HEADER_BYTES ); + const headerView = new DataView( header ); + headerView.setUint32( 0, GLB_HEADER_MAGIC, true ); + headerView.setUint32( 4, GLB_VERSION, true ); + const totalByteLength = GLB_HEADER_BYTES + + jsonChunkPrefix.byteLength + jsonChunk.byteLength + + binaryChunkPrefix.byteLength + binaryChunk.byteLength; + headerView.setUint32( 8, totalByteLength, true ); + + const glbBlob = new Blob( [ + header, + jsonChunkPrefix, + jsonChunk, + binaryChunkPrefix, + binaryChunk + ], { type: 'application/octet-stream' } ); + + const glbReader = new FileReader(); + glbReader.readAsArrayBuffer( glbBlob ); + glbReader.onloadend = function () { + + onDone( glbReader.result ); + + }; + + }; + + } else { + + if ( json.buffers && json.buffers.length > 0 ) { + + const reader = new FileReader(); + reader.readAsDataURL( blob ); + reader.onloadend = function () { + + const base64data = reader.result; + json.buffers[ 0 ].uri = base64data; + onDone( json ); + + }; + + } else { + + onDone( json ); + + } + + } + + + } + + /** + * Serializes a userData. + * + * @param {THREE.Object3D|THREE.Material|THREE.BufferGeometry|THREE.AnimationClip} object + * @param {Object} objectDef + */ + serializeUserData( object, objectDef ) { + + if ( Object.keys( object.userData ).length === 0 ) return; + + const options = this.options; + const extensionsUsed = this.extensionsUsed; + + try { + + const json = JSON.parse( JSON.stringify( object.userData ) ); + + if ( options.includeCustomExtensions && json.gltfExtensions ) { + + if ( objectDef.extensions === undefined ) objectDef.extensions = {}; + + for ( const extensionName in json.gltfExtensions ) { + + objectDef.extensions[ extensionName ] = json.gltfExtensions[ extensionName ]; + extensionsUsed[ extensionName ] = true; + + } + + delete json.gltfExtensions; + + } + + if ( Object.keys( json ).length > 0 ) objectDef.extras = json; + + } catch ( error ) { + + console.warn( 'THREE.GLTFExporter: userData of \'' + object.name + '\' ' + + 'won\'t be serialized because of JSON.stringify error - ' + error.message ); + + } + + } + + /** + * Returns ids for buffer attributes. + * + * @param {Object} attribute + * @param {boolean} [isRelativeCopy=false] + * @return {number} An integer + */ + getUID( attribute, isRelativeCopy = false ) { + + if ( this.uids.has( attribute ) === false ) { + + const uids = new Map(); + + uids.set( true, this.uid ++ ); + uids.set( false, this.uid ++ ); + + this.uids.set( attribute, uids ); + + } + + const uids = this.uids.get( attribute ); + + return uids.get( isRelativeCopy ); + + } + + /** + * Checks if normal attribute values are normalized. + * + * @param {BufferAttribute} normal + * @returns {boolean} + */ + isNormalizedNormalAttribute( normal ) { + + const cache = this.cache; + + if ( cache.attributesNormalized.has( normal ) ) return false; + + const v = new Vector3(); + + for ( let i = 0, il = normal.count; i < il; i ++ ) { + + // 0.0005 is from glTF-validator + if ( Math.abs( v.fromBufferAttribute( normal, i ).length() - 1.0 ) > 0.0005 ) return false; + + } + + return true; + + } + + /** + * Creates normalized normal buffer attribute. + * + * @param {BufferAttribute} normal + * @returns {BufferAttribute} + * + */ + createNormalizedNormalAttribute( normal ) { + + const cache = this.cache; + + if ( cache.attributesNormalized.has( normal ) ) return cache.attributesNormalized.get( normal ); + + const attribute = normal.clone(); + const v = new Vector3(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + v.fromBufferAttribute( attribute, i ); + + if ( v.x === 0 && v.y === 0 && v.z === 0 ) { + + // if values can't be normalized set (1, 0, 0) + v.setX( 1.0 ); + + } else { + + v.normalize(); + + } + + attribute.setXYZ( i, v.x, v.y, v.z ); + + } + + cache.attributesNormalized.set( normal, attribute ); + + return attribute; + + } + + /** + * Applies a texture transform, if present, to the map definition. Requires + * the KHR_texture_transform extension. + * + * @param {Object} mapDef + * @param {THREE.Texture} texture + */ + applyTextureTransform( mapDef, texture ) { + + let didTransform = false; + const transformDef = {}; + + if ( texture.offset.x !== 0 || texture.offset.y !== 0 ) { + + transformDef.offset = texture.offset.toArray(); + didTransform = true; + + } + + if ( texture.rotation !== 0 ) { + + transformDef.rotation = texture.rotation; + didTransform = true; + + } + + if ( texture.repeat.x !== 1 || texture.repeat.y !== 1 ) { + + transformDef.scale = texture.repeat.toArray(); + didTransform = true; + + } + + if ( didTransform ) { + + mapDef.extensions = mapDef.extensions || {}; + mapDef.extensions[ 'KHR_texture_transform' ] = transformDef; + this.extensionsUsed[ 'KHR_texture_transform' ] = true; + + } + + } + + async buildMetalRoughTextureAsync( metalnessMap, roughnessMap ) { + + if ( metalnessMap === roughnessMap ) return metalnessMap; + + function getEncodingConversion( map ) { + + if ( map.colorSpace === SRGBColorSpace ) { + + return function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + + }; + + } + + return function LinearToLinear( c ) { + + return c; + + }; + + } + + if ( metalnessMap instanceof CompressedTexture ) { + + metalnessMap = await this.decompressTextureAsync( metalnessMap ); + + } + + if ( roughnessMap instanceof CompressedTexture ) { + + roughnessMap = await this.decompressTextureAsync( roughnessMap ); + + } + + const metalness = metalnessMap ? metalnessMap.image : null; + const roughness = roughnessMap ? roughnessMap.image : null; + + const width = Math.max( metalness ? metalness.width : 0, roughness ? roughness.width : 0 ); + const height = Math.max( metalness ? metalness.height : 0, roughness ? roughness.height : 0 ); + + const canvas = getCanvas(); + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d', { + willReadFrequently: true, + } ); + context.fillStyle = '#00ffff'; + context.fillRect( 0, 0, width, height ); + + const composite = context.getImageData( 0, 0, width, height ); + + if ( metalness ) { + + context.drawImage( metalness, 0, 0, width, height ); + + const convert = getEncodingConversion( metalnessMap ); + const data = context.getImageData( 0, 0, width, height ).data; + + for ( let i = 2; i < data.length; i += 4 ) { + + composite.data[ i ] = convert( data[ i ] / 256 ) * 256; + + } + + } + + if ( roughness ) { + + context.drawImage( roughness, 0, 0, width, height ); + + const convert = getEncodingConversion( roughnessMap ); + const data = context.getImageData( 0, 0, width, height ).data; + + for ( let i = 1; i < data.length; i += 4 ) { + + composite.data[ i ] = convert( data[ i ] / 256 ) * 256; + + } + + } + + context.putImageData( composite, 0, 0 ); + + // + + const reference = metalnessMap || roughnessMap; + + const texture = reference.clone(); + + texture.source = new Source( canvas ); + texture.colorSpace = NoColorSpace; + texture.channel = ( metalnessMap || roughnessMap ).channel; + + if ( metalnessMap && roughnessMap && metalnessMap.channel !== roughnessMap.channel ) { + + console.warn( 'THREE.GLTFExporter: UV channels for metalnessMap and roughnessMap textures must match.' ); + + } + + console.warn( 'THREE.GLTFExporter: Merged metalnessMap and roughnessMap textures.' ); + + return texture; + + } + + + /** + * Builds a copy of the given normal map with the red and/or green channels + * inverted (`color = 255 - color`). This is used to bake the sign of + * `material.normalScale` and the tangent-space convention into the texture, + * since glTF only supports OpenGL-style normal maps with a univariate, + * positive scale. + * + * @param {THREE.Texture} normalMap The source normal map. + * @param {boolean} flipX Whether to invert the red channel (normal X). + * @param {boolean} flipY Whether to invert the green channel (normal Y). + * @return {Promise} The derived normal map texture. + */ + async buildNormalMapTextureAsync( normalMap, flipX, flipY ) { + + if ( normalMap instanceof CompressedTexture ) { + + normalMap = await this.decompressTextureAsync( normalMap ); + + } + + const image = normalMap.image; + + const canvas = getCanvas(); + canvas.width = image.width; + canvas.height = image.height; + + const context = canvas.getContext( '2d', { + willReadFrequently: true, + } ); + + context.drawImage( image, 0, 0, canvas.width, canvas.height ); + + const imageData = context.getImageData( 0, 0, canvas.width, canvas.height ); + const data = imageData.data; + + for ( let i = 0; i < data.length; i += 4 ) { + + if ( flipX ) data[ i + 0 ] = 255 - data[ i + 0 ]; + if ( flipY ) data[ i + 1 ] = 255 - data[ i + 1 ]; + + } + + context.putImageData( imageData, 0, 0 ); + + const texture = normalMap.clone(); + texture.source = new Source( canvas ); + + return texture; + + } + + async decompressTextureAsync( texture, maxTextureSize = Infinity ) { + + if ( this.textureUtils === null ) { + + throw new Error( 'THREE.GLTFExporter: setTextureUtils() must be called to process compressed textures.' ); + + } + + return await this.textureUtils.decompress( texture, maxTextureSize ); + + } + + /** + * Process a buffer to append to the default one. + * @param {ArrayBuffer} buffer + * @return {0} + */ + processBuffer( buffer ) { + + const json = this.json; + const buffers = this.buffers; + + if ( ! json.buffers ) json.buffers = [ { byteLength: 0 } ]; + + // All buffers are merged before export. + buffers.push( buffer ); + + return 0; + + } + + /** + * Process and generate a BufferView + * @param {BufferAttribute} attribute + * @param {number} componentType + * @param {number} start + * @param {number} count + * @param {number} [target] Target usage of the BufferView + * @return {Object} + */ + processBufferView( attribute, componentType, start, count, target ) { + + const json = this.json; + + if ( ! json.bufferViews ) json.bufferViews = []; + + // Create a new dataview and dump the attribute's array into it + + let componentSize; + + switch ( componentType ) { + + case WEBGL_CONSTANTS.BYTE: + case WEBGL_CONSTANTS.UNSIGNED_BYTE: + + componentSize = 1; + + break; + + case WEBGL_CONSTANTS.SHORT: + case WEBGL_CONSTANTS.UNSIGNED_SHORT: + + componentSize = 2; + + break; + + default: + + componentSize = 4; + + } + + let byteStride = attribute.itemSize * componentSize; + + if ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) { + + // Each element of a vertex attribute MUST be aligned to 4-byte boundaries + // inside a bufferView + byteStride = Math.ceil( byteStride / 4 ) * 4; + + } + + const byteLength = getPaddedBufferSize( count * byteStride ); + const dataView = new DataView( new ArrayBuffer( byteLength ) ); + let offset = 0; + + for ( let i = start; i < start + count; i ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + let value; + + if ( attribute.itemSize > 4 ) { + + // no support for interleaved data for itemSize > 4 + + value = attribute.array[ i * attribute.itemSize + a ]; + + } else { + + if ( a === 0 ) value = attribute.getX( i ); + else if ( a === 1 ) value = attribute.getY( i ); + else if ( a === 2 ) value = attribute.getZ( i ); + else if ( a === 3 ) value = attribute.getW( i ); + + if ( attribute.normalized === true ) { + + value = MathUtils.normalize( value, attribute.array ); + + } + + } + + if ( componentType === WEBGL_CONSTANTS.FLOAT ) { + + dataView.setFloat32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.INT ) { + + dataView.setInt32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_INT ) { + + dataView.setUint32( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.SHORT ) { + + dataView.setInt16( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_SHORT ) { + + dataView.setUint16( offset, value, true ); + + } else if ( componentType === WEBGL_CONSTANTS.BYTE ) { + + dataView.setInt8( offset, value ); + + } else if ( componentType === WEBGL_CONSTANTS.UNSIGNED_BYTE ) { + + dataView.setUint8( offset, value ); + + } + + offset += componentSize; + + } + + if ( ( offset % byteStride ) !== 0 ) { + + offset += byteStride - ( offset % byteStride ); + + } + + } + + const bufferViewDef = { + + buffer: this.processBuffer( dataView.buffer ), + byteOffset: this.byteOffset, + byteLength: byteLength + + }; + + if ( target !== undefined ) bufferViewDef.target = target; + + if ( target === WEBGL_CONSTANTS.ARRAY_BUFFER ) { + + // Only define byteStride for vertex attributes. + bufferViewDef.byteStride = byteStride; + + } + + this.byteOffset += byteLength; + + json.bufferViews.push( bufferViewDef ); + + // @TODO Merge bufferViews where possible. + const output = { + + id: json.bufferViews.length - 1, + byteLength: 0 + + }; + + return output; + + } + + /** + * Process and generate a BufferView from an image Blob. + * @param {Blob} blob + * @return {Promise} An integer + */ + processBufferViewImage( blob ) { + + const writer = this; + const json = writer.json; + + if ( ! json.bufferViews ) json.bufferViews = []; + + return new Promise( function ( resolve ) { + + const reader = new FileReader(); + reader.readAsArrayBuffer( blob ); + reader.onloadend = function () { + + const buffer = getPaddedArrayBuffer( reader.result ); + + const bufferViewDef = { + buffer: writer.processBuffer( buffer ), + byteOffset: writer.byteOffset, + byteLength: buffer.byteLength + }; + + writer.byteOffset += buffer.byteLength; + resolve( json.bufferViews.push( bufferViewDef ) - 1 ); + + }; + + } ); + + } + + /** + * Process attribute to generate an accessor + * @param {BufferAttribute} attribute Attribute to process + * @param {?BufferGeometry} [geometry] Geometry used for truncated draw range + * @param {number} [start=0] + * @param {number} [count=Infinity] + * @return {?number} Index of the processed accessor on the "accessors" array + */ + processAccessor( attribute, geometry, start, count ) { + + const json = this.json; + + const types = { + + 1: 'SCALAR', + 2: 'VEC2', + 3: 'VEC3', + 4: 'VEC4', + 9: 'MAT3', + 16: 'MAT4' + + }; + + let componentType; + + // Detect the component type of the attribute array + if ( attribute.array.constructor === Float32Array ) { + + componentType = WEBGL_CONSTANTS.FLOAT; + + } else if ( attribute.array.constructor === Int32Array ) { + + componentType = WEBGL_CONSTANTS.INT; + + } else if ( attribute.array.constructor === Uint32Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_INT; + + } else if ( attribute.array.constructor === Int16Array ) { + + componentType = WEBGL_CONSTANTS.SHORT; + + } else if ( attribute.array.constructor === Uint16Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_SHORT; + + } else if ( attribute.array.constructor === Int8Array ) { + + componentType = WEBGL_CONSTANTS.BYTE; + + } else if ( attribute.array.constructor === Uint8Array ) { + + componentType = WEBGL_CONSTANTS.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.GLTFExporter: Unsupported bufferAttribute component type: ' + attribute.array.constructor.name ); + + } + + if ( start === undefined ) start = 0; + if ( count === undefined || count === Infinity ) count = attribute.count; + + // Skip creating an accessor if the attribute doesn't have data to export + if ( count === 0 ) return null; + + const minMax = getMinMax( attribute, start, count ); + let bufferViewTarget; + + // If geometry isn't provided, don't infer the target usage of the bufferView. For + // animation samplers, target must not be set. + if ( geometry !== undefined ) { + + bufferViewTarget = attribute === geometry.index ? WEBGL_CONSTANTS.ELEMENT_ARRAY_BUFFER : WEBGL_CONSTANTS.ARRAY_BUFFER; + + } + + const bufferView = this.processBufferView( attribute, componentType, start, count, bufferViewTarget ); + + const accessorDef = { + + bufferView: bufferView.id, + byteOffset: bufferView.byteOffset, + componentType: componentType, + count: count, + max: minMax.max, + min: minMax.min, + type: types[ attribute.itemSize ] + + }; + + if ( attribute.normalized === true ) accessorDef.normalized = true; + if ( ! json.accessors ) json.accessors = []; + + return json.accessors.push( accessorDef ) - 1; + + } + + /** + * Process image + * @param {Image} image to process + * @param {number} format Identifier of the format (RGBAFormat) + * @param {boolean} flipY before writing out the image + * @param {string} mimeType export format + * @return {number} Index of the processed texture in the "images" array + */ + processImage( image, format, flipY, mimeType = 'image/png' ) { + + if ( image !== null ) { + + const writer = this; + const cache = writer.cache; + const json = writer.json; + const options = writer.options; + const pending = writer.pending; + + if ( ! cache.images.has( image ) ) cache.images.set( image, {} ); + + const cachedImages = cache.images.get( image ); + + const key = mimeType + ':flipY/' + flipY.toString(); + + if ( cachedImages[ key ] !== undefined ) return cachedImages[ key ]; + + if ( ! json.images ) json.images = []; + + const imageDef = { mimeType: mimeType }; + + const canvas = getCanvas(); + + canvas.width = Math.min( image.width, options.maxTextureSize ); + canvas.height = Math.min( image.height, options.maxTextureSize ); + + const ctx = canvas.getContext( '2d', { + willReadFrequently: true, + } ); + + if ( flipY === true ) { + + ctx.translate( 0, canvas.height ); + ctx.scale( 1, - 1 ); + + } + + if ( image.data !== undefined ) { // THREE.DataTexture + + if ( format !== RGBAFormat ) { + + console.error( 'GLTFExporter: Only RGBAFormat is supported.', format ); + + } + + if ( image.width > options.maxTextureSize || image.height > options.maxTextureSize ) { + + console.warn( 'GLTFExporter: Image size is bigger than maxTextureSize', image ); + + } + + const data = new Uint8ClampedArray( image.height * image.width * 4 ); + + for ( let i = 0; i < data.length; i += 4 ) { + + data[ i + 0 ] = image.data[ i + 0 ]; + data[ i + 1 ] = image.data[ i + 1 ]; + data[ i + 2 ] = image.data[ i + 2 ]; + data[ i + 3 ] = image.data[ i + 3 ]; + + } + + ctx.putImageData( new ImageData( data, image.width, image.height ), 0, 0 ); + + } else { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) || + ( typeof OffscreenCanvas !== 'undefined' && image instanceof OffscreenCanvas ) ) { + + ctx.drawImage( image, 0, 0, canvas.width, canvas.height ); + + } else { + + throw new Error( 'THREE.GLTFExporter: Invalid image type. Use HTMLImageElement, HTMLCanvasElement, ImageBitmap or OffscreenCanvas.' ); + + } + + } + + if ( options.binary === true ) { + + pending.push( + + getToBlobPromise( canvas, mimeType ) + .then( blob => writer.processBufferViewImage( blob ) ) + .then( bufferViewIndex => { + + imageDef.bufferView = bufferViewIndex; + + } ) + + ); + + } else { + + imageDef.uri = ImageUtils.getDataURL( canvas, mimeType ); + + } + + const index = json.images.push( imageDef ) - 1; + cachedImages[ key ] = index; + return index; + + } else { + + throw new Error( 'THREE.GLTFExporter: No valid image data found. Unable to process texture.' ); + + } + + } + + /** + * Process sampler + * @param {Texture} map Texture to process + * @return {number} Index of the processed texture in the "samplers" array + */ + processSampler( map ) { + + const json = this.json; + + if ( ! json.samplers ) json.samplers = []; + + const samplerDef = { + magFilter: THREE_TO_WEBGL[ map.magFilter ], + minFilter: THREE_TO_WEBGL[ map.minFilter ], + wrapS: THREE_TO_WEBGL[ map.wrapS ], + wrapT: THREE_TO_WEBGL[ map.wrapT ] + }; + + return json.samplers.push( samplerDef ) - 1; + + } + + /** + * Process texture + * @param {Texture} map Map to process + * @return {Promise} Index of the processed texture in the "textures" array + */ + async processTextureAsync( map ) { + + const writer = this; + const options = writer.options; + const cache = this.cache; + const json = this.json; + + if ( cache.textures.has( map ) ) return cache.textures.get( map ); + + if ( ! json.textures ) json.textures = []; + + // make non-readable textures (e.g. CompressedTexture) readable by blitting them into a new texture + if ( map instanceof CompressedTexture ) { + + map = await this.decompressTextureAsync( map, options.maxTextureSize ); + + } + + const mimeType = map.userData.mimeType; + + const imageIndex = this.processImage( map.image, map.format, map.flipY, mimeType ); + + const textureDef = { + sampler: this.processSampler( map ) + }; + + if ( mimeType === 'image/webp' ) { + + textureDef.extensions = textureDef.extensions || {}; + textureDef.extensions[ 'EXT_texture_webp' ] = { + source: imageIndex + }; + + this.extensionsUsed[ 'EXT_texture_webp' ] = true; + this.extensionsRequired[ 'EXT_texture_webp' ] = true; + + } else { + + textureDef.source = imageIndex; + + } + + if ( map.name ) textureDef.name = map.name; + + await this._invokeAllAsync( async function ( ext ) { + + ext.writeTexture && await ext.writeTexture( map, textureDef ); + + } ); + + const index = json.textures.push( textureDef ) - 1; + cache.textures.set( map, index ); + return index; + + } + + /** + * Process material + * @param {THREE.Material} material Material to process + * @param {THREE.BufferGeometry} [geometry] Geometry the material is used with. + * @return {Promise} Index of the processed material in the "materials" array + */ + async processMaterialAsync( material, geometry ) { + + const cache = this.cache; + const json = this.json; + + // Whether the geometry provides explicit tangents. The exported normal map depends on + // this, so it is part of the material cache key. + const hasTangent = geometry !== undefined && geometry.hasAttribute( 'tangent' ); + const cacheKey = material.normalMap ? material.uuid + ':' + hasTangent : material.uuid; + + if ( cache.materials.has( cacheKey ) ) return cache.materials.get( cacheKey ); + + if ( material.isShaderMaterial ) { + + console.warn( 'GLTFExporter: THREE.ShaderMaterial not supported.' ); + return null; + + } + + if ( ! json.materials ) json.materials = []; + + // @QUESTION Should we avoid including any attribute that has the default value? + const materialDef = { pbrMetallicRoughness: {} }; + + if ( material.isMeshStandardMaterial !== true && material.isMeshBasicMaterial !== true ) { + + console.warn( 'GLTFExporter: Use MeshStandardMaterial or MeshBasicMaterial for best results.' ); + + } + + // pbrMetallicRoughness.baseColorFactor + const color = material.color.toArray().concat( [ material.opacity ] ); + + if ( ! equalArray( color, [ 1, 1, 1, 1 ] ) ) { + + materialDef.pbrMetallicRoughness.baseColorFactor = color; + + } + + if ( material.isMeshStandardMaterial ) { + + materialDef.pbrMetallicRoughness.metallicFactor = material.metalness; + materialDef.pbrMetallicRoughness.roughnessFactor = material.roughness; + + } else { + + materialDef.pbrMetallicRoughness.metallicFactor = 0; + materialDef.pbrMetallicRoughness.roughnessFactor = 1; + + } + + // pbrMetallicRoughness.metallicRoughnessTexture + if ( material.metalnessMap || material.roughnessMap ) { + + const metalRoughTexture = await this.buildMetalRoughTextureAsync( material.metalnessMap, material.roughnessMap ); + + const metalRoughMapDef = { + index: await this.processTextureAsync( metalRoughTexture ), + texCoord: metalRoughTexture.channel + }; + this.applyTextureTransform( metalRoughMapDef, metalRoughTexture ); + materialDef.pbrMetallicRoughness.metallicRoughnessTexture = metalRoughMapDef; + + } + + // pbrMetallicRoughness.baseColorTexture + if ( material.map ) { + + const baseColorMapDef = { + index: await this.processTextureAsync( material.map ), + texCoord: material.map.channel + }; + this.applyTextureTransform( baseColorMapDef, material.map ); + materialDef.pbrMetallicRoughness.baseColorTexture = baseColorMapDef; + + } + + if ( material.emissive ) { + + const emissive = material.emissive; + const maxEmissiveComponent = Math.max( emissive.r, emissive.g, emissive.b ); + + if ( maxEmissiveComponent > 0 ) { + + materialDef.emissiveFactor = material.emissive.toArray(); + + } + + // emissiveTexture + if ( material.emissiveMap ) { + + const emissiveMapDef = { + index: await this.processTextureAsync( material.emissiveMap ), + texCoord: material.emissiveMap.channel + }; + this.applyTextureTransform( emissiveMapDef, material.emissiveMap ); + materialDef.emissiveTexture = emissiveMapDef; + + } + + } + + // normalTexture + if ( material.normalMap ) { + + const normalScale = material.normalScale; + + // glTF only supports OpenGL-style normal maps with a univariate, positive scale. + // A negative `normalScale` component is baked into the texture by inverting the + // corresponding channel. Meshes without explicit tangents use the opposite + // green-channel convention, so the green channel is inverted in that case too. + // + // The no-tangent green flip is the counterpart of GLTFLoader, which negates + // `normalScale.y` on import for the same case. + const flipX = normalScale.x < 0; + const flipY = hasTangent ? normalScale.y < 0 : normalScale.y > 0; + + let normalMap = material.normalMap; + + if ( flipX || flipY ) { + + normalMap = await this.buildNormalMapTextureAsync( material.normalMap, flipX, flipY ); + + } + + const normalMapDef = { + index: await this.processTextureAsync( normalMap ), + texCoord: material.normalMap.channel + }; + + if ( Math.abs( normalScale.x ) !== 1 ) { + + // glTF normal scale is univariate. The magnitude of `x` is used; the sign of + // both components has already been baked into the texture above. + normalMapDef.scale = Math.abs( normalScale.x ); + + } + + this.applyTextureTransform( normalMapDef, material.normalMap ); + materialDef.normalTexture = normalMapDef; + + } + + // occlusionTexture + if ( material.aoMap ) { + + const occlusionMapDef = { + index: await this.processTextureAsync( material.aoMap ), + texCoord: material.aoMap.channel + }; + + if ( material.aoMapIntensity !== 1.0 ) { + + occlusionMapDef.strength = material.aoMapIntensity; + + } + + this.applyTextureTransform( occlusionMapDef, material.aoMap ); + materialDef.occlusionTexture = occlusionMapDef; + + } + + // alphaMode + if ( material.transparent ) { + + materialDef.alphaMode = 'BLEND'; + + } else { + + if ( material.alphaTest > 0.0 ) { + + materialDef.alphaMode = 'MASK'; + materialDef.alphaCutoff = material.alphaTest; + + } + + } + + // doubleSided + if ( material.side === DoubleSide ) materialDef.doubleSided = true; + if ( material.name !== '' ) materialDef.name = material.name; + + this.serializeUserData( material, materialDef ); + + await this._invokeAllAsync( async function ( ext ) { + + ext.writeMaterialAsync && await ext.writeMaterialAsync( material, materialDef ); + + } ); + + const index = json.materials.push( materialDef ) - 1; + cache.materials.set( cacheKey, index ); + return index; + + } + + /** + * Process mesh + * @param {THREE.Mesh} mesh Mesh to process + * @return {Promise} Index of the processed mesh in the "meshes" array + */ + async processMeshAsync( mesh ) { + + const cache = this.cache; + const json = this.json; + + const meshCacheKeyParts = [ mesh.geometry.uuid ]; + + if ( Array.isArray( mesh.material ) ) { + + for ( let i = 0, l = mesh.material.length; i < l; i ++ ) { + + meshCacheKeyParts.push( mesh.material[ i ].uuid ); + + } + + } else { + + meshCacheKeyParts.push( mesh.material.uuid ); + + } + + const meshCacheKey = meshCacheKeyParts.join( ':' ); + + if ( cache.meshes.has( meshCacheKey ) ) return cache.meshes.get( meshCacheKey ); + + const geometry = mesh.geometry; + + let mode; + + // Use the correct mode + if ( mesh.isLineSegments ) { + + mode = WEBGL_CONSTANTS.LINES; + + } else if ( mesh.isLineLoop ) { + + mode = WEBGL_CONSTANTS.LINE_LOOP; + + } else if ( mesh.isLine ) { + + mode = WEBGL_CONSTANTS.LINE_STRIP; + + } else if ( mesh.isPoints ) { + + mode = WEBGL_CONSTANTS.POINTS; + + } else { + + mode = mesh.material.wireframe ? WEBGL_CONSTANTS.LINES : WEBGL_CONSTANTS.TRIANGLES; + + } + + const meshDef = {}; + const attributes = {}; + const primitives = []; + const targets = []; + + // Conversion between attributes names in threejs and gltf spec + const nameConversion = { + uv: 'TEXCOORD_0', + uv1: 'TEXCOORD_1', + uv2: 'TEXCOORD_2', + uv3: 'TEXCOORD_3', + color: 'COLOR_0', + skinWeight: 'WEIGHTS_0', + skinIndex: 'JOINTS_0' + }; + + const originalNormal = geometry.getAttribute( 'normal' ); + + if ( originalNormal !== undefined && ! this.isNormalizedNormalAttribute( originalNormal ) ) { + + console.warn( 'THREE.GLTFExporter: Creating normalized normal attribute from the non-normalized one.' ); + + geometry.setAttribute( 'normal', this.createNormalizedNormalAttribute( originalNormal ) ); + + } + + // @QUESTION Detect if .vertexColors = true? + // For every attribute create an accessor + let modifiedAttribute = null; + + for ( let attributeName in geometry.attributes ) { + + // Ignore morph target attributes, which are exported later. + if ( attributeName.slice( 0, 5 ) === 'morph' ) continue; + + const attribute = geometry.attributes[ attributeName ]; + attributeName = nameConversion[ attributeName ] || attributeName.toUpperCase(); + + // Prefix all geometry attributes except the ones specifically + // listed in the spec; non-spec attributes are considered custom. + const validVertexAttributes = + /^(POSITION|NORMAL|TANGENT|TEXCOORD_\d+|COLOR_\d+|JOINTS_\d+|WEIGHTS_\d+)$/; + + if ( ! validVertexAttributes.test( attributeName ) && ! attributeName.startsWith( '_' ) ) attributeName = '_' + attributeName; + + if ( cache.attributes.has( this.getUID( attribute ) ) ) { + + attributes[ attributeName ] = cache.attributes.get( this.getUID( attribute ) ); + continue; + + } + + // Enforce glTF vertex attribute requirements: + // - JOINTS_0 must be UNSIGNED_BYTE or UNSIGNED_SHORT + // - Only custom attributes may be INT or UNSIGNED_INT + modifiedAttribute = null; + const array = attribute.array; + + if ( attributeName === 'JOINTS_0' && + ! ( array instanceof Uint16Array ) && + ! ( array instanceof Uint8Array ) ) { + + console.warn( 'GLTFExporter: Attribute "skinIndex" converted to type UNSIGNED_SHORT.' ); + modifiedAttribute = GLTFExporter.Utils.toTypedBufferAttribute( attribute, Uint16Array ); + + } else if ( ( array instanceof Uint32Array || array instanceof Int32Array ) && ! attributeName.startsWith( '_' ) ) { + + console.warn( `GLTFExporter: Attribute "${ attributeName }" converted to type FLOAT.` ); + modifiedAttribute = GLTFExporter.Utils.toTypedBufferAttribute( attribute, Float32Array ); + + } + + const accessor = this.processAccessor( modifiedAttribute || attribute, geometry ); + + if ( accessor !== null ) { + + if ( ! attributeName.startsWith( '_' ) ) { + + this.detectMeshQuantization( attributeName, attribute ); + + } + + attributes[ attributeName ] = accessor; + cache.attributes.set( this.getUID( attribute ), accessor ); + + } + + } + + if ( originalNormal !== undefined ) geometry.setAttribute( 'normal', originalNormal ); + + // Skip if no exportable attributes found + if ( Object.keys( attributes ).length === 0 ) return null; + + // Morph targets + if ( mesh.morphTargetInfluences !== undefined && mesh.morphTargetInfluences.length > 0 ) { + + const weights = []; + const targetNames = []; + const reverseDictionary = {}; + + if ( mesh.morphTargetDictionary !== undefined ) { + + for ( const key in mesh.morphTargetDictionary ) { + + reverseDictionary[ mesh.morphTargetDictionary[ key ] ] = key; + + } + + } + + for ( let i = 0; i < mesh.morphTargetInfluences.length; ++ i ) { + + const target = {}; + let warned = false; + + for ( const attributeName in geometry.morphAttributes ) { + + // glTF 2.0 morph supports only POSITION/NORMAL/TANGENT. + // Three.js doesn't support TANGENT yet. + + if ( attributeName !== 'position' && attributeName !== 'normal' ) { + + if ( ! warned ) { + + console.warn( 'GLTFExporter: Only POSITION and NORMAL morph are supported.' ); + warned = true; + + } + + continue; + + } + + const attribute = geometry.morphAttributes[ attributeName ][ i ]; + const gltfAttributeName = attributeName.toUpperCase(); + + // Three.js morph attribute has absolute values while the one of glTF has relative values. + // + // glTF 2.0 Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#morph-targets + + const baseAttribute = geometry.attributes[ attributeName ]; + + if ( cache.attributes.has( this.getUID( attribute, true ) ) ) { + + target[ gltfAttributeName ] = cache.attributes.get( this.getUID( attribute, true ) ); + continue; + + } + + // Clones attribute not to override + const relativeAttribute = attribute.clone(); + + if ( ! geometry.morphTargetsRelative ) { + + for ( let j = 0, jl = attribute.count; j < jl; j ++ ) { + + for ( let a = 0; a < attribute.itemSize; a ++ ) { + + if ( a === 0 ) relativeAttribute.setX( j, attribute.getX( j ) - baseAttribute.getX( j ) ); + if ( a === 1 ) relativeAttribute.setY( j, attribute.getY( j ) - baseAttribute.getY( j ) ); + if ( a === 2 ) relativeAttribute.setZ( j, attribute.getZ( j ) - baseAttribute.getZ( j ) ); + if ( a === 3 ) relativeAttribute.setW( j, attribute.getW( j ) - baseAttribute.getW( j ) ); + + } + + } + + } + + target[ gltfAttributeName ] = this.processAccessor( relativeAttribute, geometry ); + cache.attributes.set( this.getUID( baseAttribute, true ), target[ gltfAttributeName ] ); + + } + + targets.push( target ); + + weights.push( mesh.morphTargetInfluences[ i ] ); + + if ( mesh.morphTargetDictionary !== undefined ) targetNames.push( reverseDictionary[ i ] ); + + } + + meshDef.weights = weights; + + if ( targetNames.length > 0 ) { + + meshDef.extras = {}; + meshDef.extras.targetNames = targetNames; + + } + + } + + const isMultiMaterial = Array.isArray( mesh.material ); + + if ( isMultiMaterial && geometry.groups.length === 0 ) return null; + + let didForceIndices = false; + + if ( isMultiMaterial && geometry.index === null ) { + + const indices = []; + + for ( let i = 0, il = geometry.attributes.position.count; i < il; i ++ ) { + + indices[ i ] = i; + + } + + geometry.setIndex( indices ); + + didForceIndices = true; + + } + + const materials = isMultiMaterial ? mesh.material : [ mesh.material ]; + const groups = isMultiMaterial ? geometry.groups : [ { materialIndex: 0, start: undefined, count: undefined } ]; + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const primitive = { + mode: mode, + attributes: attributes, + }; + + this.serializeUserData( geometry, primitive ); + + if ( targets.length > 0 ) primitive.targets = targets; + + if ( geometry.index !== null ) { + + let cacheKey = this.getUID( geometry.index ); + + if ( groups[ i ].start !== undefined || groups[ i ].count !== undefined ) { + + cacheKey += ':' + groups[ i ].start + ':' + groups[ i ].count; + + } + + if ( cache.attributes.has( cacheKey ) ) { + + primitive.indices = cache.attributes.get( cacheKey ); + + } else { + + primitive.indices = this.processAccessor( geometry.index, geometry, groups[ i ].start, groups[ i ].count ); + cache.attributes.set( cacheKey, primitive.indices ); + + } + + if ( primitive.indices === null ) delete primitive.indices; + + } + + const material = await this.processMaterialAsync( materials[ groups[ i ].materialIndex ], geometry ); + + if ( material !== null ) primitive.material = material; + + primitives.push( primitive ); + + } + + if ( didForceIndices === true ) { + + geometry.setIndex( null ); + + } + + meshDef.primitives = primitives; + + if ( ! json.meshes ) json.meshes = []; + + await this._invokeAllAsync( function ( ext ) { + + ext.writeMesh && ext.writeMesh( mesh, meshDef ); + + } ); + + const index = json.meshes.push( meshDef ) - 1; + cache.meshes.set( meshCacheKey, index ); + return index; + + } + + /** + * If a vertex attribute with a + * [non-standard data type](https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#meshes-overview) + * is used, it is checked whether it is a valid data type according to the + * [KHR_mesh_quantization](https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_mesh_quantization/README.md) + * extension. + * In this case the extension is automatically added to the list of used extensions. + * + * @param {string} attributeName + * @param {THREE.BufferAttribute} attribute + */ + detectMeshQuantization( attributeName, attribute ) { + + if ( this.extensionsUsed[ KHR_MESH_QUANTIZATION ] ) return; + + let attrType = undefined; + + switch ( attribute.array.constructor ) { + + case Int8Array: + + attrType = 'byte'; + + break; + + case Uint8Array: + + attrType = 'unsigned byte'; + + break; + + case Int16Array: + + attrType = 'short'; + + break; + + case Uint16Array: + + attrType = 'unsigned short'; + + break; + + default: + + return; + + } + + if ( attribute.normalized ) attrType += ' normalized'; + + const attrNamePrefix = attributeName.split( '_', 1 )[ 0 ]; + + if ( KHR_mesh_quantization_ExtraAttrTypes[ attrNamePrefix ] && KHR_mesh_quantization_ExtraAttrTypes[ attrNamePrefix ].includes( attrType ) ) { + + this.extensionsUsed[ KHR_MESH_QUANTIZATION ] = true; + this.extensionsRequired[ KHR_MESH_QUANTIZATION ] = true; + + } + + } + + /** + * Process camera + * @param {THREE.Camera} camera Camera to process + * @return {number} Index of the processed mesh in the "camera" array + */ + processCamera( camera ) { + + const json = this.json; + + if ( ! json.cameras ) json.cameras = []; + + const isOrtho = camera.isOrthographicCamera; + + const cameraDef = { + type: isOrtho ? 'orthographic' : 'perspective' + }; + + if ( isOrtho ) { + + cameraDef.orthographic = { + xmag: camera.right * 2, + ymag: camera.top * 2, + zfar: camera.far <= 0 ? 0.001 : camera.far, + znear: camera.near < 0 ? 0 : camera.near + }; + + } else { + + cameraDef.perspective = { + aspectRatio: camera.aspect, + yfov: MathUtils.degToRad( camera.fov ), + zfar: camera.far <= 0 ? 0.001 : camera.far, + znear: camera.near < 0 ? 0 : camera.near + }; + + } + + // Question: Is saving "type" as name intentional? + if ( camera.name !== '' ) cameraDef.name = camera.type; + + return json.cameras.push( cameraDef ) - 1; + + } + + /** + * Creates glTF animation entry from AnimationClip object. + * + * Status: + * - Only properties listed in PATH_PROPERTIES may be animated. + * + * @param {THREE.AnimationClip} clip + * @param {THREE.Object3D} root + * @return {?number} + */ + processAnimation( clip, root ) { + + const json = this.json; + const nodeMap = this.nodeMap; + + if ( ! json.animations ) json.animations = []; + + clip = GLTFExporter.Utils.mergeMorphTargetTracks( clip.clone(), root ); + + const tracks = clip.tracks; + const channels = []; + const samplers = []; + + for ( let i = 0; i < tracks.length; ++ i ) { + + const track = tracks[ i ]; + const trackBinding = PropertyBinding.parseTrackName( track.name ); + let trackNode = PropertyBinding.findNode( root, trackBinding.nodeName ); + const trackProperty = PATH_PROPERTIES[ trackBinding.propertyName ]; + + if ( trackBinding.objectName === 'bones' ) { + + if ( trackNode.isSkinnedMesh === true ) { + + trackNode = trackNode.skeleton.getBoneByName( trackBinding.objectIndex ); + + } else { + + trackNode = undefined; + + } + + } + + if ( ! trackNode || ! trackProperty ) { + + console.warn( 'THREE.GLTFExporter: Could not export animation track "%s".', track.name ); + continue; + + } + + const inputItemSize = 1; + let outputItemSize = track.values.length / track.times.length; + + if ( trackProperty === PATH_PROPERTIES.morphTargetInfluences ) { + + outputItemSize /= trackNode.morphTargetInfluences.length; + + } + + let interpolation; + + // @TODO export CubicInterpolant(InterpolateSmooth) as CUBICSPLINE + + // Detecting glTF cubic spline interpolant by checking factory method's special property + // GLTFCubicSplineInterpolant is a custom interpolant and track doesn't return + // valid value from .getInterpolation(). + if ( track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline === true ) { + + interpolation = 'CUBICSPLINE'; + + // itemSize of CUBICSPLINE keyframe is 9 + // (VEC3 * 3: inTangent, splineVertex, and outTangent) + // but needs to be stored as VEC3 so dividing by 3 here. + outputItemSize /= 3; + + } else if ( track.getInterpolation() === InterpolateDiscrete ) { + + interpolation = 'STEP'; + + } else { + + interpolation = 'LINEAR'; + + } + + samplers.push( { + input: this.processAccessor( new BufferAttribute( track.times, inputItemSize ) ), + output: this.processAccessor( new BufferAttribute( track.values, outputItemSize ) ), + interpolation: interpolation + } ); + + channels.push( { + sampler: samplers.length - 1, + target: { + node: nodeMap.get( trackNode ), + path: trackProperty + } + } ); + + } + + const animationDef = { + name: clip.name || 'clip_' + json.animations.length, + samplers: samplers, + channels: channels + }; + + this.serializeUserData( clip, animationDef ); + + json.animations.push( animationDef ); + + return json.animations.length - 1; + + } + + /** + * @param {THREE.Object3D} object + * @return {?number} + */ + processSkin( object ) { + + const json = this.json; + const nodeMap = this.nodeMap; + + const node = json.nodes[ nodeMap.get( object ) ]; + + const skeleton = object.skeleton; + + if ( skeleton === undefined ) return null; + + const rootJoint = object.skeleton.bones[ 0 ]; + + if ( rootJoint === undefined ) return null; + + const joints = []; + const inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 ); + const temporaryBoneInverse = new Matrix4(); + + for ( let i = 0; i < skeleton.bones.length; ++ i ) { + + joints.push( nodeMap.get( skeleton.bones[ i ] ) ); + temporaryBoneInverse.copy( skeleton.boneInverses[ i ] ); + temporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 ); + + } + + if ( json.skins === undefined ) json.skins = []; + + json.skins.push( { + inverseBindMatrices: this.processAccessor( new BufferAttribute( inverseBindMatrices, 16 ) ), + joints: joints, + skeleton: nodeMap.get( rootJoint ) + } ); + + const skinIndex = node.skin = json.skins.length - 1; + + return skinIndex; + + } + + /** + * Process Object3D node + * @param {THREE.Object3D} object Object3D to processNodeAsync + * @return {Promise} Index of the node in the nodes list + */ + async processNodeAsync( object ) { + + const json = this.json; + const options = this.options; + const nodeMap = this.nodeMap; + + if ( ! json.nodes ) json.nodes = []; + + // Handle pivot by creating a container node + if ( object.pivot !== null ) { + + return await this._processNodeWithPivotAsync( object ); + + } + + const nodeDef = {}; + + if ( options.trs ) { + + const rotation = object.quaternion.toArray(); + const position = object.position.toArray(); + const scale = object.scale.toArray(); + + if ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) { + + nodeDef.rotation = rotation; + + } + + if ( ! equalArray( position, [ 0, 0, 0 ] ) ) { + + nodeDef.translation = position; + + } + + if ( ! equalArray( scale, [ 1, 1, 1 ] ) ) { + + nodeDef.scale = scale; + + } + + } else { + + if ( object.matrixAutoUpdate ) { + + object.updateMatrix(); + + } + + if ( isIdentityMatrix( object.matrix ) === false ) { + + nodeDef.matrix = object.matrix.elements; + + } + + } + + // We don't export empty strings name because it represents no-name in Three.js. + if ( object.name !== '' ) nodeDef.name = String( object.name ); + + this.serializeUserData( object, nodeDef ); + + if ( object.isMesh || object.isLine || object.isPoints ) { + + const meshIndex = await this.processMeshAsync( object ); + + if ( meshIndex !== null ) nodeDef.mesh = meshIndex; + + } else if ( object.isCamera ) { + + nodeDef.camera = this.processCamera( object ); + + } + + if ( object.isSkinnedMesh ) this.skins.push( object ); + + const nodeIndex = json.nodes.push( nodeDef ) - 1; + nodeMap.set( object, nodeIndex ); + + if ( object.children.length > 0 ) { + + const children = []; + + for ( let i = 0, l = object.children.length; i < l; i ++ ) { + + const child = object.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const childNodeIndex = await this.processNodeAsync( child ); + + if ( childNodeIndex !== null ) children.push( childNodeIndex ); + + } + + } + + if ( children.length > 0 ) nodeDef.children = children; + + } + + await this._invokeAllAsync( function ( ext ) { + + ext.writeNode && ext.writeNode( object, nodeDef ); + + } ); + + return nodeIndex; + + } + + /** + * Process Object3D node with pivot using container approach + * @param {THREE.Object3D} object Object3D with pivot + * @return {Promise} Index of the container node + */ + async _processNodeWithPivotAsync( object ) { + + const json = this.json; + const options = this.options; + const nodeMap = this.nodeMap; + + const pivot = object.pivot; + + // Container node: holds position + pivot offset, rotation, scale + // Animations will target this node + const containerDef = {}; + + const rotation = object.quaternion.toArray(); + const position = [ + object.position.x + pivot.x, + object.position.y + pivot.y, + object.position.z + pivot.z + ]; + const scale = object.scale.toArray(); + + if ( ! equalArray( rotation, [ 0, 0, 0, 1 ] ) ) { + + containerDef.rotation = rotation; + + } + + if ( ! equalArray( position, [ 0, 0, 0 ] ) ) { + + containerDef.translation = position; + + } + + if ( ! equalArray( scale, [ 1, 1, 1 ] ) ) { + + containerDef.scale = scale; + + } + + // Store pivot in extras for round-trip reconstruction + containerDef.extras = { pivot: pivot.toArray() }; + + if ( object.name !== '' ) containerDef.name = String( object.name ); + + this.serializeUserData( object, containerDef ); + + const containerIndex = json.nodes.push( containerDef ) - 1; + + // Map original object to container so animations target it + nodeMap.set( object, containerIndex ); + + // Child node: holds mesh with -pivot offset + const childDef = {}; + + const childPosition = [ - pivot.x, - pivot.y, - pivot.z ]; + + if ( ! equalArray( childPosition, [ 0, 0, 0 ] ) ) { + + childDef.translation = childPosition; + + } + + if ( object.isMesh || object.isLine || object.isPoints ) { + + const meshIndex = await this.processMeshAsync( object ); + + if ( meshIndex !== null ) childDef.mesh = meshIndex; + + } else if ( object.isCamera ) { + + childDef.camera = this.processCamera( object ); + + } + + if ( object.isSkinnedMesh ) this.skins.push( object ); + + const childIndex = json.nodes.push( childDef ) - 1; + + // Build children array for container + const containerChildren = [ childIndex ]; + + // Process object's children as children of the child node + if ( object.children.length > 0 ) { + + const grandchildren = []; + + for ( let i = 0, l = object.children.length; i < l; i ++ ) { + + const child = object.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const childNodeIndex = await this.processNodeAsync( child ); + + if ( childNodeIndex !== null ) grandchildren.push( childNodeIndex ); + + } + + } + + if ( grandchildren.length > 0 ) childDef.children = grandchildren; + + } + + containerDef.children = containerChildren; + + await this._invokeAllAsync( function ( ext ) { + + ext.writeNode && ext.writeNode( object, containerDef ); + + } ); + + return containerIndex; + + } + + /** + * Process Scene + * @param {Scene} scene Scene to process + */ + async processSceneAsync( scene ) { + + const json = this.json; + const options = this.options; + + if ( ! json.scenes ) { + + json.scenes = []; + json.scene = 0; + + } + + const sceneDef = {}; + + if ( scene.name !== '' ) sceneDef.name = scene.name; + + json.scenes.push( sceneDef ); + + const nodes = []; + + for ( let i = 0, l = scene.children.length; i < l; i ++ ) { + + const child = scene.children[ i ]; + + if ( child.visible || options.onlyVisible === false ) { + + const nodeIndex = await this.processNodeAsync( child ); + + if ( nodeIndex !== null ) nodes.push( nodeIndex ); + + } + + } + + if ( nodes.length > 0 ) sceneDef.nodes = nodes; + + this.serializeUserData( scene, sceneDef ); + + } + + /** + * Creates a Scene to hold a list of objects and parse it + * @param {Array} objects List of objects to process + */ + async processObjectsAsync( objects ) { + + const scene = new Scene(); + scene.name = 'AuxScene'; + + for ( let i = 0; i < objects.length; i ++ ) { + + // We push directly to children instead of calling `add` to prevent + // modify the .parent and break its original scene and hierarchy + scene.children.push( objects[ i ] ); + + } + + await this.processSceneAsync( scene ); + + } + + /** + * @param {THREE.Object3D|Array} input + */ + async processInputAsync( input ) { + + const options = this.options; + + input = input instanceof Array ? input : [ input ]; + + await this._invokeAllAsync( function ( ext ) { + + ext.beforeParse && ext.beforeParse( input ); + + } ); + + const objectsWithoutScene = []; + + for ( let i = 0; i < input.length; i ++ ) { + + if ( input[ i ] instanceof Scene ) { + + await this.processSceneAsync( input[ i ] ); + + } else { + + objectsWithoutScene.push( input[ i ] ); + + } + + } + + if ( objectsWithoutScene.length > 0 ) { + + await this.processObjectsAsync( objectsWithoutScene ); + + } + + for ( let i = 0; i < this.skins.length; ++ i ) { + + this.processSkin( this.skins[ i ] ); + + } + + // animations + + if ( input.length === 1 ) { + + // default: single input, flat animations array + + for ( let i = 0; i < options.animations.length; ++ i ) { + + this.processAnimation( options.animations[ i ], input[ 0 ] ); + + } + + } else { + + // multi-input with multi-dimensional animations array + + for ( let i = 0; i < input.length; i ++ ) { + + const animations = options.animations[ i ] || []; + + for ( let j = 0; j < animations.length; ++ j ) { + + this.processAnimation( animations[ j ], input[ i ] ); + + } + + } + + } + + await this._invokeAllAsync( function ( ext ) { + + ext.afterParse && ext.afterParse( input ); + + } ); + + } + + async _invokeAllAsync( func ) { + + for ( let i = 0, il = this.plugins.length; i < il; i ++ ) { + + await func( this.plugins[ i ] ); + + } + + } + +} + +/** + * Punctual Lights Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + * + * @private + */ +class GLTFLightExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_lights_punctual'; + + } + + writeNode( light, nodeDef ) { + + if ( ! light.isLight ) return; + + if ( ! light.isDirectionalLight && ! light.isPointLight && ! light.isSpotLight ) { + + console.warn( 'THREE.GLTFExporter: Only directional, point, and spot lights are supported.', light ); + return; + + } + + const writer = this.writer; + const json = writer.json; + const extensionsUsed = writer.extensionsUsed; + + const lightDef = {}; + + if ( light.name ) lightDef.name = light.name; + + lightDef.color = light.color.toArray(); + + lightDef.intensity = light.intensity; + + if ( light.isDirectionalLight ) { + + lightDef.type = 'directional'; + + } else if ( light.isPointLight ) { + + lightDef.type = 'point'; + + if ( light.distance > 0 ) lightDef.range = light.distance; + + } else if ( light.isSpotLight ) { + + lightDef.type = 'spot'; + + if ( light.distance > 0 ) lightDef.range = light.distance; + + lightDef.spot = {}; + lightDef.spot.innerConeAngle = ( 1.0 - light.penumbra ) * light.angle; + lightDef.spot.outerConeAngle = light.angle; + + } + + if ( light.decay !== undefined && light.decay !== 2 ) { + + console.warn( 'THREE.GLTFExporter: Light decay may be lost. glTF is physically-based, ' + + 'and expects light.decay=2.' ); + + } + + if ( light.target + && ( light.target.parent !== light + || light.target.position.x !== 0 + || light.target.position.y !== 0 + || light.target.position.z !== - 1 ) ) { + + console.warn( 'THREE.GLTFExporter: Light direction may be lost. For best results, ' + + 'make light.target a child of the light with position 0,0,-1.' ); + + } + + if ( ! extensionsUsed[ this.name ] ) { + + json.extensions = json.extensions || {}; + json.extensions[ this.name ] = { lights: [] }; + extensionsUsed[ this.name ] = true; + + } + + const lights = json.extensions[ this.name ].lights; + lights.push( lightDef ); + + nodeDef.extensions = nodeDef.extensions || {}; + nodeDef.extensions[ this.name ] = { light: lights.length - 1 }; + + } + +} + +/** + * Unlit Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit + * + * @private + */ +class GLTFMaterialsUnlitExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_unlit'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshBasicMaterial ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = {}; + + extensionsUsed[ this.name ] = true; + + materialDef.pbrMetallicRoughness.metallicFactor = 0.0; + materialDef.pbrMetallicRoughness.roughnessFactor = 0.9; + + } + +} + +/** + * Clearcoat Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat + * + * @private + */ +class GLTFMaterialsClearcoatExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_clearcoat'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.clearcoat === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.clearcoatFactor = material.clearcoat; + + if ( material.clearcoatMap ) { + + const clearcoatMapDef = { + index: await writer.processTextureAsync( material.clearcoatMap ), + texCoord: material.clearcoatMap.channel + }; + writer.applyTextureTransform( clearcoatMapDef, material.clearcoatMap ); + extensionDef.clearcoatTexture = clearcoatMapDef; + + } + + extensionDef.clearcoatRoughnessFactor = material.clearcoatRoughness; + + if ( material.clearcoatRoughnessMap ) { + + const clearcoatRoughnessMapDef = { + index: await writer.processTextureAsync( material.clearcoatRoughnessMap ), + texCoord: material.clearcoatRoughnessMap.channel + }; + writer.applyTextureTransform( clearcoatRoughnessMapDef, material.clearcoatRoughnessMap ); + extensionDef.clearcoatRoughnessTexture = clearcoatRoughnessMapDef; + + } + + if ( material.clearcoatNormalMap ) { + + const clearcoatNormalMapDef = { + index: await writer.processTextureAsync( material.clearcoatNormalMap ), + texCoord: material.clearcoatNormalMap.channel + }; + + if ( material.clearcoatNormalScale.x !== 1 ) clearcoatNormalMapDef.scale = material.clearcoatNormalScale.x; + + writer.applyTextureTransform( clearcoatNormalMapDef, material.clearcoatNormalMap ); + extensionDef.clearcoatNormalTexture = clearcoatNormalMapDef; + + } + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + + } + +} + +/** + * Materials dispersion Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_dispersion + * + * @private + */ +class GLTFMaterialsDispersionExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_dispersion'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.dispersion === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.dispersion = material.dispersion; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Iridescence Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence + * + * @private + */ +class GLTFMaterialsIridescenceExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_iridescence'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.iridescence === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.iridescenceFactor = material.iridescence; + + if ( material.iridescenceMap ) { + + const iridescenceMapDef = { + index: await writer.processTextureAsync( material.iridescenceMap ), + texCoord: material.iridescenceMap.channel + }; + writer.applyTextureTransform( iridescenceMapDef, material.iridescenceMap ); + extensionDef.iridescenceTexture = iridescenceMapDef; + + } + + extensionDef.iridescenceIor = material.iridescenceIOR; + extensionDef.iridescenceThicknessMinimum = material.iridescenceThicknessRange[ 0 ]; + extensionDef.iridescenceThicknessMaximum = material.iridescenceThicknessRange[ 1 ]; + + if ( material.iridescenceThicknessMap ) { + + const iridescenceThicknessMapDef = { + index: await writer.processTextureAsync( material.iridescenceThicknessMap ), + texCoord: material.iridescenceThicknessMap.channel + }; + writer.applyTextureTransform( iridescenceThicknessMapDef, material.iridescenceThicknessMap ); + extensionDef.iridescenceThicknessTexture = iridescenceThicknessMapDef; + + } + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Transmission Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission + * + * @private + */ +class GLTFMaterialsTransmissionExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_transmission'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.transmissionFactor = material.transmission; + + if ( material.transmissionMap ) { + + const transmissionMapDef = { + index: await writer.processTextureAsync( material.transmissionMap ), + texCoord: material.transmissionMap.channel + }; + writer.applyTextureTransform( transmissionMapDef, material.transmissionMap ); + extensionDef.transmissionTexture = transmissionMapDef; + + } + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials Volume Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume + * + * @private + */ +class GLTFMaterialsVolumeExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_volume'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.transmission === 0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.thicknessFactor = material.thickness; + + if ( material.thicknessMap ) { + + const thicknessMapDef = { + index: await writer.processTextureAsync( material.thicknessMap ), + texCoord: material.thicknessMap.channel + }; + writer.applyTextureTransform( thicknessMapDef, material.thicknessMap ); + extensionDef.thicknessTexture = thicknessMapDef; + + } + + if ( material.attenuationDistance !== Infinity ) { + + extensionDef.attenuationDistance = material.attenuationDistance; + + } + + extensionDef.attenuationColor = material.attenuationColor.toArray(); + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials ior Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior + * + * @private + */ +class GLTFMaterialsIorExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_ior'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.ior === 1.5 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.ior = material.ior; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials specular Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular + * + * @private + */ +class GLTFMaterialsSpecularExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_specular'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || ( material.specularIntensity === 1.0 && + material.specularColor.equals( DEFAULT_SPECULAR_COLOR ) && + ! material.specularIntensityMap && ! material.specularColorMap ) ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.specularIntensityMap ) { + + const specularIntensityMapDef = { + index: await writer.processTextureAsync( material.specularIntensityMap ), + texCoord: material.specularIntensityMap.channel + }; + writer.applyTextureTransform( specularIntensityMapDef, material.specularIntensityMap ); + extensionDef.specularTexture = specularIntensityMapDef; + + } + + if ( material.specularColorMap ) { + + const specularColorMapDef = { + index: await writer.processTextureAsync( material.specularColorMap ), + texCoord: material.specularColorMap.channel + }; + writer.applyTextureTransform( specularColorMapDef, material.specularColorMap ); + extensionDef.specularColorTexture = specularColorMapDef; + + } + + extensionDef.specularFactor = material.specularIntensity; + extensionDef.specularColorFactor = material.specularColor.toArray(); + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Sheen Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen + * + * @private + */ +class GLTFMaterialsSheenExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_sheen'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.sheen == 0.0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.sheenRoughnessMap ) { + + const sheenRoughnessMapDef = { + index: await writer.processTextureAsync( material.sheenRoughnessMap ), + texCoord: material.sheenRoughnessMap.channel + }; + writer.applyTextureTransform( sheenRoughnessMapDef, material.sheenRoughnessMap ); + extensionDef.sheenRoughnessTexture = sheenRoughnessMapDef; + + } + + if ( material.sheenColorMap ) { + + const sheenColorMapDef = { + index: await writer.processTextureAsync( material.sheenColorMap ), + texCoord: material.sheenColorMap.channel + }; + writer.applyTextureTransform( sheenColorMapDef, material.sheenColorMap ); + extensionDef.sheenColorTexture = sheenColorMapDef; + + } + + extensionDef.sheenRoughnessFactor = material.sheenRoughness; + extensionDef.sheenColorFactor = material.sheenColor.toArray(); + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Anisotropy Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_anisotropy + * + * @private + */ +class GLTFMaterialsAnisotropyExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_anisotropy'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshPhysicalMaterial || material.anisotropy == 0.0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.anisotropyMap ) { + + const anisotropyMapDef = { index: await writer.processTextureAsync( material.anisotropyMap ) }; + writer.applyTextureTransform( anisotropyMapDef, material.anisotropyMap ); + extensionDef.anisotropyTexture = anisotropyMapDef; + + } + + extensionDef.anisotropyStrength = material.anisotropy; + extensionDef.anisotropyRotation = material.anisotropyRotation; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * Materials Emissive Strength Extension + * + * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md + * + * @private + */ +class GLTFMaterialsEmissiveStrengthExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'KHR_materials_emissive_strength'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshStandardMaterial || material.emissiveIntensity === 1.0 ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + extensionDef.emissiveStrength = material.emissiveIntensity; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + + +/** + * Materials bump Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump + * + * @private + */ +class GLTFMaterialsBumpExtension { + + constructor( writer ) { + + this.writer = writer; + this.name = 'EXT_materials_bump'; + + } + + async writeMaterialAsync( material, materialDef ) { + + if ( ! material.isMeshStandardMaterial || ( + material.bumpScale === 1 && + ! material.bumpMap ) ) return; + + const writer = this.writer; + const extensionsUsed = writer.extensionsUsed; + + const extensionDef = {}; + + if ( material.bumpMap ) { + + const bumpMapDef = { + index: await writer.processTextureAsync( material.bumpMap ), + texCoord: material.bumpMap.channel + }; + writer.applyTextureTransform( bumpMapDef, material.bumpMap ); + extensionDef.bumpTexture = bumpMapDef; + + } + + extensionDef.bumpFactor = material.bumpScale; + + materialDef.extensions = materialDef.extensions || {}; + materialDef.extensions[ this.name ] = extensionDef; + + extensionsUsed[ this.name ] = true; + + } + +} + +/** + * GPU Instancing Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing + * + * @private + */ +class GLTFMeshGpuInstancing { + + constructor( writer ) { + + this.writer = writer; + this.name = 'EXT_mesh_gpu_instancing'; + + } + + writeNode( object, nodeDef ) { + + if ( ! object.isInstancedMesh ) return; + + const writer = this.writer; + + const mesh = object; + + const translationAttr = new Float32Array( mesh.count * 3 ); + const rotationAttr = new Float32Array( mesh.count * 4 ); + const scaleAttr = new Float32Array( mesh.count * 3 ); + + const matrix = new Matrix4(); + const position = new Vector3(); + const quaternion = new Quaternion(); + const scale = new Vector3(); + + for ( let i = 0; i < mesh.count; i ++ ) { + + mesh.getMatrixAt( i, matrix ); + matrix.decompose( position, quaternion, scale ); + + position.toArray( translationAttr, i * 3 ); + quaternion.toArray( rotationAttr, i * 4 ); + scale.toArray( scaleAttr, i * 3 ); + + } + + const attributes = { + TRANSLATION: writer.processAccessor( new BufferAttribute( translationAttr, 3 ) ), + ROTATION: writer.processAccessor( new BufferAttribute( rotationAttr, 4 ) ), + SCALE: writer.processAccessor( new BufferAttribute( scaleAttr, 3 ) ), + }; + + if ( mesh.instanceColor ) + attributes._COLOR_0 = writer.processAccessor( mesh.instanceColor ); + + nodeDef.extensions = nodeDef.extensions || {}; + nodeDef.extensions[ this.name ] = { attributes }; + + writer.extensionsUsed[ this.name ] = true; + writer.extensionsRequired[ this.name ] = true; + + } + +} + +/** + * Static utility functions + * + * @private + */ +GLTFExporter.Utils = { + + insertKeyframe: function ( track, time ) { + + const tolerance = 0.001; // 1ms + const valueSize = track.getValueSize(); + + const times = new track.TimeBufferType( track.times.length + 1 ); + const values = new track.ValueBufferType( track.values.length + valueSize ); + const interpolant = track.createInterpolant( new track.ValueBufferType( valueSize ) ); + + let index; + + if ( track.times.length === 0 ) { + + times[ 0 ] = time; + + for ( let i = 0; i < valueSize; i ++ ) { + + values[ i ] = 0; + + } + + index = 0; + + } else if ( time < track.times[ 0 ] ) { + + if ( Math.abs( track.times[ 0 ] - time ) < tolerance ) return 0; + + times[ 0 ] = time; + times.set( track.times, 1 ); + + values.set( interpolant.evaluate( time ), 0 ); + values.set( track.values, valueSize ); + + index = 0; + + } else if ( time > track.times[ track.times.length - 1 ] ) { + + if ( Math.abs( track.times[ track.times.length - 1 ] - time ) < tolerance ) { + + return track.times.length - 1; + + } + + times[ times.length - 1 ] = time; + times.set( track.times, 0 ); + + values.set( track.values, 0 ); + values.set( interpolant.evaluate( time ), track.values.length ); + + index = times.length - 1; + + } else { + + for ( let i = 0; i < track.times.length; i ++ ) { + + if ( Math.abs( track.times[ i ] - time ) < tolerance ) return i; + + if ( track.times[ i ] < time && track.times[ i + 1 ] > time ) { + + times.set( track.times.slice( 0, i + 1 ), 0 ); + times[ i + 1 ] = time; + times.set( track.times.slice( i + 1 ), i + 2 ); + + values.set( track.values.slice( 0, ( i + 1 ) * valueSize ), 0 ); + values.set( interpolant.evaluate( time ), ( i + 1 ) * valueSize ); + values.set( track.values.slice( ( i + 1 ) * valueSize ), ( i + 2 ) * valueSize ); + + index = i + 1; + + break; + + } + + } + + } + + track.times = times; + track.values = values; + + return index; + + }, + + mergeMorphTargetTracks: function ( clip, root ) { + + const tracks = []; + const mergedTracks = {}; + const sourceTracks = clip.tracks; + + for ( let i = 0; i < sourceTracks.length; ++ i ) { + + let sourceTrack = sourceTracks[ i ]; + const sourceTrackBinding = PropertyBinding.parseTrackName( sourceTrack.name ); + const sourceTrackNode = PropertyBinding.findNode( root, sourceTrackBinding.nodeName ); + + if ( sourceTrackBinding.propertyName !== 'morphTargetInfluences' || sourceTrackBinding.propertyIndex === undefined ) { + + // Tracks that don't affect morph targets, or that affect all morph targets together, can be left as-is. + tracks.push( sourceTrack ); + continue; + + } + + if ( sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodDiscrete + && sourceTrack.createInterpolant !== sourceTrack.InterpolantFactoryMethodLinear ) { + + if ( sourceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + // This should never happen, because glTF morph target animations + // affect all targets already. + throw new Error( 'THREE.GLTFExporter: Cannot merge tracks with glTF CUBICSPLINE interpolation.' ); + + } + + console.warn( 'THREE.GLTFExporter: Morph target interpolation mode not yet supported. Using LINEAR instead.' ); + + sourceTrack = sourceTrack.clone(); + sourceTrack.setInterpolation( InterpolateLinear ); + + } + + const targetCount = sourceTrackNode.morphTargetInfluences.length; + const targetIndex = sourceTrackNode.morphTargetDictionary[ sourceTrackBinding.propertyIndex ]; + + if ( targetIndex === undefined ) { + + throw new Error( 'THREE.GLTFExporter: Morph target name not found: ' + sourceTrackBinding.propertyIndex ); + + } + + let mergedTrack; + + // If this is the first time we've seen this object, create a new + // track to store merged keyframe data for each morph target. + if ( mergedTracks[ sourceTrackNode.uuid ] === undefined ) { + + mergedTrack = sourceTrack.clone(); + + const values = new mergedTrack.ValueBufferType( targetCount * mergedTrack.times.length ); + + for ( let j = 0; j < mergedTrack.times.length; j ++ ) { + + values[ j * targetCount + targetIndex ] = mergedTrack.values[ j ]; + + } + + // We need to take into consideration the intended target node + // of our original un-merged morphTarget animation. + mergedTrack.name = ( sourceTrackBinding.nodeName || '' ) + '.morphTargetInfluences'; + mergedTrack.values = values; + + mergedTracks[ sourceTrackNode.uuid ] = mergedTrack; + tracks.push( mergedTrack ); + + continue; + + } + + const sourceInterpolant = sourceTrack.createInterpolant( new sourceTrack.ValueBufferType( 1 ) ); + + mergedTrack = mergedTracks[ sourceTrackNode.uuid ]; + + // For every existing keyframe of the merged track, write a (possibly + // interpolated) value from the source track. + for ( let j = 0; j < mergedTrack.times.length; j ++ ) { + + mergedTrack.values[ j * targetCount + targetIndex ] = sourceInterpolant.evaluate( mergedTrack.times[ j ] ); + + } + + // For every existing keyframe of the source track, write a (possibly + // new) keyframe to the merged track. Values from the previous loop may + // be written again, but keyframes are de-duplicated. + for ( let j = 0; j < sourceTrack.times.length; j ++ ) { + + const keyframeIndex = this.insertKeyframe( mergedTrack, sourceTrack.times[ j ] ); + mergedTrack.values[ keyframeIndex * targetCount + targetIndex ] = sourceTrack.values[ j ]; + + } + + } + + clip.tracks = tracks; + + return clip; + + }, + + toTypedBufferAttribute: function ( srcAttribute, TypedArray ) { + + const dstAttribute = new BufferAttribute( new TypedArray( srcAttribute.count * srcAttribute.itemSize ), srcAttribute.itemSize, false ); + + if ( ! srcAttribute.normalized && ! srcAttribute.isInterleavedBufferAttribute ) { + + dstAttribute.array.set( srcAttribute.array ); + + return dstAttribute; + + } + + for ( let i = 0, il = srcAttribute.count; i < il; i ++ ) { + + for ( let j = 0; j < srcAttribute.itemSize; j ++ ) { + + dstAttribute.setComponent( i, j, srcAttribute.getComponent( i, j ) ); + + } + + } + + return dstAttribute; + + } + +}; + +/** + * Export options of `GLTFExporter`. + * + * @typedef {Object} GLTFExporter~Options + * @property {boolean} [trs=false] - Export position, rotation and scale instead of matrix per node. + * @property {boolean} [onlyVisible=true] - Export only visible 3D objects. + * @property {boolean} [binary=false] - Export in binary (.glb) format, returning an ArrayBuffer. + * @property {number} [maxTextureSize=Infinity] - Restricts the image maximum size (both width and height) to the given value. + * @property {Array|Array>} [animations=[]] - List of animations to be included in the export. When exporting a single 3D object or scene, this is a flat list of clips. + * When exporting an array of multiple scenes, this must be a nested array with one list of clips per scene, matched to the input by index. + * @property {boolean} [includeCustomExtensions=false] - Export custom glTF extensions defined on an object's `userData.gltfExtensions` property. + **/ + +/** + * onDone callback of `GLTFExporter`. + * + * @callback GLTFExporter~OnDone + * @param {ArrayBuffer|string} result - The generated .gltf (JSON) or .glb (binary). + */ + +/** + * onError callback of `GLTFExporter`. + * + * @callback GLTFExporter~OnError + * @param {Error} error - The error object. + */ + +export { GLTFExporter }; diff --git a/web/vendor/GLTFLoader.mjs b/web/vendor/GLTFLoader.mjs new file mode 100644 index 0000000..732df2d --- /dev/null +++ b/web/vendor/GLTFLoader.mjs @@ -0,0 +1,4860 @@ +import { + AnimationClip, + Bone, + Box3, + BufferAttribute, + BufferGeometry, + ClampToEdgeWrapping, + Color, + ColorManagement, + DirectionalLight, + DoubleSide, + FileLoader, + FrontSide, + Group, + ImageBitmapLoader, + InstancedMesh, + InterleavedBuffer, + InterleavedBufferAttribute, + Interpolant, + InterpolateDiscrete, + InterpolateLinear, + Line, + LineBasicMaterial, + LineLoop, + LineSegments, + LinearFilter, + LinearMipmapLinearFilter, + LinearMipmapNearestFilter, + LinearSRGBColorSpace, + Loader, + LoaderUtils, + Material, + MathUtils, + Matrix4, + Mesh, + MeshBasicMaterial, + MeshPhysicalMaterial, + MeshStandardMaterial, + MirroredRepeatWrapping, + NearestFilter, + NearestMipmapLinearFilter, + NearestMipmapNearestFilter, + NumberKeyframeTrack, + Object3D, + OrthographicCamera, + PerspectiveCamera, + PointLight, + Points, + PointsMaterial, + PropertyBinding, + Quaternion, + QuaternionKeyframeTrack, + RepeatWrapping, + Skeleton, + SkinnedMesh, + Sphere, + SpotLight, + Texture, + TextureLoader, + TriangleFanDrawMode, + TriangleStripDrawMode, + Vector2, + Vector3, + VectorKeyframeTrack, + SRGBColorSpace, + InstancedBufferAttribute +} from 'three'; +import { toTrianglesDrawMode } from './BufferGeometryUtils.mjs'; +import { clone } from './SkeletonUtils.mjs'; + +/** + * A loader for the glTF 2.0 format. + * + * [glTF](https://www.khronos.org/gltf/) (GL Transmission Format) is an [open format specification]{@link https://github.com/KhronosGroup/glTF/tree/main/specification/2.0) + * for efficient delivery and loading of 3D content. Assets may be provided either in JSON (.gltf) or binary (.glb) + * format. External files store textures (.jpg, .png) and additional binary data (.bin). A glTF asset may deliver + * one or more scenes, including meshes, materials, textures, skins, skeletons, morph targets, animations, lights, + * and/or cameras. + * + * `GLTFLoader` uses {@link ImageBitmapLoader} whenever possible. Be advised that image bitmaps are not + * automatically GC-collected when they are no longer referenced, and they require special handling during + * the disposal process. + * + * `GLTFLoader` supports the following glTF 2.0 extensions: + * - KHR_draco_mesh_compression + * - KHR_lights_punctual + * - KHR_materials_anisotropy + * - KHR_materials_clearcoat + * - KHR_materials_dispersion + * - KHR_materials_emissive_strength + * - KHR_materials_ior + * - KHR_materials_specular + * - KHR_materials_transmission + * - KHR_materials_iridescence + * - KHR_materials_unlit + * - KHR_materials_volume + * - KHR_mesh_quantization + * - KHR_meshopt_compression + * - KHR_texture_basisu + * - KHR_texture_transform + * - EXT_materials_bump + * - EXT_meshopt_compression + * - EXT_mesh_gpu_instancing + * - EXT_texture_avif + * - EXT_texture_webp + * + * The following glTF 2.0 extension is supported by an external user plugin: + * - [KHR_materials_variants](https://github.com/takahirox/three-gltf-extensions) + * - [MSFT_texture_dds](https://github.com/takahirox/three-gltf-extensions) + * - [KHR_animation_pointer](https://github.com/needle-tools/three-animation-pointer) + * - [NEEDLE_progressive](https://github.com/needle-tools/gltf-progressive) + * + * ```js + * const loader = new GLTFLoader(); + * + * // Optional: Provide a DRACOLoader instance to decode compressed mesh data + * const dracoLoader = new DRACOLoader(); + * dracoLoader.setDecoderPath( '/examples/jsm/libs/draco/' ); + * loader.setDRACOLoader( dracoLoader ); + * + * const gltf = await loader.loadAsync( 'models/gltf/duck/duck.gltf' ); + * scene.add( gltf.scene ); + * ``` + * + * @augments Loader + * @three_import import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'; + */ +class GLTFLoader extends Loader { + + /** + * Constructs a new glTF loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + this.dracoLoader = null; + this.ktx2Loader = null; + this.meshoptDecoder = null; + + this.pluginCallbacks = []; + + this.register( function ( parser ) { + + return new GLTFMaterialsClearcoatExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsDispersionExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureBasisUExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureWebPExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureAVIFExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsSheenExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsTransmissionExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsVolumeExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsIorExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsEmissiveStrengthExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsSpecularExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsIridescenceExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsAnisotropyExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsBumpExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFLightsExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshoptCompression( parser, EXTENSIONS.EXT_MESHOPT_COMPRESSION ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshoptCompression( parser, EXTENSIONS.KHR_MESHOPT_COMPRESSION ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshGpuInstancing( parser ); + + } ); + + } + + /** + * Starts loading from the given URL and passes the loaded glTF asset + * to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + let resourcePath; + + if ( this.resourcePath !== '' ) { + + resourcePath = this.resourcePath; + + } else if ( this.path !== '' ) { + + // If a base path is set, resources will be relative paths from that plus the relative path of the gltf file + // Example path = 'https://my-cnd-server.com/', url = 'assets/models/model.gltf' + // resourcePath = 'https://my-cnd-server.com/assets/models/' + // referenced resource 'model.bin' will be loaded from 'https://my-cnd-server.com/assets/models/model.bin' + // referenced resource '../textures/texture.png' will be loaded from 'https://my-cnd-server.com/assets/textures/texture.png' + const relativeUrl = LoaderUtils.extractUrlBase( url ); + resourcePath = LoaderUtils.resolveURL( relativeUrl, this.path ); + + } else { + + resourcePath = LoaderUtils.extractUrlBase( url ); + + } + + // Tells the LoadingManager to track an extra item, which resolves after + // the model is fully loaded. This means the count of items loaded will + // be incorrect, but ensures manager.onLoad() does not fire early. + this.manager.itemStart( url ); + + const _onError = function ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }; + + const loader = new FileLoader( this.manager ); + + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + loader.load( url, function ( data ) { + + try { + + scope.parse( data, resourcePath, function ( gltf ) { + + onLoad( gltf ); + + scope.manager.itemEnd( url ); + + }, _onError ); + + } catch ( e ) { + + _onError( e ); + + } + + }, onProgress, _onError ); + + } + + /** + * Sets the given Draco loader to this loader. Required for decoding assets + * compressed with the `KHR_draco_mesh_compression` extension. + * + * @param {DRACOLoader} dracoLoader - The Draco loader to set. + * @return {GLTFLoader} A reference to this loader. + */ + setDRACOLoader( dracoLoader ) { + + this.dracoLoader = dracoLoader; + return this; + + } + + /** + * Sets the given KTX2 loader to this loader. Required for loading KTX2 + * compressed textures. + * + * @param {KTX2Loader} ktx2Loader - The KTX2 loader to set. + * @return {GLTFLoader} A reference to this loader. + */ + setKTX2Loader( ktx2Loader ) { + + this.ktx2Loader = ktx2Loader; + return this; + + } + + /** + * Sets the given meshopt decoder. Required for decoding assets + * compressed with the `EXT_meshopt_compression` extension. + * + * @param {Object} meshoptDecoder - The meshopt decoder to set. + * @return {GLTFLoader} A reference to this loader. + */ + setMeshoptDecoder( meshoptDecoder ) { + + this.meshoptDecoder = meshoptDecoder; + return this; + + } + + /** + * Registers a plugin callback. This API is internally used to implement the various + * glTF extensions but can also used by third-party code to add additional logic + * to the loader. + * + * @param {function(parser:GLTFParser)} callback - The callback function to register. + * @return {GLTFLoader} A reference to this loader. + */ + register( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { + + this.pluginCallbacks.push( callback ); + + } + + return this; + + } + + /** + * Unregisters a plugin callback. + * + * @param {Function} callback - The callback function to unregister. + * @return {GLTFLoader} A reference to this loader. + */ + unregister( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { + + this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); + + } + + return this; + + } + + /** + * Parses the given glTF data and returns the resulting group. + * + * @param {string|ArrayBuffer} data - The raw glTF data. + * @param {string} path - The URL base path. + * @param {function(GLTFLoader~LoadObject)} onLoad - Executed when the loading process has been finished. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + parse( data, path, onLoad, onError ) { + + let json; + const extensions = {}; + const plugins = {}; + const textDecoder = new TextDecoder(); + + if ( typeof data === 'string' ) { + + json = JSON.parse( data ); + + } else if ( data instanceof ArrayBuffer ) { + + const magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) ); + + if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) { + + try { + + extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data ); + + } catch ( error ) { + + if ( onError ) onError( error ); + return; + + } + + json = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content ); + + } else { + + json = JSON.parse( textDecoder.decode( data ) ); + + } + + } else { + + json = data; + + } + + if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) { + + if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) ); + return; + + } + + const parser = new GLTFParser( json, { + + path: path || this.resourcePath || '', + crossOrigin: this.crossOrigin, + requestHeader: this.requestHeader, + manager: this.manager, + ktx2Loader: this.ktx2Loader, + meshoptDecoder: this.meshoptDecoder + + } ); + + parser.fileLoader.setRequestHeader( this.requestHeader ); + + for ( let i = 0; i < this.pluginCallbacks.length; i ++ ) { + + const plugin = this.pluginCallbacks[ i ]( parser ); + + if ( ! plugin.name ) console.error( 'THREE.GLTFLoader: Invalid plugin found: missing name' ); + + plugins[ plugin.name ] = plugin; + + // Workaround to avoid determining as unknown extension + // in addUnknownExtensionsToUserData(). + // Remove this workaround if we move all the existing + // extension handlers to plugin system + extensions[ plugin.name ] = true; + + } + + if ( json.extensionsUsed ) { + + for ( let i = 0; i < json.extensionsUsed.length; ++ i ) { + + const extensionName = json.extensionsUsed[ i ]; + const extensionsRequired = json.extensionsRequired || []; + + switch ( extensionName ) { + + case EXTENSIONS.KHR_MATERIALS_UNLIT: + extensions[ extensionName ] = new GLTFMaterialsUnlitExtension(); + break; + + case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION: + extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader ); + break; + + case EXTENSIONS.KHR_TEXTURE_TRANSFORM: + extensions[ extensionName ] = new GLTFTextureTransformExtension(); + break; + + case EXTENSIONS.KHR_MESH_QUANTIZATION: + extensions[ extensionName ] = new GLTFMeshQuantizationExtension(); + break; + + default: + + if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) { + + console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' ); + + } + + } + + } + + } + + parser.setExtensions( extensions ); + parser.setPlugins( plugins ); + parser.parse( onLoad, onError ); + + } + + /** + * Async version of {@link GLTFLoader#parse}. + * + * @async + * @param {string|ArrayBuffer} data - The raw glTF data. + * @param {string} path - The URL base path. + * @return {Promise} A Promise that resolves with the loaded glTF when the parsing has been finished. + */ + parseAsync( data, path ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.parse( data, path, resolve, reject ); + + } ); + + } + +} + +/* GLTFREGISTRY */ + +function GLTFRegistry() { + + let objects = {}; + + return { + + get: function ( key ) { + + return objects[ key ]; + + }, + + add: function ( key, object ) { + + objects[ key ] = object; + + }, + + remove: function ( key ) { + + delete objects[ key ]; + + }, + + removeAll: function () { + + objects = {}; + + } + + }; + +} + +/*********************************/ +/********** EXTENSIONS ***********/ +/*********************************/ + +function getMaterialExtension( parser, materialIndex, extensionName ) { + + const materialDef = parser.json.materials[ materialIndex ]; + + if ( materialDef.extensions && materialDef.extensions[ extensionName ] ) { + + return materialDef.extensions[ extensionName ]; + + } + + return null; + +} + +const EXTENSIONS = { + KHR_BINARY_GLTF: 'KHR_binary_glTF', + KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression', + KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual', + KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat', + KHR_MATERIALS_DISPERSION: 'KHR_materials_dispersion', + KHR_MATERIALS_IOR: 'KHR_materials_ior', + KHR_MATERIALS_SHEEN: 'KHR_materials_sheen', + KHR_MATERIALS_SPECULAR: 'KHR_materials_specular', + KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission', + KHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence', + KHR_MATERIALS_ANISOTROPY: 'KHR_materials_anisotropy', + KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', + KHR_MATERIALS_VOLUME: 'KHR_materials_volume', + KHR_TEXTURE_BASISU: 'KHR_texture_basisu', + KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', + KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', + KHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength', + EXT_MATERIALS_BUMP: 'EXT_materials_bump', + EXT_TEXTURE_WEBP: 'EXT_texture_webp', + EXT_TEXTURE_AVIF: 'EXT_texture_avif', + EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression', + KHR_MESHOPT_COMPRESSION: 'KHR_meshopt_compression', + EXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing' +}; + +/** + * Punctual Lights Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + * + * @private + */ +class GLTFLightsExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL; + + // Object3D instance caches + this.cache = { refs: {}, uses: {} }; + + } + + _markDefs() { + + const parser = this.parser; + const nodeDefs = this.parser.json.nodes || []; + + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.extensions + && nodeDef.extensions[ this.name ] + && nodeDef.extensions[ this.name ].light !== undefined ) { + + parser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light ); + + } + + } + + } + + _loadLight( lightIndex ) { + + const parser = this.parser; + const cacheKey = 'light:' + lightIndex; + let dependency = parser.cache.get( cacheKey ); + + if ( dependency ) return dependency; + + const json = parser.json; + const extensions = ( json.extensions && json.extensions[ this.name ] ) || {}; + const lightDefs = extensions.lights || []; + const lightDef = lightDefs[ lightIndex ]; + let lightNode; + + const color = new Color( 0xffffff ); + + if ( lightDef.color !== undefined ) color.setRGB( lightDef.color[ 0 ], lightDef.color[ 1 ], lightDef.color[ 2 ], LinearSRGBColorSpace ); + + const range = lightDef.range !== undefined ? lightDef.range : 0; + + switch ( lightDef.type ) { + + case 'directional': + lightNode = new DirectionalLight( color ); + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + case 'point': + lightNode = new PointLight( color ); + lightNode.distance = range; + break; + + case 'spot': + lightNode = new SpotLight( color ); + lightNode.distance = range; + // Handle spotlight properties. + lightDef.spot = lightDef.spot || {}; + lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0; + lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0; + lightNode.angle = lightDef.spot.outerConeAngle; + lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle; + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + default: + throw new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type ); + + } + + // Some lights (e.g. spot) default to a position other than the origin. Reset the position + // here, because node-level parsing will only override position if explicitly specified. + lightNode.position.set( 0, 0, 0 ); + + assignExtrasToUserData( lightNode, lightDef ); + + if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity; + + lightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) ); + + dependency = Promise.resolve( lightNode ); + + parser.cache.add( cacheKey, dependency ); + + return dependency; + + } + + getDependency( type, index ) { + + if ( type !== 'light' ) return; + + return this._loadLight( index ); + + } + + createNodeAttachment( nodeIndex ) { + + const self = this; + const parser = this.parser; + const json = parser.json; + const nodeDef = json.nodes[ nodeIndex ]; + const lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {}; + const lightIndex = lightDef.light; + + if ( lightIndex === undefined ) return null; + + return this._loadLight( lightIndex ).then( function ( light ) { + + return parser._getNodeRef( self.cache, lightIndex, light ); + + } ); + + } + +} + +/** + * Unlit Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit + * + * @private + */ +class GLTFMaterialsUnlitExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MATERIALS_UNLIT; + + } + + getMaterialType() { + + return MeshBasicMaterial; + + } + + extendParams( materialParams, materialDef, parser ) { + + const pending = []; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + const metallicRoughness = materialDef.pbrMetallicRoughness; + + if ( metallicRoughness ) { + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials Emissive Strength Extension + * + * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md + * + * @private + */ +class GLTFMaterialsEmissiveStrengthExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + if ( extension.emissiveStrength !== undefined ) { + + materialParams.emissiveIntensity = extension.emissiveStrength; + + } + + return Promise.resolve(); + + } + +} + +/** + * Clearcoat Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat + * + * @private + */ +class GLTFMaterialsClearcoatExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.clearcoatFactor !== undefined ) { + + materialParams.clearcoat = extension.clearcoatFactor; + + } + + if ( extension.clearcoatTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) ); + + } + + if ( extension.clearcoatRoughnessFactor !== undefined ) { + + materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor; + + } + + if ( extension.clearcoatRoughnessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) ); + + } + + if ( extension.clearcoatNormalTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) ); + + if ( extension.clearcoatNormalTexture.scale !== undefined ) { + + const scale = extension.clearcoatNormalTexture.scale; + + materialParams.clearcoatNormalScale = new Vector2( scale, scale ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials dispersion Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_dispersion + * + * @private + */ +class GLTFMaterialsDispersionExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_DISPERSION; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + materialParams.dispersion = extension.dispersion !== undefined ? extension.dispersion : 0; + + return Promise.resolve(); + + } + +} + +/** + * Iridescence Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence + * + * @private + */ +class GLTFMaterialsIridescenceExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.iridescenceFactor !== undefined ) { + + materialParams.iridescence = extension.iridescenceFactor; + + } + + if ( extension.iridescenceTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) ); + + } + + if ( extension.iridescenceIor !== undefined ) { + + materialParams.iridescenceIOR = extension.iridescenceIor; + + } + + if ( materialParams.iridescenceThicknessRange === undefined ) { + + materialParams.iridescenceThicknessRange = [ 100, 400 ]; + + } + + if ( extension.iridescenceThicknessMinimum !== undefined ) { + + materialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum; + + } + + if ( extension.iridescenceThicknessMaximum !== undefined ) { + + materialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum; + + } + + if ( extension.iridescenceThicknessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Sheen Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen + * + * @private + */ +class GLTFMaterialsSheenExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_SHEEN; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.sheenColor = new Color( 0, 0, 0 ); + materialParams.sheenRoughness = 0; + materialParams.sheen = 1; + + if ( extension.sheenColorFactor !== undefined ) { + + const colorFactor = extension.sheenColorFactor; + materialParams.sheenColor.setRGB( colorFactor[ 0 ], colorFactor[ 1 ], colorFactor[ 2 ], LinearSRGBColorSpace ); + + } + + if ( extension.sheenRoughnessFactor !== undefined ) { + + materialParams.sheenRoughness = extension.sheenRoughnessFactor; + + } + + if ( extension.sheenColorTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, SRGBColorSpace ) ); + + } + + if ( extension.sheenRoughnessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Transmission Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission + * Draft: https://github.com/KhronosGroup/glTF/pull/1698 + * + * @private + */ +class GLTFMaterialsTransmissionExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.transmissionFactor !== undefined ) { + + materialParams.transmission = extension.transmissionFactor; + + } + + if ( extension.transmissionTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials Volume Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume + * + * @private + */ +class GLTFMaterialsVolumeExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_VOLUME; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0; + + if ( extension.thicknessTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) ); + + } + + materialParams.attenuationDistance = extension.attenuationDistance || Infinity; + + const colorArray = extension.attenuationColor || [ 1, 1, 1 ]; + materialParams.attenuationColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); + + return Promise.all( pending ); + + } + +} + +/** + * Materials ior Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior + * + * @private + */ +class GLTFMaterialsIorExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_IOR; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + materialParams.ior = extension.ior !== undefined ? extension.ior : 1.5; + + if ( materialParams.ior === 0 ) materialParams.ior = 1000; // see #26167 + + return Promise.resolve(); + + } + +} + +/** + * Materials specular Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular + * + * @private + */ +class GLTFMaterialsSpecularExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_SPECULAR; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0; + + if ( extension.specularTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) ); + + } + + const colorArray = extension.specularColorFactor || [ 1, 1, 1 ]; + materialParams.specularColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); + + if ( extension.specularColorTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, SRGBColorSpace ) ); + + } + + return Promise.all( pending ); + + } + +} + + +/** + * Materials bump Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump + * + * @private + */ +class GLTFMaterialsBumpExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_MATERIALS_BUMP; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + materialParams.bumpScale = extension.bumpFactor !== undefined ? extension.bumpFactor : 1.0; + + if ( extension.bumpTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'bumpMap', extension.bumpTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials anisotropy Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_anisotropy + * + * @private + */ +class GLTFMaterialsAnisotropyExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_ANISOTROPY; + + } + + getMaterialType( materialIndex ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + return extension !== null ? MeshPhysicalMaterial : null; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const extension = getMaterialExtension( this.parser, materialIndex, this.name ); + + if ( extension === null ) return Promise.resolve(); + + const pending = []; + + if ( extension.anisotropyStrength !== undefined ) { + + materialParams.anisotropy = extension.anisotropyStrength; + + } + + if ( extension.anisotropyRotation !== undefined ) { + + materialParams.anisotropyRotation = extension.anisotropyRotation; + + } + + if ( extension.anisotropyTexture !== undefined ) { + + pending.push( this.parser.assignTexture( materialParams, 'anisotropyMap', extension.anisotropyTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * BasisU Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu + * + * @private + */ +class GLTFTextureBasisUExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_TEXTURE_BASISU; + + } + + loadTexture( textureIndex ) { + + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ this.name ]; + const loader = parser.options.ktx2Loader; + + if ( ! loader ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' ); + + } else { + + // Assumes that the extension is optional and that a fallback texture is present + return null; + + } + + } + + return parser.loadTextureImage( textureIndex, extension.source, loader ); + + } + +} + +/** + * WebP Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp + * + * @private + */ +class GLTFTextureWebPExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_TEXTURE_WEBP; + + } + + loadTexture( textureIndex ) { + + const name = this.name; + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ name ]; + const source = json.images[ extension.source ]; + + let loader = parser.textureLoader; + if ( source.uri ) { + + const handler = parser.options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return parser.loadTextureImage( textureIndex, extension.source, loader ); + + } + +} + +/** + * AVIF Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_avif + * + * @private + */ +class GLTFTextureAVIFExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_TEXTURE_AVIF; + + } + + loadTexture( textureIndex ) { + + const name = this.name; + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ name ]; + const source = json.images[ extension.source ]; + + let loader = parser.textureLoader; + if ( source.uri ) { + + const handler = parser.options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return parser.loadTextureImage( textureIndex, extension.source, loader ); + + } + +} + +/** + * meshopt BufferView Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression + * + * @private + */ +class GLTFMeshoptCompression { + + constructor( parser, name ) { + + this.name = name; + this.parser = parser; + + } + + loadBufferView( index ) { + + const json = this.parser.json; + const bufferView = json.bufferViews[ index ]; + + if ( bufferView.extensions && bufferView.extensions[ this.name ] ) { + + const extensionDef = bufferView.extensions[ this.name ]; + + const buffer = this.parser.getDependency( 'buffer', extensionDef.buffer ); + const decoder = this.parser.options.meshoptDecoder; + + if ( ! decoder || ! decoder.supported ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' ); + + } else { + + // Assumes that the extension is optional and that fallback buffer data is present + return null; + + } + + } + + return buffer.then( function ( res ) { + + const byteOffset = extensionDef.byteOffset || 0; + const byteLength = extensionDef.byteLength || 0; + + const count = extensionDef.count; + const stride = extensionDef.byteStride; + + const source = new Uint8Array( res, byteOffset, byteLength ); + + if ( decoder.decodeGltfBufferAsync ) { + + return decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) { + + return res.buffer; + + } ); + + } else { + + // Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync + return decoder.ready.then( function () { + + const result = new ArrayBuffer( count * stride ); + decoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter ); + return result; + + } ); + + } + + } ); + + } else { + + return null; + + } + + } + +} + +/** + * GPU Instancing Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing + * + * @private + */ +class GLTFMeshGpuInstancing { + + constructor( parser ) { + + this.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING; + this.parser = parser; + + } + + createNodeMesh( nodeIndex ) { + + const json = this.parser.json; + const nodeDef = json.nodes[ nodeIndex ]; + + if ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] || + nodeDef.mesh === undefined ) { + + return null; + + } + + const meshDef = json.meshes[ nodeDef.mesh ]; + + // No Points or Lines + Instancing support yet + + for ( const primitive of meshDef.primitives ) { + + if ( primitive.mode !== WEBGL_CONSTANTS.TRIANGLES && + primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_STRIP && + primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_FAN && + primitive.mode !== undefined ) { + + return null; + + } + + } + + const extensionDef = nodeDef.extensions[ this.name ]; + const attributesDef = extensionDef.attributes; + + // @TODO: Can we support InstancedMesh + SkinnedMesh? + + const pending = []; + const attributes = {}; + + for ( const key in attributesDef ) { + + pending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => { + + attributes[ key ] = accessor; + return attributes[ key ]; + + } ) ); + + } + + if ( pending.length < 1 ) { + + return null; + + } + + pending.push( this.parser.createNodeMesh( nodeIndex ) ); + + return Promise.all( pending ).then( results => { + + const nodeObject = results.pop(); + const meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ]; + const count = results[ 0 ].count; // All attribute counts should be same + const instancedMeshes = []; + + for ( const mesh of meshes ) { + + // Temporal variables + const m = new Matrix4(); + const p = new Vector3(); + const q = new Quaternion(); + const s = new Vector3( 1, 1, 1 ); + + const instancedMesh = new InstancedMesh( mesh.geometry, mesh.material, count ); + + for ( let i = 0; i < count; i ++ ) { + + if ( attributes.TRANSLATION ) { + + p.fromBufferAttribute( attributes.TRANSLATION, i ); + + } + + if ( attributes.ROTATION ) { + + q.fromBufferAttribute( attributes.ROTATION, i ); + + } + + if ( attributes.SCALE ) { + + s.fromBufferAttribute( attributes.SCALE, i ); + + } + + instancedMesh.setMatrixAt( i, m.compose( p, q, s ) ); + + } + + // Add instance attributes to the geometry, excluding TRS. + for ( const attributeName in attributes ) { + + if ( attributeName === '_COLOR_0' ) { + + const attr = attributes[ attributeName ]; + instancedMesh.instanceColor = new InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized ); + + } else if ( attributeName !== 'TRANSLATION' && + attributeName !== 'ROTATION' && + attributeName !== 'SCALE' ) { + + mesh.geometry.setAttribute( attributeName, attributes[ attributeName ] ); + + } + + } + + // Just in case + Object3D.prototype.copy.call( instancedMesh, mesh ); + + this.parser.assignFinalMaterial( instancedMesh ); + + instancedMeshes.push( instancedMesh ); + + } + + if ( nodeObject.isGroup ) { + + nodeObject.clear(); + + nodeObject.add( ... instancedMeshes ); + + return nodeObject; + + } + + return instancedMeshes[ 0 ]; + + } ); + + } + +} + +/* BINARY EXTENSION */ +const BINARY_EXTENSION_HEADER_MAGIC = 'glTF'; +const BINARY_EXTENSION_HEADER_LENGTH = 12; +const BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 }; + +class GLTFBinaryExtension { + + constructor( data ) { + + this.name = EXTENSIONS.KHR_BINARY_GLTF; + this.content = null; + this.body = null; + + const headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH ); + const textDecoder = new TextDecoder(); + + this.header = { + magic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ), + version: headerView.getUint32( 4, true ), + length: headerView.getUint32( 8, true ) + }; + + if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) { + + throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' ); + + } else if ( this.header.version < 2.0 ) { + + throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' ); + + } + + const chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH; + const chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH ); + let chunkIndex = 0; + + while ( chunkIndex < chunkContentsLength ) { + + const chunkLength = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + const chunkType = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) { + + const contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength ); + this.content = textDecoder.decode( contentArray ); + + } else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) { + + const byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex; + this.body = data.slice( byteOffset, byteOffset + chunkLength ); + + } + + // Clients must ignore chunks with unknown types. + + chunkIndex += chunkLength; + + } + + if ( this.content === null ) { + + throw new Error( 'THREE.GLTFLoader: JSON content not found.' ); + + } + + } + +} + +/** + * DRACO Mesh Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression + * + * @private + */ +class GLTFDracoMeshCompressionExtension { + + constructor( json, dracoLoader ) { + + if ( ! dracoLoader ) { + + throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' ); + + } + + this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION; + this.json = json; + this.dracoLoader = dracoLoader; + this.dracoLoader.preload(); + + } + + decodePrimitive( primitive, parser ) { + + const json = this.json; + const dracoLoader = this.dracoLoader; + const bufferViewIndex = primitive.extensions[ this.name ].bufferView; + const gltfAttributeMap = primitive.extensions[ this.name ].attributes; + const threeAttributeMap = {}; + const attributeNormalizedMap = {}; + const attributeTypeMap = {}; + + for ( const attributeName in gltfAttributeMap ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ]; + + } + + for ( const attributeName in primitive.attributes ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + if ( gltfAttributeMap[ attributeName ] !== undefined ) { + + const accessorDef = json.accessors[ primitive.attributes[ attributeName ] ]; + const componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + attributeTypeMap[ threeAttributeName ] = componentType.name; + attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true; + + } + + } + + return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) { + + return new Promise( function ( resolve, reject ) { + + dracoLoader.decodeDracoFile( bufferView, function ( geometry ) { + + for ( const attributeName in geometry.attributes ) { + + const attribute = geometry.attributes[ attributeName ]; + const normalized = attributeNormalizedMap[ attributeName ]; + + if ( normalized !== undefined ) attribute.normalized = normalized; + + } + + resolve( geometry ); + + }, threeAttributeMap, attributeTypeMap, LinearSRGBColorSpace, reject ); + + } ); + + } ); + + } + +} + +/** + * Texture Transform Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform + * + * @private + */ +class GLTFTextureTransformExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM; + + } + + extendTexture( texture, transform ) { + + if ( ( transform.texCoord === undefined || transform.texCoord === texture.channel ) + && transform.offset === undefined + && transform.rotation === undefined + && transform.scale === undefined ) { + + // See https://github.com/mrdoob/three.js/issues/21819. + return texture; + + } + + texture = texture.clone(); + + if ( transform.texCoord !== undefined ) { + + texture.channel = transform.texCoord; + + } + + if ( transform.offset !== undefined ) { + + texture.offset.fromArray( transform.offset ); + + } + + if ( transform.rotation !== undefined ) { + + texture.rotation = transform.rotation; + + } + + if ( transform.scale !== undefined ) { + + texture.repeat.fromArray( transform.scale ); + + } + + texture.needsUpdate = true; + + return texture; + + } + +} + +/** + * Mesh Quantization Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization + * + * @private + */ +class GLTFMeshQuantizationExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MESH_QUANTIZATION; + + } + +} + +/*********************************/ +/********** INTERPOLATION ********/ +/*********************************/ + +// Spline Interpolation +// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation +class GLTFCubicSplineInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + copySampleValue_( index ) { + + // Copies a sample value to the result buffer. See description of glTF + // CUBICSPLINE values layout in interpolate_() function below. + + const result = this.resultBuffer, + values = this.sampleValues, + valueSize = this.valueSize, + offset = index * valueSize * 3 + valueSize; + + for ( let i = 0; i !== valueSize; i ++ ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer; + const values = this.sampleValues; + const stride = this.valueSize; + + const stride2 = stride * 2; + const stride3 = stride * 3; + + const td = t1 - t0; + + const p = ( t - t0 ) / td; + const pp = p * p; + const ppp = pp * p; + + const offset1 = i1 * stride3; + const offset0 = offset1 - stride3; + + const s2 = - 2 * ppp + 3 * pp; + const s3 = ppp - pp; + const s0 = 1 - s2; + const s1 = s3 - pp + p; + + // Layout of keyframe output values for CUBICSPLINE animations: + // [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ] + for ( let i = 0; i !== stride; i ++ ) { + + const p0 = values[ offset0 + i + stride ]; // splineVertex_k + const m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k) + const p1 = values[ offset1 + i + stride ]; // splineVertex_k+1 + const m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k) + + result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1; + + } + + return result; + + } + +} + +const _quaternion = new Quaternion(); + +class GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant { + + interpolate_( i1, t0, t, t1 ) { + + const result = super.interpolate_( i1, t0, t, t1 ); + + _quaternion.fromArray( result ).normalize().toArray( result ); + + return result; + + } + +} + + +/*********************************/ +/********** INTERNALS ************/ +/*********************************/ + +/* CONSTANTS */ + +const WEBGL_CONSTANTS = { + FLOAT: 5126, + //FLOAT_MAT2: 35674, + FLOAT_MAT3: 35675, + FLOAT_MAT4: 35676, + FLOAT_VEC2: 35664, + FLOAT_VEC3: 35665, + FLOAT_VEC4: 35666, + LINEAR: 9729, + REPEAT: 10497, + SAMPLER_2D: 35678, + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6, + UNSIGNED_BYTE: 5121, + UNSIGNED_SHORT: 5123 +}; + +const WEBGL_COMPONENT_TYPES = { + 5120: Int8Array, + 5121: Uint8Array, + 5122: Int16Array, + 5123: Uint16Array, + 5125: Uint32Array, + 5126: Float32Array +}; + +const WEBGL_FILTERS = { + 9728: NearestFilter, + 9729: LinearFilter, + 9984: NearestMipmapNearestFilter, + 9985: LinearMipmapNearestFilter, + 9986: NearestMipmapLinearFilter, + 9987: LinearMipmapLinearFilter +}; + +const WEBGL_WRAPPINGS = { + 33071: ClampToEdgeWrapping, + 33648: MirroredRepeatWrapping, + 10497: RepeatWrapping +}; + +const WEBGL_TYPE_SIZES = { + 'SCALAR': 1, + 'VEC2': 2, + 'VEC3': 3, + 'VEC4': 4, + 'MAT2': 4, + 'MAT3': 9, + 'MAT4': 16 +}; + +const ATTRIBUTES = { + POSITION: 'position', + NORMAL: 'normal', + TANGENT: 'tangent', + TEXCOORD_0: 'uv', + TEXCOORD_1: 'uv1', + TEXCOORD_2: 'uv2', + TEXCOORD_3: 'uv3', + COLOR_0: 'color', + WEIGHTS_0: 'skinWeight', + JOINTS_0: 'skinIndex', +}; + +const PATH_PROPERTIES = { + scale: 'scale', + translation: 'position', + rotation: 'quaternion', + weights: 'morphTargetInfluences' +}; + +const INTERPOLATION = { + CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each + // keyframe track will be initialized with a default interpolation type, then modified. + LINEAR: InterpolateLinear, + STEP: InterpolateDiscrete +}; + +const ALPHA_MODES = { + OPAQUE: 'OPAQUE', + MASK: 'MASK', + BLEND: 'BLEND' +}; + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material + * + * @private + * @param {Object} cache + * @return {Material} + */ +function createDefaultMaterial( cache ) { + + if ( cache[ 'DefaultMaterial' ] === undefined ) { + + cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( { + color: 0xFFFFFF, + emissive: 0x000000, + metalness: 1, + roughness: 1, + transparent: false, + depthTest: true, + side: FrontSide + } ); + + } + + return cache[ 'DefaultMaterial' ]; + +} + +function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) { + + // Add unknown glTF extensions to an object's userData. + + for ( const name in objectDef.extensions ) { + + if ( knownExtensions[ name ] === undefined ) { + + object.userData.gltfExtensions = object.userData.gltfExtensions || {}; + object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ]; + + } + + } + +} + +/** + * + * @private + * @param {Object3D|Material|BufferGeometry|Object|AnimationClip} object + * @param {GLTF.definition} gltfDef + */ +function assignExtrasToUserData( object, gltfDef ) { + + if ( gltfDef.extras !== undefined ) { + + if ( typeof gltfDef.extras === 'object' ) { + + Object.assign( object.userData, gltfDef.extras ); + + } else { + + console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras ); + + } + + } + +} + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets + * + * @private + * @param {BufferGeometry} geometry + * @param {Array} targets + * @param {GLTFParser} parser + * @return {Promise} + */ +function addMorphTargets( geometry, targets, parser ) { + + let hasMorphPosition = false; + let hasMorphNormal = false; + let hasMorphColor = false; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) hasMorphPosition = true; + if ( target.NORMAL !== undefined ) hasMorphNormal = true; + if ( target.COLOR_0 !== undefined ) hasMorphColor = true; + + if ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break; + + } + + if ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry ); + + const pendingPositionAccessors = []; + const pendingNormalAccessors = []; + const pendingColorAccessors = []; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( hasMorphPosition ) { + + const pendingAccessor = target.POSITION !== undefined + ? parser.getDependency( 'accessor', target.POSITION ) + : geometry.attributes.position; + + pendingPositionAccessors.push( pendingAccessor ); + + } + + if ( hasMorphNormal ) { + + const pendingAccessor = target.NORMAL !== undefined + ? parser.getDependency( 'accessor', target.NORMAL ) + : geometry.attributes.normal; + + pendingNormalAccessors.push( pendingAccessor ); + + } + + if ( hasMorphColor ) { + + const pendingAccessor = target.COLOR_0 !== undefined + ? parser.getDependency( 'accessor', target.COLOR_0 ) + : geometry.attributes.color; + + pendingColorAccessors.push( pendingAccessor ); + + } + + } + + return Promise.all( [ + Promise.all( pendingPositionAccessors ), + Promise.all( pendingNormalAccessors ), + Promise.all( pendingColorAccessors ) + ] ).then( function ( accessors ) { + + const morphPositions = accessors[ 0 ]; + const morphNormals = accessors[ 1 ]; + const morphColors = accessors[ 2 ]; + + if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions; + if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals; + if ( hasMorphColor ) geometry.morphAttributes.color = morphColors; + geometry.morphTargetsRelative = true; + + return geometry; + + } ); + +} + +/** + * + * @private + * @param {Mesh} mesh + * @param {GLTF.Mesh} meshDef + */ +function updateMorphTargets( mesh, meshDef ) { + + mesh.updateMorphTargets(); + + if ( meshDef.weights !== undefined ) { + + for ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) { + + mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ]; + + } + + } + + // .extras has user-defined data, so check that .extras.targetNames is an array. + if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) { + + const targetNames = meshDef.extras.targetNames; + + if ( mesh.morphTargetInfluences.length === targetNames.length ) { + + mesh.morphTargetDictionary = {}; + + for ( let i = 0, il = targetNames.length; i < il; i ++ ) { + + mesh.morphTargetDictionary[ targetNames[ i ] ] = i; + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' ); + + } + + } + +} + +function createPrimitiveKey( primitiveDef ) { + + let geometryKey; + + const dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]; + + if ( dracoExtension ) { + + geometryKey = 'draco:' + dracoExtension.bufferView + + ':' + dracoExtension.indices + + ':' + createAttributesKey( dracoExtension.attributes ); + + } else { + + geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode; + + } + + if ( primitiveDef.targets !== undefined ) { + + for ( let i = 0, il = primitiveDef.targets.length; i < il; i ++ ) { + + geometryKey += ':' + createAttributesKey( primitiveDef.targets[ i ] ); + + } + + } + + return geometryKey; + +} + +function createAttributesKey( attributes ) { + + let attributesKey = ''; + + const keys = Object.keys( attributes ).sort(); + + for ( let i = 0, il = keys.length; i < il; i ++ ) { + + attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';'; + + } + + return attributesKey; + +} + +function getNormalizedComponentScale( constructor ) { + + // Reference: + // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data + + switch ( constructor ) { + + case Int8Array: + return 1 / 127; + + case Uint8Array: + return 1 / 255; + + case Int16Array: + return 1 / 32767; + + case Uint16Array: + return 1 / 65535; + + default: + throw new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' ); + + } + +} + +function getImageURIMimeType( uri ) { + + if ( uri.search( /\.jpe?g($|\?)/i ) > 0 || uri.search( /^data\:image\/jpeg/ ) === 0 ) return 'image/jpeg'; + if ( uri.search( /\.webp($|\?)/i ) > 0 || uri.search( /^data\:image\/webp/ ) === 0 ) return 'image/webp'; + if ( uri.search( /\.ktx2($|\?)/i ) > 0 || uri.search( /^data\:image\/ktx2/ ) === 0 ) return 'image/ktx2'; + + return 'image/png'; + +} + +const _identityMatrix = new Matrix4(); + +/* GLTF PARSER */ + +class GLTFParser { + + constructor( json = {}, options = {} ) { + + this.json = json; + this.extensions = {}; + this.plugins = {}; + this.options = options; + + // loader object cache + this.cache = new GLTFRegistry(); + + // associations between Three.js objects and glTF elements + this.associations = new Map(); + + // BufferGeometry caching + this.primitiveCache = {}; + + // Node cache + this.nodeCache = {}; + + // Object3D instance caches + this.meshCache = { refs: {}, uses: {} }; + this.cameraCache = { refs: {}, uses: {} }; + this.lightCache = { refs: {}, uses: {} }; + + this.sourceCache = {}; + this.textureCache = {}; + + // Track node names, to ensure no duplicates + this.nodeNamesUsed = {}; + + // Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the + // expensive work of uploading a texture to the GPU off the main thread. + + let isSafari = false; + let safariVersion = - 1; + let isFirefox = false; + let firefoxVersion = - 1; + + if ( typeof navigator !== 'undefined' && typeof navigator.userAgent !== 'undefined' ) { + + const userAgent = navigator.userAgent; + + isSafari = /^((?!chrome|android).)*safari/i.test( userAgent ) === true; + const safariMatch = userAgent.match( /Version\/(\d+)/ ); + safariVersion = isSafari && safariMatch ? parseInt( safariMatch[ 1 ], 10 ) : - 1; + + isFirefox = userAgent.indexOf( 'Firefox' ) > - 1; + firefoxVersion = isFirefox ? userAgent.match( /Firefox\/([0-9]+)\./ )[ 1 ] : - 1; + + } + + if ( typeof createImageBitmap === 'undefined' || ( isSafari && safariVersion < 17 ) || ( isFirefox && firefoxVersion < 98 ) ) { + + this.textureLoader = new TextureLoader( this.options.manager ); + + } else { + + this.textureLoader = new ImageBitmapLoader( this.options.manager ); + + } + + this.textureLoader.setCrossOrigin( this.options.crossOrigin ); + this.textureLoader.setRequestHeader( this.options.requestHeader ); + + this.fileLoader = new FileLoader( this.options.manager ); + this.fileLoader.setResponseType( 'arraybuffer' ); + + if ( this.options.crossOrigin === 'use-credentials' ) { + + this.fileLoader.setWithCredentials( true ); + + } + + } + + setExtensions( extensions ) { + + this.extensions = extensions; + + } + + setPlugins( plugins ) { + + this.plugins = plugins; + + } + + parse( onLoad, onError ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + // Clear the loader cache + this.cache.removeAll(); + this.nodeCache = {}; + + // Mark the special nodes/meshes in json for efficient parse + this._invokeAll( function ( ext ) { + + return ext._markDefs && ext._markDefs(); + + } ); + + Promise.all( this._invokeAll( function ( ext ) { + + return ext.beforeRoot && ext.beforeRoot(); + + } ) ).then( function () { + + return Promise.all( [ + + parser.getDependencies( 'scene' ), + parser.getDependencies( 'animation' ), + parser.getDependencies( 'camera' ), + + ] ); + + } ).then( function ( dependencies ) { + + const result = { + scene: dependencies[ 0 ][ json.scene || 0 ], + scenes: dependencies[ 0 ], + animations: dependencies[ 1 ], + cameras: dependencies[ 2 ], + asset: json.asset, + parser: parser, + userData: {} + }; + + addUnknownExtensionsToUserData( extensions, result, json ); + + assignExtrasToUserData( result, json ); + + return Promise.all( parser._invokeAll( function ( ext ) { + + return ext.afterRoot && ext.afterRoot( result ); + + } ) ).then( function () { + + for ( const scene of result.scenes ) { + + scene.updateMatrixWorld(); + + } + + onLoad( result ); + + } ); + + } ).catch( onError ); + + } + + /** + * Marks the special nodes/meshes in json for efficient parse. + * + * @private + */ + _markDefs() { + + const nodeDefs = this.json.nodes || []; + const skinDefs = this.json.skins || []; + const meshDefs = this.json.meshes || []; + + // Nothing in the node definition indicates whether it is a Bone or an + // Object3D. Use the skins' joint references to mark bones. + for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) { + + const joints = skinDefs[ skinIndex ].joints; + + for ( let i = 0, il = joints.length; i < il; i ++ ) { + + nodeDefs[ joints[ i ] ].isBone = true; + + } + + } + + // Iterate over all nodes, marking references to shared resources, + // as well as skeleton joints. + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.mesh !== undefined ) { + + this._addNodeRef( this.meshCache, nodeDef.mesh ); + + // Nothing in the mesh definition indicates whether it is + // a SkinnedMesh or Mesh. Use the node's mesh reference + // to mark SkinnedMesh if node has skin. + if ( nodeDef.skin !== undefined ) { + + meshDefs[ nodeDef.mesh ].isSkinnedMesh = true; + + } + + } + + if ( nodeDef.camera !== undefined ) { + + this._addNodeRef( this.cameraCache, nodeDef.camera ); + + } + + } + + } + + /** + * Counts references to shared node / Object3D resources. These resources + * can be reused, or "instantiated", at multiple nodes in the scene + * hierarchy. Mesh, Camera, and Light instances are instantiated and must + * be marked. Non-scenegraph resources (like Materials, Geometries, and + * Textures) can be reused directly and are not marked here. + * + * Example: CesiumMilkTruck sample model reuses "Wheel" meshes. + * + * @private + * @param {Object} cache + * @param {Object3D} index + */ + _addNodeRef( cache, index ) { + + if ( index === undefined ) return; + + if ( cache.refs[ index ] === undefined ) { + + cache.refs[ index ] = cache.uses[ index ] = 0; + + } + + cache.refs[ index ] ++; + + } + + /** + * Returns a reference to a shared resource, cloning it if necessary. + * + * @private + * @param {Object} cache + * @param {number} index + * @param {Object} object + * @return {Object} + */ + _getNodeRef( cache, index, object ) { + + if ( cache.refs[ index ] <= 1 ) return object; + + const ref = object.clone(); + + // Propagates mappings to the cloned object, prevents mappings on the + // original object from being lost. + const updateMappings = ( original, clone ) => { + + const mappings = this.associations.get( original ); + if ( mappings != null ) { + + this.associations.set( clone, mappings ); + + } + + for ( const [ i, child ] of original.children.entries() ) { + + updateMappings( child, clone.children[ i ] ); + + } + + }; + + updateMappings( object, ref ); + + ref.name += '_instance_' + ( cache.uses[ index ] ++ ); + + return ref; + + } + + _invokeOne( func ) { + + const extensions = Object.values( this.plugins ); + extensions.push( this ); + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) return result; + + } + + return null; + + } + + _invokeAll( func ) { + + const extensions = Object.values( this.plugins ); + extensions.unshift( this ); + + const pending = []; + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) pending.push( result ); + + } + + return pending; + + } + + /** + * Requests the specified dependency asynchronously, with caching. + * + * @private + * @param {string} type + * @param {number} index + * @return {Promise} + */ + getDependency( type, index ) { + + const cacheKey = type + ':' + index; + let dependency = this.cache.get( cacheKey ); + + if ( ! dependency ) { + + switch ( type ) { + + case 'scene': + dependency = this.loadScene( index ); + break; + + case 'node': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadNode && ext.loadNode( index ); + + } ); + break; + + case 'mesh': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMesh && ext.loadMesh( index ); + + } ); + break; + + case 'accessor': + dependency = this.loadAccessor( index ); + break; + + case 'bufferView': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadBufferView && ext.loadBufferView( index ); + + } ); + break; + + case 'buffer': + dependency = this.loadBuffer( index ); + break; + + case 'material': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMaterial && ext.loadMaterial( index ); + + } ); + break; + + case 'texture': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadTexture && ext.loadTexture( index ); + + } ); + break; + + case 'skin': + dependency = this.loadSkin( index ); + break; + + case 'animation': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadAnimation && ext.loadAnimation( index ); + + } ); + break; + + case 'camera': + dependency = this.loadCamera( index ); + break; + + default: + dependency = this._invokeOne( function ( ext ) { + + return ext != this && ext.getDependency && ext.getDependency( type, index ); + + } ); + + if ( ! dependency ) { + + throw new Error( 'Unknown type: ' + type ); + + } + + break; + + } + + this.cache.add( cacheKey, dependency ); + + } + + return dependency; + + } + + /** + * Requests all dependencies of the specified type asynchronously, with caching. + * + * @private + * @param {string} type + * @return {Promise>} + */ + getDependencies( type ) { + + let dependencies = this.cache.get( type ); + + if ( ! dependencies ) { + + const parser = this; + const defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || []; + + dependencies = Promise.all( defs.map( function ( def, index ) { + + return parser.getDependency( type, index ); + + } ) ); + + this.cache.add( type, dependencies ); + + } + + return dependencies; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * + * @private + * @param {number} bufferIndex + * @return {Promise} + */ + loadBuffer( bufferIndex ) { + + const bufferDef = this.json.buffers[ bufferIndex ]; + const loader = this.fileLoader; + + if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) { + + throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' ); + + } + + // If present, GLB container is required to be the first buffer. + if ( bufferDef.uri === undefined && bufferIndex === 0 ) { + + return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body ); + + } + + const options = this.options; + + return new Promise( function ( resolve, reject ) { + + loader.load( LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () { + + reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) ); + + } ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * + * @private + * @param {number} bufferViewIndex + * @return {Promise} + */ + loadBufferView( bufferViewIndex ) { + + const bufferViewDef = this.json.bufferViews[ bufferViewIndex ]; + + return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) { + + const byteLength = bufferViewDef.byteLength || 0; + const byteOffset = bufferViewDef.byteOffset || 0; + return buffer.slice( byteOffset, byteOffset + byteLength ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors + * + * @private + * @param {number} accessorIndex + * @return {Promise} + */ + loadAccessor( accessorIndex ) { + + const parser = this; + const json = this.json; + + const accessorDef = this.json.accessors[ accessorIndex ]; + + if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) { + + const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + const normalized = accessorDef.normalized === true; + + const array = new TypedArray( accessorDef.count * itemSize ); + return Promise.resolve( new BufferAttribute( array, itemSize, normalized ) ); + + } + + const pendingBufferViews = []; + + if ( accessorDef.bufferView !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) ); + + } else { + + pendingBufferViews.push( null ); + + } + + if ( accessorDef.sparse !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) ); + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) ); + + } + + return Promise.all( pendingBufferViews ).then( function ( bufferViews ) { + + const bufferView = bufferViews[ 0 ]; + + const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. + const elementBytes = TypedArray.BYTES_PER_ELEMENT; + const itemBytes = elementBytes * itemSize; + const byteOffset = accessorDef.byteOffset || 0; + const byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined; + const normalized = accessorDef.normalized === true; + let array, bufferAttribute; + + // The buffer is not interleaved if the stride is the item size in bytes. + if ( byteStride && byteStride !== itemBytes ) { + + // Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer + // This makes sure that IBA.count reflects accessor.count properly + const ibSlice = Math.floor( byteOffset / byteStride ); + const ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count; + let ib = parser.cache.get( ibCacheKey ); + + if ( ! ib ) { + + array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes ); + + // Integer parameters to IB/IBA are in array elements, not bytes. + ib = new InterleavedBuffer( array, byteStride / elementBytes ); + + parser.cache.add( ibCacheKey, ib ); + + } + + bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized ); + + } else { + + if ( bufferView === null ) { + + array = new TypedArray( accessorDef.count * itemSize ); + + } else { + + array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize ); + + } + + bufferAttribute = new BufferAttribute( array, itemSize, normalized ); + + } + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors + if ( accessorDef.sparse !== undefined ) { + + const itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR; + const TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ]; + + const byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0; + const byteOffsetValues = accessorDef.sparse.values.byteOffset || 0; + + const sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices ); + const sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize ); + + if ( bufferView !== null ) { + + // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes. + bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized ); + + } + + // Ignore normalized since we copy from sparse + bufferAttribute.normalized = false; + + for ( let i = 0, il = sparseIndices.length; i < il; i ++ ) { + + const index = sparseIndices[ i ]; + + bufferAttribute.setX( index, sparseValues[ i * itemSize ] ); + if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] ); + if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] ); + if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] ); + if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' ); + + } + + bufferAttribute.normalized = normalized; + + } + + return bufferAttribute; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures + * + * @private + * @param {number} textureIndex + * @return {Promise} + */ + loadTexture( textureIndex ) { + + const json = this.json; + const options = this.options; + const textureDef = json.textures[ textureIndex ]; + const sourceIndex = textureDef.source; + const sourceDef = json.images[ sourceIndex ]; + + let loader = this.textureLoader; + + if ( sourceDef.uri ) { + + const handler = options.manager.getHandler( sourceDef.uri ); + if ( handler !== null ) loader = handler; + + } + + return this.loadTextureImage( textureIndex, sourceIndex, loader ); + + } + + loadTextureImage( textureIndex, sourceIndex, loader ) { + + const parser = this; + const json = this.json; + + const textureDef = json.textures[ textureIndex ]; + const sourceDef = json.images[ sourceIndex ]; + + const cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler; + + if ( this.textureCache[ cacheKey ] ) { + + // See https://github.com/mrdoob/three.js/issues/21559. + return this.textureCache[ cacheKey ]; + + } + + const promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) { + + texture.flipY = false; + + texture.name = textureDef.name || sourceDef.name || ''; + + if ( texture.name === '' && typeof sourceDef.uri === 'string' && sourceDef.uri.startsWith( 'data:image/' ) === false ) { + + texture.name = sourceDef.uri; + + } + + const samplers = json.samplers || {}; + const sampler = samplers[ textureDef.sampler ] || {}; + + texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter; + texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter; + texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping; + texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping; + texture.generateMipmaps = ! texture.isCompressedTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + parser.associations.set( texture, { textures: textureIndex } ); + + return texture; + + } ).catch( function () { + + return null; + + } ); + + this.textureCache[ cacheKey ] = promise; + + return promise; + + } + + loadImageSource( sourceIndex, loader ) { + + const parser = this; + const json = this.json; + const options = this.options; + + if ( this.sourceCache[ sourceIndex ] !== undefined ) { + + return this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() ); + + } + + const sourceDef = json.images[ sourceIndex ]; + + const URL = self.URL || self.webkitURL; + + let sourceURI = sourceDef.uri || ''; + let isObjectURL = false; + + if ( sourceDef.bufferView !== undefined ) { + + // Load binary image data from bufferView, if provided. + + sourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) { + + isObjectURL = true; + const blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } ); + sourceURI = URL.createObjectURL( blob ); + return sourceURI; + + } ); + + } else if ( sourceDef.uri === undefined ) { + + throw new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' ); + + } + + const promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) { + + return new Promise( function ( resolve, reject ) { + + let onLoad = resolve; + + if ( loader.isImageBitmapLoader === true ) { + + onLoad = function ( imageBitmap ) { + + const texture = new Texture( imageBitmap ); + texture.needsUpdate = true; + + resolve( texture ); + + }; + + } + + loader.load( LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject ); + + } ); + + } ).then( function ( texture ) { + + // Clean up resources and configure Texture. + + if ( isObjectURL === true ) { + + URL.revokeObjectURL( sourceURI ); + + } + + assignExtrasToUserData( texture, sourceDef ); + + texture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri ); + + return texture; + + } ).catch( function ( error ) { + + console.error( 'THREE.GLTFLoader: Couldn\'t load texture', sourceURI ); + throw error; + + } ); + + this.sourceCache[ sourceIndex ] = promise; + return promise; + + } + + /** + * Asynchronously assigns a texture to the given material parameters. + * + * @private + * @param {Object} materialParams + * @param {string} mapName + * @param {Object} mapDef + * @param {string} [colorSpace] + * @return {Promise} + */ + assignTexture( materialParams, mapName, mapDef, colorSpace ) { + + const parser = this; + + return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) { + + if ( ! texture ) return null; + + if ( mapDef.texCoord !== undefined && mapDef.texCoord > 0 ) { + + texture = texture.clone(); + texture.channel = mapDef.texCoord; + + } + + if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) { + + const transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined; + + if ( transform ) { + + const gltfReference = parser.associations.get( texture ); + texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform ); + parser.associations.set( texture, gltfReference ); + + } + + } + + if ( colorSpace !== undefined ) { + + texture.colorSpace = colorSpace; + + } + + materialParams[ mapName ] = texture; + + return texture; + + } ); + + } + + /** + * Assigns final material to a Mesh, Line, or Points instance. The instance + * already has a material (generated from the glTF material options alone) + * but reuse of the same glTF material may require multiple threejs materials + * to accommodate different primitive types, defines, etc. New materials will + * be created if necessary, and reused from a cache. + * + * @private + * @param {Object3D} mesh Mesh, Line, or Points instance. + */ + assignFinalMaterial( mesh ) { + + const geometry = mesh.geometry; + let material = mesh.material; + + const useDerivativeTangents = geometry.attributes.tangent === undefined; + const useVertexColors = geometry.attributes.color !== undefined; + const useFlatShading = geometry.attributes.normal === undefined; + + if ( mesh.isPoints ) { + + const cacheKey = 'PointsMaterial:' + material.uuid; + + let pointsMaterial = this.cache.get( cacheKey ); + + if ( ! pointsMaterial ) { + + pointsMaterial = new PointsMaterial(); + Material.prototype.copy.call( pointsMaterial, material ); + pointsMaterial.color.copy( material.color ); + pointsMaterial.map = material.map; + pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px + + this.cache.add( cacheKey, pointsMaterial ); + + } + + material = pointsMaterial; + + } else if ( mesh.isLine ) { + + const cacheKey = 'LineBasicMaterial:' + material.uuid; + + let lineMaterial = this.cache.get( cacheKey ); + + if ( ! lineMaterial ) { + + lineMaterial = new LineBasicMaterial(); + Material.prototype.copy.call( lineMaterial, material ); + lineMaterial.color.copy( material.color ); + lineMaterial.map = material.map; + + this.cache.add( cacheKey, lineMaterial ); + + } + + material = lineMaterial; + + } + + // Clone the material if it will be modified + if ( useDerivativeTangents || useVertexColors || useFlatShading ) { + + let cacheKey = 'ClonedMaterial:' + material.uuid + ':'; + + if ( useDerivativeTangents ) cacheKey += 'derivative-tangents:'; + if ( useVertexColors ) cacheKey += 'vertex-colors:'; + if ( useFlatShading ) cacheKey += 'flat-shading:'; + + let cachedMaterial = this.cache.get( cacheKey ); + + if ( ! cachedMaterial ) { + + cachedMaterial = material.clone(); + + if ( useVertexColors ) cachedMaterial.vertexColors = true; + if ( useFlatShading ) cachedMaterial.flatShading = true; + + if ( useDerivativeTangents ) { + + // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 + if ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1; + if ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1; + + } + + this.cache.add( cacheKey, cachedMaterial ); + + this.associations.set( cachedMaterial, this.associations.get( material ) ); + + } + + material = cachedMaterial; + + } + + mesh.material = material; + + } + + getMaterialType( /* materialIndex */ ) { + + return MeshStandardMaterial; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials + * + * @private + * @param {number} materialIndex + * @return {Promise} + */ + loadMaterial( materialIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + const materialDef = json.materials[ materialIndex ]; + + let materialType; + const materialParams = {}; + const materialExtensions = materialDef.extensions || {}; + + const pending = []; + + if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) { + + const kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ]; + materialType = kmuExtension.getMaterialType(); + pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) ); + + } else { + + // Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material + + const metallicRoughness = materialDef.pbrMetallicRoughness || {}; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); + + } + + materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0; + materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0; + + if ( metallicRoughness.metallicRoughnessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) ); + pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) ); + + } + + materialType = this._invokeOne( function ( ext ) { + + return ext.getMaterialType && ext.getMaterialType( materialIndex ); + + } ); + + pending.push( Promise.all( this._invokeAll( function ( ext ) { + + return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams ); + + } ) ) ); + + } + + if ( materialDef.doubleSided === true ) { + + materialParams.side = DoubleSide; + + } + + const alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE; + + if ( alphaMode === ALPHA_MODES.BLEND ) { + + materialParams.transparent = true; + + // See: https://github.com/mrdoob/three.js/issues/17706 + materialParams.depthWrite = false; + + } else { + + materialParams.transparent = false; + + if ( alphaMode === ALPHA_MODES.MASK ) { + + materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5; + + } + + } + + if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) ); + + materialParams.normalScale = new Vector2( 1, 1 ); + + if ( materialDef.normalTexture.scale !== undefined ) { + + const scale = materialDef.normalTexture.scale; + + materialParams.normalScale.set( scale, scale ); + + } + + } + + if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) ); + + if ( materialDef.occlusionTexture.strength !== undefined ) { + + materialParams.aoMapIntensity = materialDef.occlusionTexture.strength; + + } + + } + + if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) { + + const emissiveFactor = materialDef.emissiveFactor; + materialParams.emissive = new Color().setRGB( emissiveFactor[ 0 ], emissiveFactor[ 1 ], emissiveFactor[ 2 ], LinearSRGBColorSpace ); + + } + + if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, SRGBColorSpace ) ); + + } + + return Promise.all( pending ).then( function () { + + const material = new materialType( materialParams ); + + if ( materialDef.name ) material.name = materialDef.name; + + assignExtrasToUserData( material, materialDef ); + + parser.associations.set( material, { materials: materialIndex } ); + + if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef ); + + return material; + + } ); + + } + + /** + * When Object3D instances are targeted by animation, they need unique names. + * + * @private + * @param {string} originalName + * @return {string} + */ + createUniqueName( originalName ) { + + const sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' ); + + if ( sanitizedName in this.nodeNamesUsed ) { + + return sanitizedName + '_' + ( ++ this.nodeNamesUsed[ sanitizedName ] ); + + } else { + + this.nodeNamesUsed[ sanitizedName ] = 0; + + return sanitizedName; + + } + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry + * + * Creates BufferGeometries from primitives. + * + * @private + * @param {Array} primitives + * @return {Promise>} + */ + loadGeometries( primitives ) { + + const parser = this; + const extensions = this.extensions; + const cache = this.primitiveCache; + + function createDracoPrimitive( primitive ) { + + return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] + .decodePrimitive( primitive, parser ) + .then( function ( geometry ) { + + return addPrimitiveAttributes( geometry, primitive, parser ); + + } ); + + } + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const primitive = primitives[ i ]; + const cacheKey = createPrimitiveKey( primitive ); + + // See if we've already created this geometry + const cached = cache[ cacheKey ]; + + if ( cached ) { + + // Use the cached geometry if it exists + pending.push( cached.promise ); + + } else { + + let geometryPromise; + + if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) { + + // Use DRACO geometry if available + geometryPromise = createDracoPrimitive( primitive ); + + } else { + + // Otherwise create a new geometry + geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser ); + + } + + // Cache this geometry + cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise }; + + pending.push( geometryPromise ); + + } + + } + + return Promise.all( pending ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes + * + * @private + * @param {number} meshIndex + * @return {Promise} + */ + loadMesh( meshIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + const meshDef = json.meshes[ meshIndex ]; + const primitives = meshDef.primitives; + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const material = primitives[ i ].material === undefined + ? createDefaultMaterial( this.cache ) + : this.getDependency( 'material', primitives[ i ].material ); + + pending.push( material ); + + } + + pending.push( parser.loadGeometries( primitives ) ); + + return Promise.all( pending ).then( function ( results ) { + + const materials = results.slice( 0, results.length - 1 ); + const geometries = results[ results.length - 1 ]; + + const meshes = []; + + for ( let i = 0, il = geometries.length; i < il; i ++ ) { + + const geometry = geometries[ i ]; + const primitive = primitives[ i ]; + + // 1. create Mesh + + let mesh; + + const material = materials[ i ]; + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN || + primitive.mode === undefined ) { + + // .isSkinnedMesh isn't in glTF spec. See ._markDefs() + mesh = meshDef.isSkinnedMesh === true + ? new SkinnedMesh( geometry, material ) + : new Mesh( geometry, material ); + + if ( mesh.isSkinnedMesh === true ) { + + // normalize skin weights to fix malformed assets (see #15319) + mesh.normalizeSkinWeights(); + + } + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) { + + mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) { + + mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode ); + + } + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) { + + mesh = new LineSegments( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) { + + mesh = new Line( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) { + + mesh = new LineLoop( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) { + + mesh = new Points( geometry, material ); + + } else { + + throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode ); + + } + + if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) { + + updateMorphTargets( mesh, meshDef ); + + } + + mesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) ); + + assignExtrasToUserData( mesh, meshDef ); + + if ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive ); + + parser.assignFinalMaterial( mesh ); + + meshes.push( mesh ); + + } + + for ( let i = 0, il = meshes.length; i < il; i ++ ) { + + parser.associations.set( meshes[ i ], { + meshes: meshIndex, + primitives: i + } ); + + } + + if ( meshes.length === 1 ) { + + if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, meshes[ 0 ], meshDef ); + + return meshes[ 0 ]; + + } + + const group = new Group(); + + if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, group, meshDef ); + + parser.associations.set( group, { meshes: meshIndex } ); + + for ( let i = 0, il = meshes.length; i < il; i ++ ) { + + group.add( meshes[ i ] ); + + } + + return group; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras + * + * @private + * @param {number} cameraIndex + * @return {Promise|undefined} + */ + loadCamera( cameraIndex ) { + + let camera; + const cameraDef = this.json.cameras[ cameraIndex ]; + const params = cameraDef[ cameraDef.type ]; + + if ( ! params ) { + + console.warn( 'THREE.GLTFLoader: Missing camera parameters.' ); + return; + + } + + if ( cameraDef.type === 'perspective' ) { + + camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 ); + + } else if ( cameraDef.type === 'orthographic' ) { + + camera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar ); + + } + + if ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name ); + + assignExtrasToUserData( camera, cameraDef ); + + return Promise.resolve( camera ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins + * + * @private + * @param {number} skinIndex + * @return {Promise} + */ + loadSkin( skinIndex ) { + + const skinDef = this.json.skins[ skinIndex ]; + + const pending = []; + + for ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) { + + pending.push( this._loadNodeShallow( skinDef.joints[ i ] ) ); + + } + + if ( skinDef.inverseBindMatrices !== undefined ) { + + pending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) ); + + } else { + + pending.push( null ); + + } + + return Promise.all( pending ).then( function ( results ) { + + const inverseBindMatrices = results.pop(); + const jointNodes = results; + + // Note that bones (joint nodes) may or may not be in the + // scene graph at this time. + + const bones = []; + const boneInverses = []; + + for ( let i = 0, il = jointNodes.length; i < il; i ++ ) { + + const jointNode = jointNodes[ i ]; + + if ( jointNode ) { + + bones.push( jointNode ); + + const mat = new Matrix4(); + + if ( inverseBindMatrices !== null ) { + + mat.fromArray( inverseBindMatrices.array, i * 16 ); + + } + + boneInverses.push( mat ); + + } else { + + console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinDef.joints[ i ] ); + + } + + } + + return new Skeleton( bones, boneInverses ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations + * + * @private + * @param {number} animationIndex + * @return {Promise} + */ + loadAnimation( animationIndex ) { + + const json = this.json; + const parser = this; + + const animationDef = json.animations[ animationIndex ]; + const animationName = animationDef.name ? animationDef.name : 'animation_' + animationIndex; + + const pendingNodes = []; + const pendingInputAccessors = []; + const pendingOutputAccessors = []; + const pendingSamplers = []; + const pendingTargets = []; + + for ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) { + + const channel = animationDef.channels[ i ]; + const sampler = animationDef.samplers[ channel.sampler ]; + const target = channel.target; + const name = target.node; + const input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input; + const output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output; + + if ( target.node === undefined ) continue; + + pendingNodes.push( this.getDependency( 'node', name ) ); + pendingInputAccessors.push( this.getDependency( 'accessor', input ) ); + pendingOutputAccessors.push( this.getDependency( 'accessor', output ) ); + pendingSamplers.push( sampler ); + pendingTargets.push( target ); + + } + + return Promise.all( [ + + Promise.all( pendingNodes ), + Promise.all( pendingInputAccessors ), + Promise.all( pendingOutputAccessors ), + Promise.all( pendingSamplers ), + Promise.all( pendingTargets ) + + ] ).then( function ( dependencies ) { + + const nodes = dependencies[ 0 ]; + const inputAccessors = dependencies[ 1 ]; + const outputAccessors = dependencies[ 2 ]; + const samplers = dependencies[ 3 ]; + const targets = dependencies[ 4 ]; + + const tracks = []; + + for ( let i = 0, il = nodes.length; i < il; i ++ ) { + + const node = nodes[ i ]; + const inputAccessor = inputAccessors[ i ]; + const outputAccessor = outputAccessors[ i ]; + const sampler = samplers[ i ]; + const target = targets[ i ]; + + if ( node === undefined ) continue; + + if ( node.updateMatrix ) { + + node.updateMatrix(); + + } + + const createdTracks = parser._createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ); + + if ( createdTracks ) { + + for ( let k = 0; k < createdTracks.length; k ++ ) { + + tracks.push( createdTracks[ k ] ); + + } + + } + + } + + const animation = new AnimationClip( animationName, undefined, tracks ); + + assignExtrasToUserData( animation, animationDef ); + + return animation; + + } ); + + } + + createNodeMesh( nodeIndex ) { + + const json = this.json; + const parser = this; + const nodeDef = json.nodes[ nodeIndex ]; + + if ( nodeDef.mesh === undefined ) return null; + + return parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) { + + const node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh ); + + // if weights are provided on the node, override weights on the mesh. + if ( nodeDef.weights !== undefined ) { + + node.traverse( function ( o ) { + + if ( ! o.isMesh ) return; + + for ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) { + + o.morphTargetInfluences[ i ] = nodeDef.weights[ i ]; + + } + + } ); + + } + + return node; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy + * + * @private + * @param {number} nodeIndex + * @return {Promise} + */ + loadNode( nodeIndex ) { + + const json = this.json; + const parser = this; + + const nodeDef = json.nodes[ nodeIndex ]; + + const nodePending = parser._loadNodeShallow( nodeIndex ); + + const childPending = []; + const childrenDef = nodeDef.children || []; + + for ( let i = 0, il = childrenDef.length; i < il; i ++ ) { + + childPending.push( parser.getDependency( 'node', childrenDef[ i ] ) ); + + } + + const skeletonPending = nodeDef.skin === undefined + ? Promise.resolve( null ) + : parser.getDependency( 'skin', nodeDef.skin ); + + return Promise.all( [ + nodePending, + Promise.all( childPending ), + skeletonPending + ] ).then( function ( results ) { + + const node = results[ 0 ]; + const children = results[ 1 ]; + const skeleton = results[ 2 ]; + + if ( skeleton !== null ) { + + // This full traverse should be fine because + // child glTF nodes have not been added to this node yet. + node.traverse( function ( mesh ) { + + if ( ! mesh.isSkinnedMesh ) return; + + mesh.bind( skeleton, _identityMatrix ); + + } ); + + } + + for ( let i = 0, il = children.length; i < il; i ++ ) { + + node.add( children[ i ] ); + + } + + // Reconstruct pivot from container pattern created by GLTFExporter + // The container has position+pivot, rotation, scale; child has -pivot offset and mesh + if ( node.userData.pivot !== undefined && children.length > 0 ) { + + const pivot = node.userData.pivot; + const pivotChild = children[ 0 ]; + + // Set pivot on container and adjust transforms + node.pivot = new Vector3().fromArray( pivot ); + + // Adjust container position: stored as position + pivot, so subtract pivot + node.position.x -= pivot[ 0 ]; + node.position.y -= pivot[ 1 ]; + node.position.z -= pivot[ 2 ]; + + // Remove the child's -pivot offset since pivot now handles it + pivotChild.position.set( 0, 0, 0 ); + + delete node.userData.pivot; + + } + + return node; + + } ); + + } + + // ._loadNodeShallow() parses a single node. + // skin and child nodes are created and added in .loadNode() (no '_' prefix). + _loadNodeShallow( nodeIndex ) { + + const json = this.json; + const extensions = this.extensions; + const parser = this; + + // This method is called from .loadNode() and .loadSkin(). + // Cache a node to avoid duplication. + + if ( this.nodeCache[ nodeIndex ] !== undefined ) { + + return this.nodeCache[ nodeIndex ]; + + } + + const nodeDef = json.nodes[ nodeIndex ]; + + // reserve node's name before its dependencies, so the root has the intended name. + const nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : ''; + + const pending = []; + + const meshPromise = parser._invokeOne( function ( ext ) { + + return ext.createNodeMesh && ext.createNodeMesh( nodeIndex ); + + } ); + + if ( meshPromise ) { + + pending.push( meshPromise ); + + } + + if ( nodeDef.camera !== undefined ) { + + pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) { + + return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera ); + + } ) ); + + } + + parser._invokeAll( function ( ext ) { + + return ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex ); + + } ).forEach( function ( promise ) { + + pending.push( promise ); + + } ); + + this.nodeCache[ nodeIndex ] = Promise.all( pending ).then( function ( objects ) { + + let node; + + // .isBone isn't in glTF spec. See ._markDefs + if ( nodeDef.isBone === true ) { + + node = new Bone(); + + } else if ( objects.length > 1 ) { + + node = new Group(); + + } else if ( objects.length === 1 ) { + + node = objects[ 0 ]; + + } else { + + node = new Object3D(); + + } + + if ( node !== objects[ 0 ] ) { + + for ( let i = 0, il = objects.length; i < il; i ++ ) { + + node.add( objects[ i ] ); + + } + + } + + if ( nodeDef.name ) { + + node.userData.name = nodeDef.name; + node.name = nodeName; + + } + + assignExtrasToUserData( node, nodeDef ); + + if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef ); + + if ( nodeDef.matrix !== undefined ) { + + const matrix = new Matrix4(); + matrix.fromArray( nodeDef.matrix ); + node.applyMatrix4( matrix ); + + } else { + + if ( nodeDef.translation !== undefined ) { + + node.position.fromArray( nodeDef.translation ); + + } + + if ( nodeDef.rotation !== undefined ) { + + node.quaternion.fromArray( nodeDef.rotation ); + + } + + if ( nodeDef.scale !== undefined ) { + + node.scale.fromArray( nodeDef.scale ); + + } + + } + + if ( ! parser.associations.has( node ) ) { + + parser.associations.set( node, {} ); + + } else if ( nodeDef.mesh !== undefined && parser.meshCache.refs[ nodeDef.mesh ] > 1 ) { + + const mapping = parser.associations.get( node ); + parser.associations.set( node, { ...mapping } ); + + } + + parser.associations.get( node ).nodes = nodeIndex; + + return node; + + } ); + + return this.nodeCache[ nodeIndex ]; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes + * + * @private + * @param {number} sceneIndex + * @return {Promise} + */ + loadScene( sceneIndex ) { + + const extensions = this.extensions; + const sceneDef = this.json.scenes[ sceneIndex ]; + const parser = this; + + // Loader returns Group, not Scene. + // See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172 + const scene = new Group(); + if ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name ); + + assignExtrasToUserData( scene, sceneDef ); + + if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef ); + + const nodeIds = sceneDef.nodes || []; + + const pending = []; + + for ( let i = 0, il = nodeIds.length; i < il; i ++ ) { + + pending.push( parser.getDependency( 'node', nodeIds[ i ] ) ); + + } + + return Promise.all( pending ).then( function ( nodes ) { + + for ( let i = 0, il = nodes.length; i < il; i ++ ) { + + const node = nodes[ i ]; + + // If the node already has a parent, it means it's being reused across multiple scenes. + // Clone it to avoid the second scene's add() removing it from the first scene. + // See: https://github.com/mrdoob/three.js/issues/27993 + if ( node.parent !== null ) { + + scene.add( clone( node ) ); + + } else { + + scene.add( node ); + + } + + } + + // Removes dangling associations, associations that reference a node that + // didn't make it into the scene. + const reduceAssociations = ( node ) => { + + const reducedAssociations = new Map(); + + for ( const [ key, value ] of parser.associations ) { + + if ( key instanceof Material || key instanceof Texture ) { + + reducedAssociations.set( key, value ); + + } + + } + + node.traverse( ( node ) => { + + const mappings = parser.associations.get( node ); + + if ( mappings != null ) { + + reducedAssociations.set( node, mappings ); + + } + + } ); + + return reducedAssociations; + + }; + + parser.associations = reduceAssociations( scene ); + + return scene; + + } ); + + } + + _createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ) { + + const tracks = []; + + const targetName = node.name ? node.name : node.uuid; + const targetNames = []; + + function collectMorphTargets( object ) { + + if ( object.morphTargetInfluences ) { + + targetNames.push( object.name ? object.name : object.uuid ); + + } + + } + + + if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) { + + collectMorphTargets( node ); + + // for multi-primitive meshes, the node is a Group containing the sub-meshes + + if ( node.isGroup ) { + + node.children.forEach( collectMorphTargets ); + + } + + } else { + + targetNames.push( targetName ); + + } + + let TypedKeyframeTrack; + + switch ( PATH_PROPERTIES[ target.path ] ) { + + case PATH_PROPERTIES.weights: + + TypedKeyframeTrack = NumberKeyframeTrack; + break; + + case PATH_PROPERTIES.rotation: + + TypedKeyframeTrack = QuaternionKeyframeTrack; + break; + + case PATH_PROPERTIES.translation: + case PATH_PROPERTIES.scale: + + TypedKeyframeTrack = VectorKeyframeTrack; + break; + + default: + + switch ( outputAccessor.itemSize ) { + + case 1: + TypedKeyframeTrack = NumberKeyframeTrack; + break; + case 2: + case 3: + default: + TypedKeyframeTrack = VectorKeyframeTrack; + break; + + } + + break; + + } + + const interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear; + + + const outputArray = this._getArrayFromAccessor( outputAccessor ); + + for ( let j = 0, jl = targetNames.length; j < jl; j ++ ) { + + const track = new TypedKeyframeTrack( + targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ], + inputAccessor.array, + outputArray, + interpolation + ); + + // Override interpolation with custom factory method. + if ( sampler.interpolation === 'CUBICSPLINE' ) { + + this._createCubicSplineTrackInterpolant( track ); + + } + + tracks.push( track ); + + } + + return tracks; + + } + + _getArrayFromAccessor( accessor ) { + + let outputArray = accessor.array; + + if ( accessor.normalized ) { + + const scale = getNormalizedComponentScale( outputArray.constructor ); + const scaled = new Float32Array( outputArray.length ); + + for ( let j = 0, jl = outputArray.length; j < jl; j ++ ) { + + scaled[ j ] = outputArray[ j ] * scale; + + } + + outputArray = scaled; + + } + + return outputArray; + + } + + _createCubicSplineTrackInterpolant( track ) { + + track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) { + + // A CUBICSPLINE keyframe in glTF has three output values for each input value, + // representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize() + // must be divided by three to get the interpolant's sampleSize argument. + + const interpolantType = ( this instanceof QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant; + + return new interpolantType( this.times, this.values, this.getValueSize() / 3, result ); + + }; + + // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants. + track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true; + + } + +} + +/** + * + * @private + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + */ +function computeBounds( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const box = new Box3(); + + if ( attributes.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ attributes.POSITION ]; + + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + box.set( + new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ), + new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) + ); + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + box.min.multiplyScalar( boxScale ); + box.max.multiplyScalar( boxScale ); + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + return; + + } + + } else { + + return; + + } + + const targets = primitiveDef.targets; + + if ( targets !== undefined ) { + + const maxDisplacement = new Vector3(); + const vector = new Vector3(); + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ target.POSITION ]; + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + // we need to get max of absolute components because target weight is [-1,1] + vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) ); + vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) ); + vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) ); + + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + vector.multiplyScalar( boxScale ); + + } + + // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative + // to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets + // are used to implement key-frame animations and as such only two are active at a time - this results in very large + // boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size. + maxDisplacement.max( vector ); + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + } + + } + + } + + // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets. + box.expandByVector( maxDisplacement ); + + } + + geometry.boundingBox = box; + + const sphere = new Sphere(); + + box.getCenter( sphere.center ); + sphere.radius = box.min.distanceTo( box.max ) / 2; + + geometry.boundingSphere = sphere; + +} + +/** + * + * @private + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + * @return {Promise} + */ +function addPrimitiveAttributes( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const pending = []; + + function assignAttributeAccessor( accessorIndex, attributeName ) { + + return parser.getDependency( 'accessor', accessorIndex ) + .then( function ( accessor ) { + + geometry.setAttribute( attributeName, accessor ); + + } ); + + } + + for ( const gltfAttributeName in attributes ) { + + const threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase(); + + // Skip attributes already provided by e.g. Draco extension. + if ( threeAttributeName in geometry.attributes ) continue; + + pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) ); + + } + + if ( primitiveDef.indices !== undefined && ! geometry.index ) { + + const accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) { + + geometry.setIndex( accessor ); + + } ); + + pending.push( accessor ); + + } + + if ( ColorManagement.workingColorSpace !== LinearSRGBColorSpace && 'COLOR_0' in attributes ) { + + console.warn( `THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${ColorManagement.workingColorSpace}" not supported.` ); + + } + + assignExtrasToUserData( geometry, primitiveDef ); + + computeBounds( geometry, primitiveDef, parser ); + + return Promise.all( pending ).then( function () { + + return primitiveDef.targets !== undefined + ? addMorphTargets( geometry, primitiveDef.targets, parser ) + : geometry; + + } ); + +} + +/** + * Loader result of `GLTFLoader`. + * + * @typedef {Object} GLTFLoader~LoadObject + * @property {Array} animations - An array of animation clips. + * @property {Object} asset - Meta data about the loaded asset. + * @property {Array} cameras - An array of cameras. + * @property {GLTFParser} parser - A reference to the internal parser. + * @property {Group} scene - The default scene. + * @property {Array} scenes - glTF assets might define multiple scenes. + * @property {Object} userData - Additional data. + **/ + +export { GLTFLoader }; diff --git a/web/vendor/OBJExporter.mjs b/web/vendor/OBJExporter.mjs new file mode 100644 index 0000000..9960b90 --- /dev/null +++ b/web/vendor/OBJExporter.mjs @@ -0,0 +1,308 @@ +import { + Color, + ColorManagement, + Matrix3, + SRGBColorSpace, + Vector2, + Vector3 +} from 'three'; + +/** + * An exporter for OBJ. + * + * `OBJExporter` is not able to export material data into MTL files so only geometry data are supported. + * + * ```js + * const exporter = new OBJExporter(); + * const data = exporter.parse( scene ); + * ``` + * + * @three_import import { OBJExporter } from 'three/addons/exporters/OBJExporter.js'; + */ +class OBJExporter { + + /** + * Parses the given 3D object and generates the OBJ output. + * + * If the 3D object is composed of multiple children and geometry, they are merged into a single mesh in the file. + * + * @param {Object3D} object - The 3D object to export. + * @return {string} The exported OBJ. + */ + parse( object ) { + + let output = ''; + + let indexVertex = 0; + let indexVertexUvs = 0; + let indexNormals = 0; + + const vertex = new Vector3(); + const color = new Color(); + const normal = new Vector3(); + const uv = new Vector2(); + + const face = []; + + function parseMesh( mesh ) { + + let nbVertex = 0; + let nbNormals = 0; + let nbVertexUvs = 0; + + const geometry = mesh.geometry; + + const normalMatrixWorld = new Matrix3(); + + // shortcuts + const vertices = geometry.getAttribute( 'position' ); + const normals = geometry.getAttribute( 'normal' ); + const uvs = geometry.getAttribute( 'uv' ); + const indices = geometry.getIndex(); + + // name of the mesh object + output += 'o ' + mesh.name + '\n'; + + // name of the mesh material + if ( mesh.material && mesh.material.name ) { + + output += 'usemtl ' + mesh.material.name + '\n'; + + } + + // vertices + + if ( vertices !== undefined ) { + + for ( let i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) { + + vertex.fromBufferAttribute( vertices, i ); + + // transform the vertex to world space + vertex.applyMatrix4( mesh.matrixWorld ); + + // transform the vertex to export format + output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n'; + + } + + } + + // uvs + + if ( uvs !== undefined ) { + + for ( let i = 0, l = uvs.count; i < l; i ++, nbVertexUvs ++ ) { + + uv.fromBufferAttribute( uvs, i ); + + // transform the uv to export format + output += 'vt ' + uv.x + ' ' + uv.y + '\n'; + + } + + } + + // normals + + if ( normals !== undefined ) { + + normalMatrixWorld.getNormalMatrix( mesh.matrixWorld ); + + for ( let i = 0, l = normals.count; i < l; i ++, nbNormals ++ ) { + + normal.fromBufferAttribute( normals, i ); + + // transform the normal to world space + normal.applyMatrix3( normalMatrixWorld ).normalize(); + + // transform the normal to export format + output += 'vn ' + normal.x + ' ' + normal.y + ' ' + normal.z + '\n'; + + } + + } + + // faces + + if ( indices !== null ) { + + for ( let i = 0, l = indices.count; i < l; i += 3 ) { + + for ( let m = 0; m < 3; m ++ ) { + + const j = indices.getX( i + m ) + 1; + + face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' ); + + } + + // transform the face to export format + output += 'f ' + face.join( ' ' ) + '\n'; + + } + + } else { + + for ( let i = 0, l = vertices.count; i < l; i += 3 ) { + + for ( let m = 0; m < 3; m ++ ) { + + const j = i + m + 1; + + face[ m ] = ( indexVertex + j ) + ( normals || uvs ? '/' + ( uvs ? ( indexVertexUvs + j ) : '' ) + ( normals ? '/' + ( indexNormals + j ) : '' ) : '' ); + + } + + // transform the face to export format + output += 'f ' + face.join( ' ' ) + '\n'; + + } + + } + + // update index + indexVertex += nbVertex; + indexVertexUvs += nbVertexUvs; + indexNormals += nbNormals; + + } + + function parseLine( line ) { + + let nbVertex = 0; + + const geometry = line.geometry; + const type = line.type; + + // shortcuts + const vertices = geometry.getAttribute( 'position' ); + + // name of the line object + output += 'o ' + line.name + '\n'; + + if ( vertices !== undefined ) { + + for ( let i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) { + + vertex.fromBufferAttribute( vertices, i ); + + // transform the vertex to world space + vertex.applyMatrix4( line.matrixWorld ); + + // transform the vertex to export format + output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z + '\n'; + + } + + } + + if ( type === 'Line' ) { + + output += 'l '; + + for ( let j = 1, l = vertices.count; j <= l; j ++ ) { + + output += ( indexVertex + j ) + ' '; + + } + + output += '\n'; + + } + + if ( type === 'LineSegments' ) { + + for ( let j = 1, k = j + 1, l = vertices.count; j < l; j += 2, k = j + 1 ) { + + output += 'l ' + ( indexVertex + j ) + ' ' + ( indexVertex + k ) + '\n'; + + } + + } + + // update index + indexVertex += nbVertex; + + } + + function parsePoints( points ) { + + let nbVertex = 0; + + const geometry = points.geometry; + + const vertices = geometry.getAttribute( 'position' ); + const colors = geometry.getAttribute( 'color' ); + + output += 'o ' + points.name + '\n'; + + if ( vertices !== undefined ) { + + for ( let i = 0, l = vertices.count; i < l; i ++, nbVertex ++ ) { + + vertex.fromBufferAttribute( vertices, i ); + vertex.applyMatrix4( points.matrixWorld ); + + output += 'v ' + vertex.x + ' ' + vertex.y + ' ' + vertex.z; + + if ( colors !== undefined ) { + + color.fromBufferAttribute( colors, i ); + + ColorManagement.workingToColorSpace( color, SRGBColorSpace ); + + output += ' ' + color.r + ' ' + color.g + ' ' + color.b; + + } + + output += '\n'; + + } + + output += 'p '; + + for ( let j = 1, l = vertices.count; j <= l; j ++ ) { + + output += ( indexVertex + j ) + ' '; + + } + + output += '\n'; + + } + + // update index + indexVertex += nbVertex; + + } + + object.traverse( function ( child ) { + + if ( child.isMesh === true ) { + + parseMesh( child ); + + } + + if ( child.isLine === true ) { + + parseLine( child ); + + } + + if ( child.isPoints === true ) { + + parsePoints( child ); + + } + + } ); + + return output; + + } + +} + +export { OBJExporter }; diff --git a/web/vendor/OBJLoader.mjs b/web/vendor/OBJLoader.mjs new file mode 100644 index 0000000..6f33fb4 --- /dev/null +++ b/web/vendor/OBJLoader.mjs @@ -0,0 +1,955 @@ +import { + BufferGeometry, + FileLoader, + Float32BufferAttribute, + Group, + LineBasicMaterial, + LineSegments, + Loader, + Material, + Mesh, + MeshPhongMaterial, + Points, + PointsMaterial, + Vector3, + Color, + SRGBColorSpace +} from 'three'; + +// o object_name | g group_name +const _object_pattern = /^[og]\s*(.+)?/; +// mtllib file_reference +const _material_library_pattern = /^mtllib /; +// usemtl material_name +const _material_use_pattern = /^usemtl /; +// usemap map_name +const _map_use_pattern = /^usemap /; +const _face_vertex_data_separator_pattern = /\s+/; + +const _vA = new Vector3(); +const _vB = new Vector3(); +const _vC = new Vector3(); + +const _ab = new Vector3(); +const _cb = new Vector3(); + +const _color = new Color(); + +function ParserState() { + + const state = { + objects: [], + object: {}, + + vertices: [], + normals: [], + colors: [], + uvs: [], + + materials: {}, + materialLibraries: [], + + startObject: function ( name, fromDeclaration ) { + + // If the current object (initial from reset) is not from a g/o declaration in the parsed + // file. We need to use it for the first parsed g/o to keep things in sync. + if ( this.object && this.object.fromDeclaration === false ) { + + this.object.name = name; + this.object.fromDeclaration = ( fromDeclaration !== false ); + return; + + } + + const previousMaterial = ( this.object && typeof this.object.currentMaterial === 'function' ? this.object.currentMaterial() : undefined ); + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + this.object = { + name: name || '', + fromDeclaration: ( fromDeclaration !== false ), + + geometry: { + vertices: [], + normals: [], + colors: [], + uvs: [], + hasUVIndices: false + }, + materials: [], + smooth: true, + + startMaterial: function ( name, libraries ) { + + const previous = this._finalize( false ); + + // New usemtl declaration overwrites an inherited material, except if faces were declared + // after the material, then it must be preserved for proper MultiMaterial continuation. + if ( previous && ( previous.inherited || previous.groupCount <= 0 ) ) { + + this.materials.splice( previous.index, 1 ); + + } + + const material = { + index: this.materials.length, + name: name || '', + mtllib: ( Array.isArray( libraries ) && libraries.length > 0 ? libraries[ libraries.length - 1 ] : '' ), + smooth: ( previous !== undefined ? previous.smooth : this.smooth ), + groupStart: ( previous !== undefined ? previous.groupEnd : 0 ), + groupEnd: - 1, + groupCount: - 1, + inherited: false, + + clone: function ( index ) { + + const cloned = { + index: ( typeof index === 'number' ? index : this.index ), + name: this.name, + mtllib: this.mtllib, + smooth: this.smooth, + groupStart: 0, + groupEnd: - 1, + groupCount: - 1, + inherited: false + }; + cloned.clone = this.clone.bind( cloned ); + return cloned; + + } + }; + + this.materials.push( material ); + + return material; + + }, + + currentMaterial: function () { + + if ( this.materials.length > 0 ) { + + return this.materials[ this.materials.length - 1 ]; + + } + + return undefined; + + }, + + _finalize: function ( end ) { + + const lastMultiMaterial = this.currentMaterial(); + if ( lastMultiMaterial && lastMultiMaterial.groupEnd === - 1 ) { + + lastMultiMaterial.groupEnd = this.geometry.vertices.length / 3; + lastMultiMaterial.groupCount = lastMultiMaterial.groupEnd - lastMultiMaterial.groupStart; + lastMultiMaterial.inherited = false; + + } + + // Ignore objects tail materials if no face declarations followed them before a new o/g started. + if ( end && this.materials.length > 1 ) { + + for ( let mi = this.materials.length - 1; mi >= 0; mi -- ) { + + if ( this.materials[ mi ].groupCount <= 0 ) { + + this.materials.splice( mi, 1 ); + + } + + } + + } + + // Guarantee at least one empty material, this makes the creation later more straight forward. + if ( end && this.materials.length === 0 ) { + + this.materials.push( { + name: '', + smooth: this.smooth + } ); + + } + + return lastMultiMaterial; + + } + }; + + // Inherit previous objects material. + // Spec tells us that a declared material must be set to all objects until a new material is declared. + // If a usemtl declaration is encountered while this new object is being parsed, it will + // overwrite the inherited material. Exception being that there was already face declarations + // to the inherited material, then it will be preserved for proper MultiMaterial continuation. + + if ( previousMaterial && previousMaterial.name && typeof previousMaterial.clone === 'function' ) { + + const declared = previousMaterial.clone( 0 ); + declared.inherited = true; + this.object.materials.push( declared ); + + } + + this.objects.push( this.object ); + + }, + + finalize: function () { + + if ( this.object && typeof this.object._finalize === 'function' ) { + + this.object._finalize( true ); + + } + + }, + + parseVertexIndex: function ( value, len ) { + + const index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseNormalIndex: function ( value, len ) { + + const index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 3 ) * 3; + + }, + + parseUVIndex: function ( value, len ) { + + const index = parseInt( value, 10 ); + return ( index >= 0 ? index - 1 : index + len / 2 ) * 2; + + }, + + addVertex: function ( a, b, c ) { + + const src = this.vertices; + const dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addVertexPoint: function ( a ) { + + const src = this.vertices; + const dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + + }, + + addVertexLine: function ( a ) { + + const src = this.vertices; + const dst = this.object.geometry.vertices; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + + }, + + addNormal: function ( a, b, c ) { + + const src = this.normals; + const dst = this.object.geometry.normals; + + dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addFaceNormal: function ( a, b, c ) { + + const src = this.vertices; + const dst = this.object.geometry.normals; + + _vA.fromArray( src, a ); + _vB.fromArray( src, b ); + _vC.fromArray( src, c ); + + _cb.subVectors( _vC, _vB ); + _ab.subVectors( _vA, _vB ); + _cb.cross( _ab ); + + _cb.normalize(); + + dst.push( _cb.x, _cb.y, _cb.z ); + dst.push( _cb.x, _cb.y, _cb.z ); + dst.push( _cb.x, _cb.y, _cb.z ); + + }, + + addColor: function ( a, b, c ) { + + const src = this.colors; + const dst = this.object.geometry.colors; + + if ( src[ a ] !== undefined ) dst.push( src[ a + 0 ], src[ a + 1 ], src[ a + 2 ] ); + if ( src[ b ] !== undefined ) dst.push( src[ b + 0 ], src[ b + 1 ], src[ b + 2 ] ); + if ( src[ c ] !== undefined ) dst.push( src[ c + 0 ], src[ c + 1 ], src[ c + 2 ] ); + + }, + + addUV: function ( a, b, c ) { + + const src = this.uvs; + const dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + dst.push( src[ b + 0 ], src[ b + 1 ] ); + dst.push( src[ c + 0 ], src[ c + 1 ] ); + + }, + + addDefaultUV: function () { + + const dst = this.object.geometry.uvs; + + dst.push( 0, 0 ); + dst.push( 0, 0 ); + dst.push( 0, 0 ); + + }, + + addUVLine: function ( a ) { + + const src = this.uvs; + const dst = this.object.geometry.uvs; + + dst.push( src[ a + 0 ], src[ a + 1 ] ); + + }, + + addFace: function ( a, b, c, ua, ub, uc, na, nb, nc ) { + + const vLen = this.vertices.length; + + let ia = this.parseVertexIndex( a, vLen ); + let ib = this.parseVertexIndex( b, vLen ); + let ic = this.parseVertexIndex( c, vLen ); + + this.addVertex( ia, ib, ic ); + this.addColor( ia, ib, ic ); + + // normals + + if ( na !== undefined && na !== '' ) { + + const nLen = this.normals.length; + + ia = this.parseNormalIndex( na, nLen ); + ib = this.parseNormalIndex( nb, nLen ); + ic = this.parseNormalIndex( nc, nLen ); + + this.addNormal( ia, ib, ic ); + + } else { + + this.addFaceNormal( ia, ib, ic ); + + } + + // uvs + + if ( ua !== undefined && ua !== '' ) { + + const uvLen = this.uvs.length; + + ia = this.parseUVIndex( ua, uvLen ); + ib = this.parseUVIndex( ub, uvLen ); + ic = this.parseUVIndex( uc, uvLen ); + + this.addUV( ia, ib, ic ); + + this.object.geometry.hasUVIndices = true; + + } else { + + // add placeholder values (for inconsistent face definitions) + + this.addDefaultUV(); + + } + + }, + + addPointGeometry: function ( vertices ) { + + this.object.geometry.type = 'Points'; + + const vLen = this.vertices.length; + + for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) { + + const index = this.parseVertexIndex( vertices[ vi ], vLen ); + + this.addVertexPoint( index ); + this.addColor( index ); + + } + + }, + + addLineGeometry: function ( vertices, uvs ) { + + this.object.geometry.type = 'Line'; + + const vLen = this.vertices.length; + const uvLen = this.uvs.length; + + for ( let vi = 0, l = vertices.length; vi < l; vi ++ ) { + + this.addVertexLine( this.parseVertexIndex( vertices[ vi ], vLen ) ); + + } + + for ( let uvi = 0, l = uvs.length; uvi < l; uvi ++ ) { + + this.addUVLine( this.parseUVIndex( uvs[ uvi ], uvLen ) ); + + } + + } + + }; + + state.startObject( '', false ); + + return state; + +} + + +/** + * A loader for the OBJ format. + * + * The [OBJ format](https://en.wikipedia.org/wiki/Wavefront_.obj_file) is a simple data-format that + * represents 3D geometry in a human readable format as the position of each vertex, the UV position of + * each texture coordinate vertex, vertex normals, and the faces that make each polygon defined as a list + * of vertices, and texture vertices. + * + * ```js + * const loader = new OBJLoader(); + * const object = await loader.loadAsync( 'models/monster.obj' ); + * scene.add( object ); + * ``` + * + * @augments Loader + * @three_import import { OBJLoader } from 'three/addons/loaders/OBJLoader.js'; + */ +class OBJLoader extends Loader { + + /** + * Constructs a new OBJ loader. + * + * @param {LoadingManager} [manager] - The loading manager. + */ + constructor( manager ) { + + super( manager ); + + /** + * A reference to a material creator. + * + * @type {?MaterialCreator} + * @default null + */ + this.materials = null; + + } + + /** + * Starts loading from the given URL and passes the loaded OBJ asset + * to the `onLoad()` callback. + * + * @param {string} url - The path/URL of the file to be loaded. This can also be a data URI. + * @param {function(Group)} onLoad - Executed when the loading process has been finished. + * @param {onProgressCallback} onProgress - Executed while the loading is in progress. + * @param {onErrorCallback} onError - Executed when errors occur. + */ + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( text ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + /** + * Sets the material creator for this OBJ. This object is loaded via {@link MTLLoader}. + * + * @param {MaterialCreator} materials - An object that creates the materials for this OBJ. + * @return {OBJLoader} A reference to this loader. + */ + setMaterials( materials ) { + + this.materials = materials; + + return this; + + } + + /** + * Parses the given OBJ data and returns the resulting group. + * + * @param {string} text - The raw OBJ data as a string. + * @return {Group} The parsed OBJ. + */ + parse( text ) { + + const state = new ParserState(); + + if ( text.indexOf( '\r\n' ) !== - 1 ) { + + // This is faster than String.split with regex that splits on both + text = text.replace( /\r\n/g, '\n' ); + + } + + if ( text.indexOf( '\\\n' ) !== - 1 ) { + + // join lines separated by a line continuation character (\) + text = text.replace( /\\\n/g, '' ); + + } + + const lines = text.split( '\n' ); + let result = []; + + for ( let i = 0, l = lines.length; i < l; i ++ ) { + + const line = lines[ i ].trimStart(); + + if ( line.length === 0 ) continue; + + const lineFirstChar = line.charAt( 0 ); + + // @todo invoke passed in handler if any + if ( lineFirstChar === '#' ) continue; // skip comments + + if ( lineFirstChar === 'v' ) { + + const data = line.split( _face_vertex_data_separator_pattern ); + + switch ( data[ 0 ] ) { + + case 'v': + state.vertices.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + if ( data.length >= 7 ) { + + _color.setRGB( + parseFloat( data[ 4 ] ), + parseFloat( data[ 5 ] ), + parseFloat( data[ 6 ] ), + SRGBColorSpace + ); + + state.colors.push( _color.r, _color.g, _color.b ); + + } else { + + // if no colors are defined, add placeholders so color and vertex indices match + + state.colors.push( undefined, undefined, undefined ); + + } + + break; + case 'vn': + state.normals.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ), + parseFloat( data[ 3 ] ) + ); + break; + case 'vt': + state.uvs.push( + parseFloat( data[ 1 ] ), + parseFloat( data[ 2 ] ) + ); + break; + + } + + } else if ( lineFirstChar === 'f' ) { + + const lineData = line.slice( 1 ).trim(); + const vertexData = lineData.split( _face_vertex_data_separator_pattern ); + const faceVertices = []; + + // Parse the face vertex data into an easy to work with format + + for ( let j = 0, jl = vertexData.length; j < jl; j ++ ) { + + const vertex = vertexData[ j ]; + + if ( vertex.length > 0 ) { + + const vertexParts = vertex.split( '/' ); + faceVertices.push( vertexParts ); + + } + + } + + // Draw an edge between the first vertex and all subsequent vertices to form an n-gon + + const v1 = faceVertices[ 0 ]; + + for ( let j = 1, jl = faceVertices.length - 1; j < jl; j ++ ) { + + const v2 = faceVertices[ j ]; + const v3 = faceVertices[ j + 1 ]; + + state.addFace( + v1[ 0 ], v2[ 0 ], v3[ 0 ], + v1[ 1 ], v2[ 1 ], v3[ 1 ], + v1[ 2 ], v2[ 2 ], v3[ 2 ] + ); + + } + + } else if ( lineFirstChar === 'l' ) { + + const lineParts = line.substring( 1 ).trim().split( ' ' ); + let lineVertices = []; + const lineUVs = []; + + if ( line.indexOf( '/' ) === - 1 ) { + + lineVertices = lineParts; + + } else { + + for ( let li = 0, llen = lineParts.length; li < llen; li ++ ) { + + const parts = lineParts[ li ].split( '/' ); + + if ( parts[ 0 ] !== '' ) lineVertices.push( parts[ 0 ] ); + if ( parts[ 1 ] !== '' ) lineUVs.push( parts[ 1 ] ); + + } + + } + + state.addLineGeometry( lineVertices, lineUVs ); + + } else if ( lineFirstChar === 'p' ) { + + const lineData = line.slice( 1 ).trim(); + const pointData = lineData.split( ' ' ); + + state.addPointGeometry( pointData ); + + } else if ( ( result = _object_pattern.exec( line ) ) !== null ) { + + // o object_name + // or + // g group_name + + // WORKAROUND: https://bugs.chromium.org/p/v8/issues/detail?id=2869 + // let name = result[ 0 ].slice( 1 ).trim(); + const name = ( ' ' + result[ 0 ].slice( 1 ).trim() ).slice( 1 ); + + state.startObject( name ); + + } else if ( _material_use_pattern.test( line ) ) { + + // material + + state.object.startMaterial( line.substring( 7 ).trim(), state.materialLibraries ); + + } else if ( _material_library_pattern.test( line ) ) { + + // mtl file + + state.materialLibraries.push( line.substring( 7 ).trim() ); + + } else if ( _map_use_pattern.test( line ) ) { + + // the line is parsed but ignored since the loader assumes textures are defined MTL files + // (according to https://www.okino.com/conv/imp_wave.htm, 'usemap' is the old-style Wavefront texture reference method) + + console.warn( 'THREE.OBJLoader: Rendering identifier "usemap" not supported. Textures must be defined in MTL files.' ); + + } else if ( lineFirstChar === 's' ) { + + result = line.split( ' ' ); + + // smooth shading + + // @todo Handle files that have varying smooth values for a set of faces inside one geometry, + // but does not define a usemtl for each face set. + // This should be detected and a dummy material created (later MultiMaterial and geometry groups). + // This requires some care to not create extra material on each smooth value for "normal" obj files. + // where explicit usemtl defines geometry groups. + // Example asset: examples/models/obj/cerberus/Cerberus.obj + + /* + * http://paulbourke.net/dataformats/obj/ + * + * From chapter "Grouping" Syntax explanation "s group_number": + * "group_number is the smoothing group number. To turn off smoothing groups, use a value of 0 or off. + * Polygonal elements use group numbers to put elements in different smoothing groups. For free-form + * surfaces, smoothing groups are either turned on or off; there is no difference between values greater + * than 0." + */ + if ( result.length > 1 ) { + + const value = result[ 1 ].trim().toLowerCase(); + state.object.smooth = ( value !== '0' && value !== 'off' ); + + } else { + + // ZBrush can produce "s" lines #11707 + state.object.smooth = true; + + } + + const material = state.object.currentMaterial(); + if ( material ) material.smooth = state.object.smooth; + + } else { + + // Handle null terminated files without exception + if ( line === '\0' ) continue; + + console.warn( 'THREE.OBJLoader: Unexpected line: "' + line + '"' ); + + } + + } + + state.finalize(); + + const container = new Group(); + container.materialLibraries = [].concat( state.materialLibraries ); + + const hasPrimitives = ! ( state.objects.length === 1 && state.objects[ 0 ].geometry.vertices.length === 0 ); + + if ( hasPrimitives === true ) { + + for ( let i = 0, l = state.objects.length; i < l; i ++ ) { + + const object = state.objects[ i ]; + const geometry = object.geometry; + const materials = object.materials; + const isLine = ( geometry.type === 'Line' ); + const isPoints = ( geometry.type === 'Points' ); + let hasVertexColors = false; + + // Skip o/g line declarations that did not follow with any faces + if ( geometry.vertices.length === 0 ) continue; + + const buffergeometry = new BufferGeometry(); + + buffergeometry.setAttribute( 'position', new Float32BufferAttribute( geometry.vertices, 3 ) ); + + if ( geometry.normals.length > 0 ) { + + buffergeometry.setAttribute( 'normal', new Float32BufferAttribute( geometry.normals, 3 ) ); + + } + + if ( geometry.colors.length > 0 ) { + + hasVertexColors = true; + buffergeometry.setAttribute( 'color', new Float32BufferAttribute( geometry.colors, 3 ) ); + + } + + if ( geometry.hasUVIndices === true ) { + + buffergeometry.setAttribute( 'uv', new Float32BufferAttribute( geometry.uvs, 2 ) ); + + } + + // Create materials + + const createdMaterials = []; + + for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + const sourceMaterial = materials[ mi ]; + const materialHash = sourceMaterial.name + '_' + sourceMaterial.smooth + '_' + hasVertexColors; + let material = state.materials[ materialHash ]; + + if ( this.materials !== null ) { + + material = this.materials.create( sourceMaterial.name ); + + // mtl etc. loaders probably can't create line materials correctly, copy properties to a line material. + if ( isLine && material && ! ( material instanceof LineBasicMaterial ) ) { + + const materialLine = new LineBasicMaterial(); + Material.prototype.copy.call( materialLine, material ); + materialLine.color.copy( material.color ); + material = materialLine; + + } else if ( isPoints && material && ! ( material instanceof PointsMaterial ) ) { + + const materialPoints = new PointsMaterial( { size: 10, sizeAttenuation: false } ); + Material.prototype.copy.call( materialPoints, material ); + materialPoints.color.copy( material.color ); + materialPoints.map = material.map; + material = materialPoints; + + } + + } + + if ( material === undefined ) { + + if ( isLine ) { + + material = new LineBasicMaterial(); + + } else if ( isPoints ) { + + material = new PointsMaterial( { size: 1, sizeAttenuation: false } ); + + } else { + + material = new MeshPhongMaterial(); + + } + + material.name = sourceMaterial.name; + material.flatShading = sourceMaterial.smooth ? false : true; + material.vertexColors = hasVertexColors; + + state.materials[ materialHash ] = material; + + } + + createdMaterials.push( material ); + + } + + // Create mesh + + let mesh; + + if ( createdMaterials.length > 1 ) { + + for ( let mi = 0, miLen = materials.length; mi < miLen; mi ++ ) { + + const sourceMaterial = materials[ mi ]; + buffergeometry.addGroup( sourceMaterial.groupStart, sourceMaterial.groupCount, mi ); + + } + + if ( isLine ) { + + mesh = new LineSegments( buffergeometry, createdMaterials ); + + } else if ( isPoints ) { + + mesh = new Points( buffergeometry, createdMaterials ); + + } else { + + mesh = new Mesh( buffergeometry, createdMaterials ); + + } + + } else { + + if ( isLine ) { + + mesh = new LineSegments( buffergeometry, createdMaterials[ 0 ] ); + + } else if ( isPoints ) { + + mesh = new Points( buffergeometry, createdMaterials[ 0 ] ); + + } else { + + mesh = new Mesh( buffergeometry, createdMaterials[ 0 ] ); + + } + + } + + mesh.name = object.name; + + container.add( mesh ); + + } + + } else { + + // if there is only the default parser state object with no geometry data, interpret data as point cloud + + if ( state.vertices.length > 0 ) { + + const material = new PointsMaterial( { size: 1, sizeAttenuation: false } ); + + const buffergeometry = new BufferGeometry(); + + buffergeometry.setAttribute( 'position', new Float32BufferAttribute( state.vertices, 3 ) ); + + if ( state.colors.length > 0 && state.colors[ 0 ] !== undefined ) { + + buffergeometry.setAttribute( 'color', new Float32BufferAttribute( state.colors, 3 ) ); + material.vertexColors = true; + + } + + const points = new Points( buffergeometry, material ); + container.add( points ); + + } + + } + + return container; + + } + +} + +export { OBJLoader }; diff --git a/web/vendor/OrbitControls.mjs b/web/vendor/OrbitControls.mjs new file mode 100644 index 0000000..6060cd4 --- /dev/null +++ b/web/vendor/OrbitControls.mjs @@ -0,0 +1,1963 @@ +import { + Controls, + MOUSE, + Quaternion, + Spherical, + TOUCH, + Vector2, + Vector3, + Plane, + Ray, + MathUtils +} from 'three'; + +/** + * Fires when the camera has been transformed by the controls. + * + * @event OrbitControls#change + * @type {Object} + */ +const _changeEvent = { type: 'change' }; + +/** + * Fires when an interaction was initiated. + * + * @event OrbitControls#start + * @type {Object} + */ +const _startEvent = { type: 'start' }; + +/** + * Fires when an interaction has finished. + * + * @event OrbitControls#end + * @type {Object} + */ +const _endEvent = { type: 'end' }; + +const _ray = new Ray(); +const _plane = new Plane(); +const _TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD ); + +const _v = new Vector3(); +const _twoPI = 2 * Math.PI; + +const _STATE = { + NONE: - 1, + ROTATE: 0, + DOLLY: 1, + PAN: 2, + TOUCH_ROTATE: 3, + TOUCH_PAN: 4, + TOUCH_DOLLY_PAN: 5, + TOUCH_DOLLY_ROTATE: 6 +}; +const _EPS = 0.000001; + + +/** + * Orbit controls allow the camera to orbit around a target. + * + * OrbitControls performs orbiting, dollying (zooming), and panning. Unlike {@link TrackballControls}, + * it maintains the "up" direction `object.up` (+Y by default). + * + * - Orbit: Left mouse / touch: one-finger move. + * - Zoom: Middle mouse, or mousewheel / touch: two-finger spread or squish. + * - Pan: Right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move. + * + * ```js + * const controls = new OrbitControls( camera, renderer.domElement ); + * + * // controls.update() must be called after any manual changes to the camera's transform + * camera.position.set( 0, 20, 100 ); + * controls.update(); + * + * function animate() { + * + * // required if controls.enableDamping or controls.autoRotate are set to true + * controls.update(); + * + * renderer.render( scene, camera ); + * + * } + * ``` + * + * @augments Controls + * @three_import import { OrbitControls } from 'three/addons/controls/OrbitControls.js'; + */ +class OrbitControls extends Controls { + + /** + * Constructs a new controls instance. + * + * @param {Object3D} object - The object that is managed by the controls. + * @param {?HTMLElement} domElement - The HTML element used for event listeners. + */ + constructor( object, domElement = null ) { + + super( object, domElement ); + + this.state = _STATE.NONE; + + /** + * The focus point of the controls, the `object` orbits around this. + * It can be updated manually at any point to change the focus of the controls. + * + * @type {Vector3} + */ + this.target = new Vector3(); + + /** + * The focus point of the `minTargetRadius` and `maxTargetRadius` limits. + * It can be updated manually at any point to change the center of interest + * for the `target`. + * + * @type {Vector3} + */ + this.cursor = new Vector3(); + + /** + * How far you can dolly in (perspective camera only). + * + * @type {number} + * @default 0 + */ + this.minDistance = 0; + + /** + * How far you can dolly out (perspective camera only). + * + * @type {number} + * @default Infinity + */ + this.maxDistance = Infinity; + + /** + * How far you can zoom in (orthographic camera only). + * + * @type {number} + * @default 0 + */ + this.minZoom = 0; + + /** + * How far you can zoom out (orthographic camera only). + * + * @type {number} + * @default Infinity + */ + this.maxZoom = Infinity; + + /** + * How close you can get the target to the 3D `cursor`. + * + * @type {number} + * @default 0 + */ + this.minTargetRadius = 0; + + /** + * How far you can move the target from the 3D `cursor`. + * + * @type {number} + * @default Infinity + */ + this.maxTargetRadius = Infinity; + + /** + * How far you can orbit vertically, lower limit. Range is `[0, Math.PI]` radians. + * + * @type {number} + * @default 0 + */ + this.minPolarAngle = 0; + + /** + * How far you can orbit vertically, upper limit. Range is `[0, Math.PI]` radians. + * + * @type {number} + * @default Math.PI + */ + this.maxPolarAngle = Math.PI; + + /** + * How far you can orbit horizontally, lower limit. If set, the interval `[ min, max ]` + * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. + * + * @type {number} + * @default -Infinity + */ + this.minAzimuthAngle = - Infinity; + + /** + * How far you can orbit horizontally, upper limit. If set, the interval `[ min, max ]` + * must be a sub-interval of `[ - 2 PI, 2 PI ]`, with `( max - min < 2 PI )`. + * + * @type {number} + * @default -Infinity + */ + this.maxAzimuthAngle = Infinity; + + /** + * Set to `true` to enable damping (inertia), which can be used to give a sense of weight + * to the controls. Note that if this is enabled, you must call `update()` in your animation + * loop. + * + * @type {boolean} + * @default false + */ + this.enableDamping = false; + + /** + * The damping inertia used if `enableDamping` is set to `true`. + * + * Note that for this to work, you must call `update()` in your animation loop. + * + * @type {number} + * @default 0.05 + */ + this.dampingFactor = 0.05; + + /** + * Enable or disable zooming (dollying) of the camera. + * + * @type {boolean} + * @default true + */ + this.enableZoom = true; + + /** + * Speed of zooming / dollying. + * + * @type {number} + * @default 1 + */ + this.zoomSpeed = 1.0; + + /** + * Enable or disable horizontal and vertical rotation of the camera. + * + * Note that it is possible to disable a single axis by setting the min and max of the + * `minPolarAngle` or `minAzimuthAngle` to the same value, which will cause the vertical + * or horizontal rotation to be fixed at that value. + * + * @type {boolean} + * @default true + */ + this.enableRotate = true; + + /** + * Speed of rotation. + * + * @type {number} + * @default 1 + */ + this.rotateSpeed = 1.0; + + /** + * How fast to rotate the camera when the keyboard is used. + * + * @type {number} + * @default 1 + */ + this.keyRotateSpeed = 1.0; + + /** + * Enable or disable camera panning. + * + * @type {boolean} + * @default true + */ + this.enablePan = true; + + /** + * Speed of panning. + * + * @type {number} + * @default 1 + */ + this.panSpeed = 1.0; + + /** + * Defines how the camera's position is translated when panning. If `true`, the camera pans + * in screen space. Otherwise, the camera pans in the plane orthogonal to the camera's up + * direction. + * + * @type {boolean} + * @default true + */ + this.screenSpacePanning = true; + + /** + * How fast to pan the camera when the keyboard is used in + * pixels per keypress. + * + * @type {number} + * @default 7 + */ + this.keyPanSpeed = 7.0; + + /** + * Setting this property to `true` allows to zoom to the cursor's position. + * + * @type {boolean} + * @default false + */ + this.zoomToCursor = false; + + /** + * Set to true to automatically rotate around the target + * + * Note that if this is enabled, you must call `update()` in your animation loop. + * If you want the auto-rotate speed to be independent of the frame rate (the refresh + * rate of the display), you must pass the time `deltaTime`, in seconds, to `update()`. + * + * @type {boolean} + * @default false + */ + this.autoRotate = false; + + /** + * How fast to rotate around the target if `autoRotate` is `true`. The default equates to 30 seconds + * per orbit at 60fps. + * + * Note that if `autoRotate` is enabled, you must call `update()` in your animation loop. + * + * @type {number} + * @default 2 + */ + this.autoRotateSpeed = 2.0; + + /** + * This object contains references to the keycodes for controlling camera panning. + * + * ```js + * controls.keys = { + * LEFT: 'ArrowLeft', //left arrow + * UP: 'ArrowUp', // up arrow + * RIGHT: 'ArrowRight', // right arrow + * BOTTOM: 'ArrowDown' // down arrow + * } + * ``` + * @type {Object} + */ + this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }; + + /** + * This object contains references to the mouse actions used by the controls. + * + * ```js + * controls.mouseButtons = { + * LEFT: THREE.MOUSE.ROTATE, + * MIDDLE: THREE.MOUSE.DOLLY, + * RIGHT: THREE.MOUSE.PAN + * } + * ``` + * @type {Object} + */ + this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN }; + + /** + * This object contains references to the touch actions used by the controls. + * + * ```js + * controls.mouseButtons = { + * ONE: THREE.TOUCH.ROTATE, + * TWO: THREE.TOUCH.DOLLY_PAN + * } + * ``` + * @type {Object} + */ + this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }; + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {Vector3} + */ + this.target0 = this.target.clone(); + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {Vector3} + */ + this.position0 = this.object.position.clone(); + + /** + * Used internally by `saveState()` and `reset()`. + * + * @type {number} + */ + this.zoom0 = this.object.zoom; + + this._cursorStyle = 'auto'; + + // the target DOM element for key events + this._domElementKeyEvents = null; + + // internals + + this._lastPosition = new Vector3(); + this._lastQuaternion = new Quaternion(); + this._lastTargetPosition = new Vector3(); + + // so camera.up is the orbit axis + this._quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) ); + this._quatInverse = this._quat.clone().invert(); + + // current position in spherical coordinates + this._spherical = new Spherical(); + this._sphericalDelta = new Spherical(); + + this._scale = 1; + this._panOffset = new Vector3(); + + this._rotateStart = new Vector2(); + this._rotateEnd = new Vector2(); + this._rotateDelta = new Vector2(); + + this._panStart = new Vector2(); + this._panEnd = new Vector2(); + this._panDelta = new Vector2(); + + this._dollyStart = new Vector2(); + this._dollyEnd = new Vector2(); + this._dollyDelta = new Vector2(); + + this._dollyDirection = new Vector3(); + this._mouse = new Vector2(); + this._performCursorZoom = false; + + this._pointers = []; + this._pointerPositions = {}; + + this._controlActive = false; + + // event listeners + + this._onPointerMove = onPointerMove.bind( this ); + this._onPointerDown = onPointerDown.bind( this ); + this._onPointerUp = onPointerUp.bind( this ); + this._onContextMenu = onContextMenu.bind( this ); + this._onMouseWheel = onMouseWheel.bind( this ); + this._onKeyDown = onKeyDown.bind( this ); + + this._onTouchStart = onTouchStart.bind( this ); + this._onTouchMove = onTouchMove.bind( this ); + + this._onMouseDown = onMouseDown.bind( this ); + this._onMouseMove = onMouseMove.bind( this ); + + this._interceptControlDown = interceptControlDown.bind( this ); + this._interceptControlUp = interceptControlUp.bind( this ); + + // + + if ( this.domElement !== null ) { + + this.connect( this.domElement ); + + } + + this.update(); + + } + + /** + * Defines the visual representation of the cursor. + * + * @type {('auto'|'grab')} + * @default 'auto' + */ + set cursorStyle( type ) { + + this._cursorStyle = type; + + if ( type === 'grab' ) { + + this.domElement.style.cursor = 'grab'; + + } else { + + this.domElement.style.cursor = 'auto'; + + } + + } + + get cursorStyle() { + + return this._cursorStyle; + + } + + connect( element ) { + + super.connect( element ); + + this.domElement.addEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.addEventListener( 'pointercancel', this._onPointerUp ); + + this.domElement.addEventListener( 'contextmenu', this._onContextMenu ); + this.domElement.addEventListener( 'wheel', this._onMouseWheel, { passive: false } ); + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + document.addEventListener( 'keydown', this._interceptControlDown, { passive: true, capture: true } ); + + this.domElement.style.touchAction = 'none'; // Disable touch scroll + + } + + disconnect() { + + this.domElement.removeEventListener( 'pointerdown', this._onPointerDown ); + this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); + this.domElement.removeEventListener( 'pointercancel', this._onPointerUp ); + + this.domElement.removeEventListener( 'wheel', this._onMouseWheel ); + this.domElement.removeEventListener( 'contextmenu', this._onContextMenu ); + + this.stopListenToKeyEvents(); + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + document.removeEventListener( 'keydown', this._interceptControlDown, { capture: true } ); + + this.domElement.style.touchAction = ''; // Restore touch scroll + + } + + dispose() { + + this.disconnect(); + + } + + /** + * Get the current vertical rotation, in radians. + * + * @return {number} The current vertical rotation, in radians. + */ + getPolarAngle() { + + return this._spherical.phi; + + } + + /** + * Get the current horizontal rotation, in radians. + * + * @return {number} The current horizontal rotation, in radians. + */ + getAzimuthalAngle() { + + return this._spherical.theta; + + } + + /** + * Returns the distance from the camera to the target. + * + * @return {number} The distance from the camera to the target. + */ + getDistance() { + + return this.object.position.distanceTo( this.target ); + + } + + /** + * Adds key event listeners to the given DOM element. + * `window` is a recommended argument for using this method. + * + * @param {HTMLElement} domElement - The DOM element + */ + listenToKeyEvents( domElement ) { + + domElement.addEventListener( 'keydown', this._onKeyDown ); + this._domElementKeyEvents = domElement; + + } + + /** + * Removes the key event listener previously defined with `listenToKeyEvents()`. + */ + stopListenToKeyEvents() { + + if ( this._domElementKeyEvents !== null ) { + + this._domElementKeyEvents.removeEventListener( 'keydown', this._onKeyDown ); + this._domElementKeyEvents = null; + + } + + } + + /** + * Save the current state of the controls. This can later be recovered with `reset()`. + */ + saveState() { + + this.target0.copy( this.target ); + this.position0.copy( this.object.position ); + this.zoom0 = this.object.zoom; + + } + + /** + * Reset the controls to their state from either the last time the `saveState()` + * was called, or the initial state. + */ + reset() { + + this.target.copy( this.target0 ); + this.object.position.copy( this.position0 ); + this.object.zoom = this.zoom0; + + this.object.updateProjectionMatrix(); + this.dispatchEvent( _changeEvent ); + + this.update(); + + this.state = _STATE.NONE; + + } + + /** + * Programmatically pan the camera. + * + * @param {number} deltaX - The horizontal pan amount in pixels. + * @param {number} deltaY - The vertical pan amount in pixels. + */ + pan( deltaX, deltaY ) { + + this._pan( deltaX, deltaY ); + this.update(); + + } + + /** + * Programmatically dolly in (zoom in for perspective camera). + * + * @param {number} dollyScale - The dolly scale factor. + */ + dollyIn( dollyScale ) { + + this._dollyIn( dollyScale ); + this.update(); + + } + + /** + * Programmatically dolly out (zoom out for perspective camera). + * + * @param {number} dollyScale - The dolly scale factor. + */ + dollyOut( dollyScale ) { + + this._dollyOut( dollyScale ); + this.update(); + + } + + /** + * Programmatically rotate the camera left (around the vertical axis). + * + * @param {number} angle - The rotation angle in radians. + */ + rotateLeft( angle ) { + + this._rotateLeft( angle ); + this.update(); + + } + + /** + * Programmatically rotate the camera up (around the horizontal axis). + * + * @param {number} angle - The rotation angle in radians. + */ + rotateUp( angle ) { + + this._rotateUp( angle ); + this.update(); + + } + + update( deltaTime = null ) { + + const position = this.object.position; + + _v.copy( position ).sub( this.target ); + + // rotate offset to "y-axis-is-up" space + _v.applyQuaternion( this._quat ); + + // angle from z-axis around y-axis + this._spherical.setFromVector3( _v ); + + if ( this.autoRotate && this.state === _STATE.NONE ) { + + this._rotateLeft( this._getAutoRotationAngle( deltaTime ) ); + + } + + if ( this.enableDamping ) { + + this._spherical.theta += this._sphericalDelta.theta * this.dampingFactor; + this._spherical.phi += this._sphericalDelta.phi * this.dampingFactor; + + } else { + + this._spherical.theta += this._sphericalDelta.theta; + this._spherical.phi += this._sphericalDelta.phi; + + } + + // restrict theta to be between desired limits + + let min = this.minAzimuthAngle; + let max = this.maxAzimuthAngle; + + if ( isFinite( min ) && isFinite( max ) ) { + + if ( min < - Math.PI ) min += _twoPI; else if ( min > Math.PI ) min -= _twoPI; + + if ( max < - Math.PI ) max += _twoPI; else if ( max > Math.PI ) max -= _twoPI; + + if ( min <= max ) { + + this._spherical.theta = Math.max( min, Math.min( max, this._spherical.theta ) ); + + } else { + + this._spherical.theta = ( this._spherical.theta > ( min + max ) / 2 ) ? + Math.max( min, this._spherical.theta ) : + Math.min( max, this._spherical.theta ); + + } + + } + + // restrict phi to be between desired limits + this._spherical.phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, this._spherical.phi ) ); + + this._spherical.makeSafe(); + + + // move target to panned location + + if ( this.enableDamping === true ) { + + this.target.addScaledVector( this._panOffset, this.dampingFactor ); + + } else { + + this.target.add( this._panOffset ); + + } + + // Limit the target distance from the cursor to create a sphere around the center of interest + this.target.sub( this.cursor ); + this.target.clampLength( this.minTargetRadius, this.maxTargetRadius ); + this.target.add( this.cursor ); + + let zoomChanged = false; + // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera + // we adjust zoom later in these cases + if ( this.zoomToCursor && this._performCursorZoom || this.object.isOrthographicCamera ) { + + this._spherical.radius = this._clampDistance( this._spherical.radius ); + + } else { + + const prevRadius = this._spherical.radius; + this._spherical.radius = this._clampDistance( this._spherical.radius * this._scale ); + zoomChanged = prevRadius != this._spherical.radius; + + } + + _v.setFromSpherical( this._spherical ); + + // rotate offset back to "camera-up-vector-is-up" space + _v.applyQuaternion( this._quatInverse ); + + position.copy( this.target ).add( _v ); + + this.object.lookAt( this.target ); + + if ( this.enableDamping === true ) { + + this._sphericalDelta.theta *= ( 1 - this.dampingFactor ); + this._sphericalDelta.phi *= ( 1 - this.dampingFactor ); + + this._panOffset.multiplyScalar( 1 - this.dampingFactor ); + + } else { + + this._sphericalDelta.set( 0, 0, 0 ); + + this._panOffset.set( 0, 0, 0 ); + + } + + // adjust camera position + if ( this.zoomToCursor && this._performCursorZoom ) { + + let newRadius = null; + if ( this.object.isPerspectiveCamera ) { + + // move the camera down the pointer ray + // this method avoids floating point error + const prevRadius = _v.length(); + newRadius = this._clampDistance( prevRadius * this._scale ); + + const radiusDelta = prevRadius - newRadius; + this.object.position.addScaledVector( this._dollyDirection, radiusDelta ); + this.object.updateMatrixWorld(); + + zoomChanged = !! radiusDelta; + + } else if ( this.object.isOrthographicCamera ) { + + // adjust the ortho camera position based on zoom changes + const mouseBefore = new Vector3( this._mouse.x, this._mouse.y, 0 ); + mouseBefore.unproject( this.object ); + + const prevZoom = this.object.zoom; + this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); + this.object.updateProjectionMatrix(); + + zoomChanged = prevZoom !== this.object.zoom; + + const mouseAfter = new Vector3( this._mouse.x, this._mouse.y, 0 ); + mouseAfter.unproject( this.object ); + + this.object.position.sub( mouseAfter ).add( mouseBefore ); + this.object.updateMatrixWorld(); + + newRadius = _v.length(); + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' ); + this.zoomToCursor = false; + + } + + // handle the placement of the target + if ( newRadius !== null ) { + + if ( this.screenSpacePanning ) { + + // position the orbit target in front of the new camera position + this.target.set( 0, 0, - 1 ) + .transformDirection( this.object.matrix ) + .multiplyScalar( newRadius ) + .add( this.object.position ); + + } else { + + // get the ray and translation plane to compute target + _ray.origin.copy( this.object.position ); + _ray.direction.set( 0, 0, - 1 ).transformDirection( this.object.matrix ); + + // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid + // extremely large values + if ( Math.abs( this.object.up.dot( _ray.direction ) ) < _TILT_LIMIT ) { + + this.object.lookAt( this.target ); + + } else { + + _plane.setFromNormalAndCoplanarPoint( this.object.up, this.target ); + _ray.intersectPlane( _plane, this.target ); + + } + + } + + } + + } else if ( this.object.isOrthographicCamera ) { + + const prevZoom = this.object.zoom; + this.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / this._scale ) ); + + if ( prevZoom !== this.object.zoom ) { + + this.object.updateProjectionMatrix(); + zoomChanged = true; + + } + + } + + this._scale = 1; + this._performCursorZoom = false; + + // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + + if ( zoomChanged || + this._lastPosition.distanceToSquared( this.object.position ) > _EPS || + 8 * ( 1 - this._lastQuaternion.dot( this.object.quaternion ) ) > _EPS || + this._lastTargetPosition.distanceToSquared( this.target ) > _EPS ) { + + this.dispatchEvent( _changeEvent ); + + this._lastPosition.copy( this.object.position ); + this._lastQuaternion.copy( this.object.quaternion ); + this._lastTargetPosition.copy( this.target ); + + return true; + + } + + return false; + + } + + _getAutoRotationAngle( deltaTime ) { + + if ( deltaTime !== null ) { + + return ( _twoPI / 60 * this.autoRotateSpeed ) * deltaTime; + + } else { + + return _twoPI / 60 / 60 * this.autoRotateSpeed; + + } + + } + + _getZoomScale( delta ) { + + const normalizedDelta = Math.abs( delta * 0.01 ); + return Math.pow( 0.95, this.zoomSpeed * normalizedDelta ); + + } + + _rotateLeft( angle ) { + + this._sphericalDelta.theta -= angle; + + } + + _rotateUp( angle ) { + + this._sphericalDelta.phi -= angle; + + } + + _panLeft( distance, objectMatrix ) { + + _v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix + _v.multiplyScalar( - distance ); + + this._panOffset.add( _v ); + + } + + _panUp( distance, objectMatrix ) { + + if ( this.screenSpacePanning === true ) { + + _v.setFromMatrixColumn( objectMatrix, 1 ); + + } else { + + _v.setFromMatrixColumn( objectMatrix, 0 ); + _v.crossVectors( this.object.up, _v ); + + } + + _v.multiplyScalar( distance ); + + this._panOffset.add( _v ); + + } + + // deltaX and deltaY are in pixels; right and down are positive + _pan( deltaX, deltaY ) { + + const element = this.domElement; + + if ( this.object.isPerspectiveCamera ) { + + // perspective + const position = this.object.position; + _v.copy( position ).sub( this.target ); + let targetDistance = _v.length(); + + // half of the fov is center to top of screen + targetDistance *= Math.tan( ( this.object.fov / 2 ) * Math.PI / 180.0 ); + + // we use only clientHeight here so aspect ratio does not distort speed + this._panLeft( 2 * deltaX * targetDistance / element.clientHeight, this.object.matrix ); + this._panUp( 2 * deltaY * targetDistance / element.clientHeight, this.object.matrix ); + + } else if ( this.object.isOrthographicCamera ) { + + // orthographic + this._panLeft( deltaX * ( this.object.right - this.object.left ) / this.object.zoom / element.clientWidth, this.object.matrix ); + this._panUp( deltaY * ( this.object.top - this.object.bottom ) / this.object.zoom / element.clientHeight, this.object.matrix ); + + } else { + + // camera neither orthographic nor perspective + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); + this.enablePan = false; + + } + + } + + _dollyOut( dollyScale ) { + + if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { + + this._scale /= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + this.enableZoom = false; + + } + + } + + _dollyIn( dollyScale ) { + + if ( this.object.isPerspectiveCamera || this.object.isOrthographicCamera ) { + + this._scale *= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + this.enableZoom = false; + + } + + } + + _updateZoomParameters( x, y ) { + + if ( ! this.zoomToCursor ) { + + return; + + } + + this._performCursorZoom = true; + + const rect = this.domElement.getBoundingClientRect(); + const dx = x - rect.left; + const dy = y - rect.top; + const w = rect.width; + const h = rect.height; + + this._mouse.x = ( dx / w ) * 2 - 1; + this._mouse.y = - ( dy / h ) * 2 + 1; + + this._dollyDirection.set( this._mouse.x, this._mouse.y, 1 ).unproject( this.object ).sub( this.object.position ).normalize(); + + } + + _clampDistance( dist ) { + + return Math.max( this.minDistance, Math.min( this.maxDistance, dist ) ); + + } + + // + // event callbacks - update the object state + // + + _handleMouseDownRotate( event ) { + + this._rotateStart.set( event.clientX, event.clientY ); + + } + + _handleMouseDownDolly( event ) { + + this._updateZoomParameters( event.clientX, event.clientX ); + this._dollyStart.set( event.clientX, event.clientY ); + + } + + _handleMouseDownPan( event ) { + + this._panStart.set( event.clientX, event.clientY ); + + } + + _handleMouseMoveRotate( event ) { + + this._rotateEnd.set( event.clientX, event.clientY ); + + this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); + + const element = this.domElement; + + this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height + + this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); + + this._rotateStart.copy( this._rotateEnd ); + + this.update(); + + } + + _handleMouseMoveDolly( event ) { + + this._dollyEnd.set( event.clientX, event.clientY ); + + this._dollyDelta.subVectors( this._dollyEnd, this._dollyStart ); + + if ( this._dollyDelta.y > 0 ) { + + this._dollyOut( this._getZoomScale( this._dollyDelta.y ) ); + + } else if ( this._dollyDelta.y < 0 ) { + + this._dollyIn( this._getZoomScale( this._dollyDelta.y ) ); + + } + + this._dollyStart.copy( this._dollyEnd ); + + this.update(); + + } + + _handleMouseMovePan( event ) { + + this._panEnd.set( event.clientX, event.clientY ); + + this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); + + this._pan( this._panDelta.x, this._panDelta.y ); + + this._panStart.copy( this._panEnd ); + + this.update(); + + } + + _handleMouseWheel( event ) { + + this._updateZoomParameters( event.clientX, event.clientY ); + + if ( event.deltaY < 0 ) { + + this._dollyIn( this._getZoomScale( event.deltaY ) ); + + } else if ( event.deltaY > 0 ) { + + this._dollyOut( this._getZoomScale( event.deltaY ) ); + + } + + this.update(); + + } + + _handleKeyDown( event ) { + + let needsUpdate = false; + + switch ( event.code ) { + + case this.keys.UP: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateUp( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( 0, this.keyPanSpeed ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.BOTTOM: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateUp( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( 0, - this.keyPanSpeed ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.LEFT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateLeft( _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( this.keyPanSpeed, 0 ); + + } + + } + + needsUpdate = true; + break; + + case this.keys.RIGHT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate ) { + + this._rotateLeft( - _twoPI * this.keyRotateSpeed / this.domElement.clientHeight ); + + } + + } else { + + if ( this.enablePan ) { + + this._pan( - this.keyPanSpeed, 0 ); + + } + + } + + needsUpdate = true; + break; + + } + + if ( needsUpdate ) { + + // prevent the browser from scrolling on cursor keys + event.preventDefault(); + + this.update(); + + } + + + } + + _handleTouchStartRotate( event ) { + + if ( this._pointers.length === 1 ) { + + this._rotateStart.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._rotateStart.set( x, y ); + + } + + } + + _handleTouchStartPan( event ) { + + if ( this._pointers.length === 1 ) { + + this._panStart.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._panStart.set( x, y ); + + } + + } + + _handleTouchStartDolly( event ) { + + const position = this._getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + this._dollyStart.set( 0, distance ); + + } + + _handleTouchStartDollyPan( event ) { + + if ( this.enableZoom ) this._handleTouchStartDolly( event ); + + if ( this.enablePan ) this._handleTouchStartPan( event ); + + } + + _handleTouchStartDollyRotate( event ) { + + if ( this.enableZoom ) this._handleTouchStartDolly( event ); + + if ( this.enableRotate ) this._handleTouchStartRotate( event ); + + } + + _handleTouchMoveRotate( event ) { + + if ( this._pointers.length == 1 ) { + + this._rotateEnd.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._rotateEnd.set( x, y ); + + } + + this._rotateDelta.subVectors( this._rotateEnd, this._rotateStart ).multiplyScalar( this.rotateSpeed ); + + const element = this.domElement; + + this._rotateLeft( _twoPI * this._rotateDelta.x / element.clientHeight ); // yes, height + + this._rotateUp( _twoPI * this._rotateDelta.y / element.clientHeight ); + + this._rotateStart.copy( this._rotateEnd ); + + } + + _handleTouchMovePan( event ) { + + if ( this._pointers.length === 1 ) { + + this._panEnd.set( event.pageX, event.pageY ); + + } else { + + const position = this._getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + this._panEnd.set( x, y ); + + } + + this._panDelta.subVectors( this._panEnd, this._panStart ).multiplyScalar( this.panSpeed ); + + this._pan( this._panDelta.x, this._panDelta.y ); + + this._panStart.copy( this._panEnd ); + + } + + _handleTouchMoveDolly( event ) { + + const position = this._getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + this._dollyEnd.set( 0, distance ); + + this._dollyDelta.set( 0, Math.pow( this._dollyEnd.y / this._dollyStart.y, this.zoomSpeed ) ); + + this._dollyOut( this._dollyDelta.y ); + + this._dollyStart.copy( this._dollyEnd ); + + const centerX = ( event.pageX + position.x ) * 0.5; + const centerY = ( event.pageY + position.y ) * 0.5; + + this._updateZoomParameters( centerX, centerY ); + + } + + _handleTouchMoveDollyPan( event ) { + + if ( this.enableZoom ) this._handleTouchMoveDolly( event ); + + if ( this.enablePan ) this._handleTouchMovePan( event ); + + } + + _handleTouchMoveDollyRotate( event ) { + + if ( this.enableZoom ) this._handleTouchMoveDolly( event ); + + if ( this.enableRotate ) this._handleTouchMoveRotate( event ); + + } + + // pointers + + _addPointer( event ) { + + this._pointers.push( event.pointerId ); + + } + + _removePointer( event ) { + + delete this._pointerPositions[ event.pointerId ]; + + for ( let i = 0; i < this._pointers.length; i ++ ) { + + if ( this._pointers[ i ] == event.pointerId ) { + + this._pointers.splice( i, 1 ); + return; + + } + + } + + } + + _isTrackingPointer( event ) { + + for ( let i = 0; i < this._pointers.length; i ++ ) { + + if ( this._pointers[ i ] == event.pointerId ) return true; + + } + + return false; + + } + + _trackPointer( event ) { + + let position = this._pointerPositions[ event.pointerId ]; + + if ( position === undefined ) { + + position = new Vector2(); + this._pointerPositions[ event.pointerId ] = position; + + } + + position.set( event.pageX, event.pageY ); + + } + + _getSecondPointerPosition( event ) { + + const pointerId = ( event.pointerId === this._pointers[ 0 ] ) ? this._pointers[ 1 ] : this._pointers[ 0 ]; + + return this._pointerPositions[ pointerId ]; + + } + + // + + _customWheelEvent( event ) { + + const mode = event.deltaMode; + + // minimal wheel event altered to meet delta-zoom demand + const newEvent = { + clientX: event.clientX, + clientY: event.clientY, + deltaY: event.deltaY, + }; + + switch ( mode ) { + + case 1: // LINE_MODE + newEvent.deltaY *= 16; + break; + + case 2: // PAGE_MODE + newEvent.deltaY *= 100; + break; + + } + + // detect if event was triggered by pinching + if ( event.ctrlKey && ! this._controlActive ) { + + newEvent.deltaY *= 10; + + } + + return newEvent; + + } + +} + +function onPointerDown( event ) { + + if ( this.enabled === false ) return; + + if ( this._pointers.length === 0 ) { + + this.domElement.setPointerCapture( event.pointerId ); + + this.domElement.ownerDocument.addEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.addEventListener( 'pointerup', this._onPointerUp ); + + } + + // + + if ( this._isTrackingPointer( event ) ) return; + + // + + this._addPointer( event ); + + if ( event.pointerType === 'touch' ) { + + this._onTouchStart( event ); + + } else { + + this._onMouseDown( event ); + + } + + if ( this._cursorStyle === 'grab' ) { + + this.domElement.style.cursor = 'grabbing'; + + } + +} + +function onPointerMove( event ) { + + if ( this.enabled === false ) return; + + if ( event.pointerType === 'touch' ) { + + this._onTouchMove( event ); + + } else { + + this._onMouseMove( event ); + + } + +} + +function onPointerUp( event ) { + + this._removePointer( event ); + + switch ( this._pointers.length ) { + + case 0: + + this.domElement.releasePointerCapture( event.pointerId ); + + this.domElement.ownerDocument.removeEventListener( 'pointermove', this._onPointerMove ); + this.domElement.ownerDocument.removeEventListener( 'pointerup', this._onPointerUp ); + + this.dispatchEvent( _endEvent ); + + this.state = _STATE.NONE; + + if ( this._cursorStyle === 'grab' ) { + + this.domElement.style.cursor = 'grab'; + + } + + break; + + case 1: + + const pointerId = this._pointers[ 0 ]; + const position = this._pointerPositions[ pointerId ]; + + // minimal placeholder event - allows state correction on pointer-up + this._onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } ); + + break; + + } + +} + +function onMouseDown( event ) { + + let mouseAction; + + switch ( event.button ) { + + case 0: + + mouseAction = this.mouseButtons.LEFT; + break; + + case 1: + + mouseAction = this.mouseButtons.MIDDLE; + break; + + case 2: + + mouseAction = this.mouseButtons.RIGHT; + break; + + default: + + mouseAction = - 1; + + } + + switch ( mouseAction ) { + + case MOUSE.DOLLY: + + if ( this.enableZoom === false ) return; + + this._handleMouseDownDolly( event ); + + this.state = _STATE.DOLLY; + + break; + + case MOUSE.ROTATE: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enablePan === false ) return; + + this._handleMouseDownPan( event ); + + this.state = _STATE.PAN; + + } else { + + if ( this.enableRotate === false ) return; + + this._handleMouseDownRotate( event ); + + this.state = _STATE.ROTATE; + + } + + break; + + case MOUSE.PAN: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( this.enableRotate === false ) return; + + this._handleMouseDownRotate( event ); + + this.state = _STATE.ROTATE; + + } else { + + if ( this.enablePan === false ) return; + + this._handleMouseDownPan( event ); + + this.state = _STATE.PAN; + + } + + break; + + default: + + this.state = _STATE.NONE; + + } + + if ( this.state !== _STATE.NONE ) { + + this.dispatchEvent( _startEvent ); + + } + +} + +function onMouseMove( event ) { + + switch ( this.state ) { + + case _STATE.ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleMouseMoveRotate( event ); + + break; + + case _STATE.DOLLY: + + if ( this.enableZoom === false ) return; + + this._handleMouseMoveDolly( event ); + + break; + + case _STATE.PAN: + + if ( this.enablePan === false ) return; + + this._handleMouseMovePan( event ); + + break; + + } + +} + +function onMouseWheel( event ) { + + if ( this.enabled === false || this.enableZoom === false || this.state !== _STATE.NONE ) return; + + event.preventDefault(); + + this.dispatchEvent( _startEvent ); + + this._handleMouseWheel( this._customWheelEvent( event ) ); + + this.dispatchEvent( _endEvent ); + +} + +function onKeyDown( event ) { + + if ( this.enabled === false ) return; + + this._handleKeyDown( event ); + +} + +function onTouchStart( event ) { + + this._trackPointer( event ); + + switch ( this._pointers.length ) { + + case 1: + + switch ( this.touches.ONE ) { + + case TOUCH.ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleTouchStartRotate( event ); + + this.state = _STATE.TOUCH_ROTATE; + + break; + + case TOUCH.PAN: + + if ( this.enablePan === false ) return; + + this._handleTouchStartPan( event ); + + this.state = _STATE.TOUCH_PAN; + + break; + + default: + + this.state = _STATE.NONE; + + } + + break; + + case 2: + + switch ( this.touches.TWO ) { + + case TOUCH.DOLLY_PAN: + + if ( this.enableZoom === false && this.enablePan === false ) return; + + this._handleTouchStartDollyPan( event ); + + this.state = _STATE.TOUCH_DOLLY_PAN; + + break; + + case TOUCH.DOLLY_ROTATE: + + if ( this.enableZoom === false && this.enableRotate === false ) return; + + this._handleTouchStartDollyRotate( event ); + + this.state = _STATE.TOUCH_DOLLY_ROTATE; + + break; + + default: + + this.state = _STATE.NONE; + + } + + break; + + default: + + this.state = _STATE.NONE; + + } + + if ( this.state !== _STATE.NONE ) { + + this.dispatchEvent( _startEvent ); + + } + +} + +function onTouchMove( event ) { + + this._trackPointer( event ); + + switch ( this.state ) { + + case _STATE.TOUCH_ROTATE: + + if ( this.enableRotate === false ) return; + + this._handleTouchMoveRotate( event ); + + this.update(); + + break; + + case _STATE.TOUCH_PAN: + + if ( this.enablePan === false ) return; + + this._handleTouchMovePan( event ); + + this.update(); + + break; + + case _STATE.TOUCH_DOLLY_PAN: + + if ( this.enableZoom === false && this.enablePan === false ) return; + + this._handleTouchMoveDollyPan( event ); + + this.update(); + + break; + + case _STATE.TOUCH_DOLLY_ROTATE: + + if ( this.enableZoom === false && this.enableRotate === false ) return; + + this._handleTouchMoveDollyRotate( event ); + + this.update(); + + break; + + default: + + this.state = _STATE.NONE; + + } + +} + +function onContextMenu( event ) { + + if ( this.enabled === false ) return; + + event.preventDefault(); + +} + +function interceptControlDown( event ) { + + if ( event.key === 'Control' ) { + + this._controlActive = true; + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + + document.addEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); + + } + +} + +function interceptControlUp( event ) { + + if ( event.key === 'Control' ) { + + this._controlActive = false; + + const document = this.domElement.getRootNode(); // offscreen canvas compatibility + + document.removeEventListener( 'keyup', this._interceptControlUp, { passive: true, capture: true } ); + + } + +} + +export { OrbitControls }; diff --git a/web/vendor/SkeletonUtils.mjs b/web/vendor/SkeletonUtils.mjs new file mode 100644 index 0000000..836c2e2 --- /dev/null +++ b/web/vendor/SkeletonUtils.mjs @@ -0,0 +1,496 @@ +import { + AnimationClip, + AnimationMixer, + Matrix4, + Quaternion, + QuaternionKeyframeTrack, + SkeletonHelper, + Vector3, + VectorKeyframeTrack +} from 'three'; + +/** + * @module SkeletonUtils + * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js'; + */ + +function getBoneName( bone, options ) { + + if ( options.getBoneName !== undefined ) { + + return options.getBoneName( bone ); + + } + + return options.names[ bone.name ]; + +} + +/** + * Retargets the skeleton from the given source to the target. + * + * Both `target` and `source` can be a 3D object with a skeleton property (e.g. a skinned mesh) + * or a {@link Skeleton} directly. + * + * @param {Object3D|Skeleton} target - The target object. + * @param {Object3D|Skeleton} source - The source object. + * @param {module:SkeletonUtils~RetargetOptions} options - The options. + */ +function retarget( target, source, options = {} ) { + + const quat = new Quaternion(), + scale = new Vector3(), + relativeMatrix = new Matrix4(), + globalMatrix = new Matrix4(); + + options.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true; + options.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true; + options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false; + options.hip = options.hip !== undefined ? options.hip : 'hip'; + options.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 ); + options.scale = options.scale !== undefined ? options.scale : 1; + options.names = options.names || {}; + + const sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ), + bones = target.isObject3D ? target.skeleton.bones : getBones( target ); + + let bone, name, boneTo, + bonesPosition; + + // reset bones + + if ( target.isObject3D ) { + + target.skeleton.pose(); + + } else { + + options.useTargetMatrix = true; + options.preserveBoneMatrix = false; + + } + + if ( options.preserveBonePositions ) { + + bonesPosition = []; + + for ( let i = 0; i < bones.length; i ++ ) { + + bonesPosition.push( bones[ i ].position.clone() ); + + } + + } + + if ( options.preserveBoneMatrix ) { + + // reset matrix + + target.updateMatrixWorld(); + + target.matrixWorld.identity(); + + // reset children matrix + + for ( let i = 0; i < target.children.length; ++ i ) { + + target.children[ i ].updateMatrixWorld( true ); + + } + + } + + for ( let i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = getBoneName( bone, options ); + + boneTo = getBoneByName( name, sourceBones ); + + globalMatrix.copy( bone.matrixWorld ); + + if ( boneTo ) { + + boneTo.updateMatrixWorld(); + + if ( options.useTargetMatrix ) { + + relativeMatrix.copy( boneTo.matrixWorld ); + + } else { + + relativeMatrix.copy( target.matrixWorld ).invert(); + relativeMatrix.multiply( boneTo.matrixWorld ); + + } + + // ignore scale to extract rotation + + scale.setFromMatrixScale( relativeMatrix ); + relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) ); + + // apply to global matrix + + globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) ); + + if ( target.isObject3D ) { + + if ( options.localOffsets ) { + + if ( options.localOffsets[ bone.name ] ) { + + globalMatrix.multiply( options.localOffsets[ bone.name ] ); + + } + + } + + } + + globalMatrix.copyPosition( relativeMatrix ); + + } + + if ( name === options.hip ) { + + globalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x; + globalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y; + globalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z; + + if ( options.hipPosition !== undefined ) { + + globalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale; + globalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale; + globalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale; + + } + + } + + if ( bone.parent ) { + + bone.matrix.copy( bone.parent.matrixWorld ).invert(); + bone.matrix.multiply( globalMatrix ); + + } else { + + bone.matrix.copy( globalMatrix ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + bone.updateMatrixWorld(); + + } + + if ( options.preserveBonePositions ) { + + for ( let i = 0; i < bones.length; ++ i ) { + + bone = bones[ i ]; + name = getBoneName( bone, options ) || bone.name; + + if ( name !== options.hip ) { + + bone.position.copy( bonesPosition[ i ] ); + + } + + } + + } + + if ( options.preserveBoneMatrix ) { + + // restore matrix + + target.updateMatrixWorld( true ); + + } + +} + +/** + * Retargets the animation clip of the source to the target 3D object. + * + * The `source` can be a 3D object with a skeleton property (e.g. a skinned mesh) + * or a {@link Skeleton} directly. + * + * @param {Object3D} target - The target 3D object. Must have a `skeleton` property. + * @param {Object3D|Skeleton} source - The source object. + * @param {AnimationClip} clip - The animation clip. + * @param {module:SkeletonUtils~RetargetOptions} options - The options. + * @return {AnimationClip} The retargeted animation clip. + */ +function retargetClip( target, source, clip, options = {} ) { + + options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false; + + // Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided. + options.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration ); + options.names = options.names || []; + + if ( ! source.isObject3D ) { + + source = getHelperFromSkeleton( source ); + + } + + const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ), + delta = clip.duration / ( numFrames - 1 ), + convertedTracks = [], + mixer = new AnimationMixer( source ), + bones = getBones( target.skeleton ), + boneDatas = []; + + let positionOffset, + bone, boneTo, boneData, + name; + + mixer.clipAction( clip ).play(); + + // trim + + let start = 0, end = numFrames; + + if ( options.trim !== undefined ) { + + start = Math.round( options.trim[ 0 ] * options.fps ); + end = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start; + + mixer.update( options.trim[ 0 ] ); + + } else { + + mixer.update( 0 ); + + } + + source.updateMatrixWorld(); + + // + + for ( let frame = 0; frame < end; ++ frame ) { + + const time = frame * delta; + + retarget( target, source, options ); + + for ( let j = 0; j < bones.length; ++ j ) { + + bone = bones[ j ]; + name = getBoneName( bone, options ) || bone.name; + boneTo = getBoneByName( name, source.skeleton ); + + if ( boneTo ) { + + boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone }; + + if ( options.hip === name ) { + + if ( ! boneData.pos ) { + + boneData.pos = { + times: new Float32Array( end ), + values: new Float32Array( end * 3 ) + }; + + } + + if ( options.useFirstFramePosition ) { + + if ( frame === 0 ) { + + positionOffset = bone.position.clone(); + + } + + bone.position.sub( positionOffset ); + + } + + boneData.pos.times[ frame ] = time; + + bone.position.toArray( boneData.pos.values, frame * 3 ); + + } + + if ( ! boneData.quat ) { + + boneData.quat = { + times: new Float32Array( end ), + values: new Float32Array( end * 4 ) + }; + + } + + boneData.quat.times[ frame ] = time; + + bone.quaternion.toArray( boneData.quat.values, frame * 4 ); + + } + + } + + if ( frame === end - 2 ) { + + // last mixer update before final loop iteration + // make sure we do not go over or equal to clip duration + mixer.update( delta - 0.0000001 ); + + } else { + + mixer.update( delta ); + + } + + source.updateMatrixWorld(); + + } + + for ( let i = 0; i < boneDatas.length; ++ i ) { + + boneData = boneDatas[ i ]; + + if ( boneData ) { + + if ( boneData.pos ) { + + convertedTracks.push( new VectorKeyframeTrack( + '.bones[' + boneData.bone.name + '].position', + boneData.pos.times, + boneData.pos.values + ) ); + + } + + convertedTracks.push( new QuaternionKeyframeTrack( + '.bones[' + boneData.bone.name + '].quaternion', + boneData.quat.times, + boneData.quat.values + ) ); + + } + + } + + mixer.uncacheAction( clip ); + + return new AnimationClip( clip.name, - 1, convertedTracks ); + +} + +/** + * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are + * correctly associated with their bones. Bones are also cloned, and must be descendants of the + * object passed to this method. Other data, like geometries and materials, are reused by reference. + * + * @param {Object3D} source - The 3D object to clone. + * @return {Object3D} The cloned 3D object. + */ +function clone( source ) { + + const sourceLookup = new Map(); + const cloneLookup = new Map(); + + const clone = source.clone(); + + parallelTraverse( source, clone, function ( sourceNode, clonedNode ) { + + sourceLookup.set( clonedNode, sourceNode ); + cloneLookup.set( sourceNode, clonedNode ); + + } ); + + clone.traverse( function ( node ) { + + if ( ! node.isSkinnedMesh ) return; + + const clonedMesh = node; + const sourceMesh = sourceLookup.get( node ); + const sourceBones = sourceMesh.skeleton.bones; + + clonedMesh.skeleton = sourceMesh.skeleton.clone(); + clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix ); + + clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) { + + return cloneLookup.get( bone ); + + } ); + + clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix ); + + } ); + + return clone; + +} + +// internal helper + +function getBoneByName( name, skeleton ) { + + for ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) { + + if ( name === bones[ i ].name ) + + return bones[ i ]; + + } + +} + +function getBones( skeleton ) { + + return Array.isArray( skeleton ) ? skeleton : skeleton.bones; + +} + + +function getHelperFromSkeleton( skeleton ) { + + const source = new SkeletonHelper( skeleton.bones[ 0 ] ); + source.skeleton = skeleton; + + return source; + +} + +function parallelTraverse( a, b, callback ) { + + callback( a, b ); + + for ( let i = 0; i < a.children.length; i ++ ) { + + parallelTraverse( a.children[ i ], b.children[ i ], callback ); + + } + +} + +/** + * Retarget options of `SkeletonUtils`. + * + * @typedef {Object} module:SkeletonUtils~RetargetOptions + * @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not. + * @property {number} [fps] - The FPS of the clip. + * @property {Object} [names] - A dictionary for mapping target to source bone names. + * @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`. + * @property {Array} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end. + * @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not. + * @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not. + * @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not. + * @property {string} [hip='hip'] - The name of the source's hip bone. + * @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence. + * @property {number} [scale=1] - The scale. + * @property {Object} [localOffsets] - Per-bone local offset matrices, keyed by bone name. + * @property {Vector3} [hipPosition] - An additional position offset applied to the hip bone. + **/ + +export { + retarget, + retargetClip, + clone, +}; diff --git a/web/vendor/THREE-LICENSE.txt b/web/vendor/THREE-LICENSE.txt new file mode 100644 index 0000000..8ada2a5 --- /dev/null +++ b/web/vendor/THREE-LICENSE.txt @@ -0,0 +1,21 @@ +The MIT License + +Copyright © 2010-2026 three.js authors + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. diff --git a/web/vendor/three.module.min.mjs b/web/vendor/three.module.min.mjs new file mode 100644 index 0000000..5ae623c --- /dev/null +++ b/web/vendor/three.module.min.mjs @@ -0,0 +1,6 @@ +/** + * @license + * Copyright 2010-2026 Three.js Authors + * SPDX-License-Identifier: MIT + */ +import{Matrix3 as e,Vector2 as t,Color as n,Vector3 as i,mergeUniforms as r,CubeUVReflectionMapping as a,Mesh as o,BoxGeometry as s,ShaderMaterial as l,BackSide as c,cloneUniforms as d,Matrix4 as u,ColorManagement as f,SRGBTransfer as p,PlaneGeometry as m,FrontSide as h,getUnlitUniformColorSpace as _,IntType as g,warn as v,HalfFloatType as E,UnsignedByteType as S,FloatType as M,RGBAFormat as T,Plane as x,CubeReflectionMapping as R,CubeRefractionMapping as A,BufferGeometry as b,OrthographicCamera as C,PerspectiveCamera as P,NoToneMapping as L,MeshBasicMaterial as U,error as D,NoBlending as w,WebGLRenderTarget as I,BufferAttribute as N,LinearSRGBColorSpace as y,LinearFilter as O,CubeTexture as F,LinearMipmapLinearFilter as B,CubeCamera as G,EquirectangularReflectionMapping as H,EquirectangularRefractionMapping as V,warnOnce as W,Uint32BufferAttribute as z,Uint16BufferAttribute as k,DataArrayTexture as X,Vector4 as K,DepthTexture as Y,Float32BufferAttribute as q,RawShaderMaterial as j,CustomToneMapping as Z,NeutralToneMapping as $,AgXToneMapping as Q,ACESFilmicToneMapping as J,CineonToneMapping as ee,ReinhardToneMapping as te,LinearToneMapping as ne,Data3DTexture as ie,GreaterEqualCompare as re,LessEqualCompare as ae,Texture as oe,GLSL3 as se,VSMShadowMap as le,PCFShadowMap as ce,AddOperation as de,MixOperation as ue,MultiplyOperation as fe,LinearTransfer as pe,UniformsUtils as me,DoubleSide as he,NormalBlending as _e,TangentSpaceNormalMap as ge,ObjectSpaceNormalMap as ve,Layers as Ee,RGFormat as Se,RG11_EAC_Format as Me,RED_GREEN_RGTC2_Format as Te,MeshDepthMaterial as xe,MeshDistanceMaterial as Re,PCFSoftShadowMap as Ae,DepthFormat as be,NearestFilter as Ce,CubeDepthTexture as Pe,UnsignedIntType as Le,Frustum as Ue,LessEqualDepth as De,ReverseSubtractEquation as we,SubtractEquation as Ie,AddEquation as Ne,OneMinusConstantAlphaFactor as ye,ConstantAlphaFactor as Oe,OneMinusConstantColorFactor as Fe,ConstantColorFactor as Be,OneMinusDstAlphaFactor as Ge,OneMinusDstColorFactor as He,OneMinusSrcAlphaFactor as Ve,OneMinusSrcColorFactor as We,DstAlphaFactor as ze,DstColorFactor as ke,SrcAlphaSaturateFactor as Xe,SrcAlphaFactor as Ke,SrcColorFactor as Ye,OneFactor as qe,ZeroFactor as je,NotEqualDepth as Ze,GreaterDepth as $e,GreaterEqualDepth as Qe,EqualDepth as Je,LessDepth as et,AlwaysDepth as tt,NeverDepth as nt,CullFaceNone as it,CullFaceBack as rt,CullFaceFront as at,CustomBlending as ot,MultiplyBlending as st,SubtractiveBlending as lt,AdditiveBlending as ct,ReversedDepthFuncs as dt,MinEquation as ut,MaxEquation as ft,MirroredRepeatWrapping as pt,ClampToEdgeWrapping as mt,RepeatWrapping as ht,LinearMipmapNearestFilter as _t,NearestMipmapLinearFilter as gt,NearestMipmapNearestFilter as vt,NotEqualCompare as Et,GreaterCompare as St,EqualCompare as Mt,LessCompare as Tt,AlwaysCompare as xt,NeverCompare as Rt,NoColorSpace as At,DepthStencilFormat as bt,getByteLength as Ct,UnsignedInt248Type as Pt,UnsignedShortType as Lt,createElementNS as Ut,UnsignedShort4444Type as Dt,UnsignedShort5551Type as wt,UnsignedInt5999Type as It,UnsignedInt101111Type as Nt,ByteType as yt,ShortType as Ot,AlphaFormat as Ft,RGBFormat as Bt,RedFormat as Gt,RedIntegerFormat as Ht,RGIntegerFormat as Vt,RGBAIntegerFormat as Wt,RGB_S3TC_DXT1_Format as zt,RGBA_S3TC_DXT1_Format as kt,RGBA_S3TC_DXT3_Format as Xt,RGBA_S3TC_DXT5_Format as Kt,RGB_PVRTC_4BPPV1_Format as Yt,RGB_PVRTC_2BPPV1_Format as qt,RGBA_PVRTC_4BPPV1_Format as jt,RGBA_PVRTC_2BPPV1_Format as Zt,RGB_ETC1_Format as $t,RGB_ETC2_Format as Qt,RGBA_ETC2_EAC_Format as Jt,R11_EAC_Format as en,SIGNED_R11_EAC_Format as tn,SIGNED_RG11_EAC_Format as nn,RGBA_ASTC_4x4_Format as rn,RGBA_ASTC_5x4_Format as an,RGBA_ASTC_5x5_Format as on,RGBA_ASTC_6x5_Format as sn,RGBA_ASTC_6x6_Format as ln,RGBA_ASTC_8x5_Format as cn,RGBA_ASTC_8x6_Format as dn,RGBA_ASTC_8x8_Format as un,RGBA_ASTC_10x5_Format as fn,RGBA_ASTC_10x6_Format as pn,RGBA_ASTC_10x8_Format as mn,RGBA_ASTC_10x10_Format as hn,RGBA_ASTC_12x10_Format as _n,RGBA_ASTC_12x12_Format as gn,RGBA_BPTC_Format as vn,RGB_BPTC_SIGNED_Format as En,RGB_BPTC_UNSIGNED_Format as Sn,RED_RGTC1_Format as Mn,SIGNED_RED_RGTC1_Format as Tn,SIGNED_RED_GREEN_RGTC2_Format as xn,ExternalTexture as Rn,EventDispatcher as An,ArrayCamera as bn,WebXRController as Cn,RAD2DEG as Pn,DataTexture as Ln,createCanvasElement as Un,SRGBColorSpace as Dn,REVISION as wn,log as In,WebGLCoordinateSystem as Nn,probeAsync as yn}from"./three.core.min.js";export{AdditiveAnimationBlendMode,AlwaysStencilFunc,AmbientLight,AnimationAction,AnimationClip,AnimationLoader,AnimationMixer,AnimationObjectGroup,AnimationUtils,ArcCurve,ArrowHelper,AttachedBindMode,Audio,AudioAnalyser,AudioContext,AudioListener,AudioLoader,AxesHelper,BasicDepthPacking,BasicShadowMap,BatchedMesh,BezierInterpolant,Bone,BooleanKeyframeTrack,Box2,Box3,Box3Helper,BoxHelper,BufferGeometryLoader,Cache,Camera,CameraHelper,CanvasTexture,CapsuleGeometry,CatmullRomCurve3,CircleGeometry,Clock,ColorKeyframeTrack,Compatibility,CompressedArrayTexture,CompressedCubeTexture,CompressedTexture,CompressedTextureLoader,ConeGeometry,Controls,CubeTextureLoader,CubicBezierCurve,CubicBezierCurve3,CubicInterpolant,CullFaceFrontBack,Curve,CurvePath,CylinderGeometry,Cylindrical,DataTextureLoader,DataUtils,DecrementStencilOp,DecrementWrapStencilOp,DefaultLoadingManager,DetachedBindMode,DirectionalLight,DirectionalLightHelper,DiscreteInterpolant,DodecahedronGeometry,DynamicCopyUsage,DynamicDrawUsage,DynamicReadUsage,EdgesGeometry,EllipseCurve,EqualStencilFunc,Euler,ExtrudeGeometry,FileLoader,Float16BufferAttribute,Fog,FogExp2,FramebufferTexture,FrustumArray,GLBufferAttribute,GLSL1,GreaterEqualStencilFunc,GreaterStencilFunc,GridHelper,Group,HTMLTexture,HemisphereLight,HemisphereLightHelper,IcosahedronGeometry,ImageBitmapLoader,ImageLoader,ImageUtils,IncrementStencilOp,IncrementWrapStencilOp,InstancedBufferAttribute,InstancedBufferGeometry,InstancedInterleavedBuffer,InstancedMesh,Int16BufferAttribute,Int32BufferAttribute,Int8BufferAttribute,InterleavedBuffer,InterleavedBufferAttribute,Interpolant,InterpolateBezier,InterpolateDiscrete,InterpolateLinear,InterpolateSmooth,InterpolationSamplingMode,InterpolationSamplingType,InvertStencilOp,KeepStencilOp,KeyframeTrack,LOD,LatheGeometry,LessEqualStencilFunc,LessStencilFunc,Light,LightProbe,Line,Line3,LineBasicMaterial,LineCurve,LineCurve3,LineDashedMaterial,LineLoop,LineSegments,LinearInterpolant,LinearMipMapLinearFilter,LinearMipMapNearestFilter,Loader,LoaderUtils,LoadingManager,LoopOnce,LoopPingPong,LoopRepeat,MOUSE,Material,MaterialBlending,MaterialLoader,MathUtils,Matrix2,MeshLambertMaterial,MeshMatcapMaterial,MeshNormalMaterial,MeshPhongMaterial,MeshPhysicalMaterial,MeshStandardMaterial,MeshToonMaterial,NearestMipMapLinearFilter,NearestMipMapNearestFilter,NeverStencilFunc,NoNormalPacking,NormalAnimationBlendMode,NormalGAPacking,NormalRGPacking,NotEqualStencilFunc,NumberKeyframeTrack,Object3D,ObjectLoader,OctahedronGeometry,Path,PlaneHelper,PointLight,PointLightHelper,Points,PointsMaterial,PolarGridHelper,PolyhedronGeometry,PositionalAudio,PropertyBinding,PropertyMixer,QuadraticBezierCurve,QuadraticBezierCurve3,Quaternion,QuaternionKeyframeTrack,QuaternionLinearInterpolant,RGBADepthPacking,RGBDepthPacking,RGBIntegerFormat,RGDepthPacking,Ray,Raycaster,RectAreaLight,RenderTarget,RenderTarget3D,ReplaceStencilOp,RingGeometry,Scene,ShadowMaterial,Shape,ShapeGeometry,ShapePath,ShapeUtils,Skeleton,SkeletonHelper,SkinnedMesh,Source,Sphere,SphereGeometry,Spherical,SphericalHarmonics3,SplineCurve,SpotLight,SpotLightHelper,Sprite,SpriteMaterial,StaticCopyUsage,StaticDrawUsage,StaticReadUsage,StereoCamera,StreamCopyUsage,StreamDrawUsage,StreamReadUsage,StringKeyframeTrack,TOUCH,TetrahedronGeometry,TextureLoader,TextureUtils,Timer,TimestampQuery,TorusGeometry,TorusKnotGeometry,Triangle,TriangleFanDrawMode,TriangleStripDrawMode,TrianglesDrawMode,TubeGeometry,UVMapping,Uint8BufferAttribute,Uint8ClampedBufferAttribute,Uniform,UniformsGroup,VectorKeyframeTrack,VideoFrameTexture,VideoTexture,WebGL3DRenderTarget,WebGLArrayRenderTarget,WebGPUCoordinateSystem,WireframeGeometry,WrapAroundEnding,ZeroCurvatureEnding,ZeroSlopeEnding,ZeroStencilOp,getConsoleFunction,setConsoleFunction}from"./three.core.min.js";function On(){let e=null,t=!1,n=null,i=null;function r(t,a){n(t,a),i=e.requestAnimationFrame(r)}return{start:function(){!0!==t&&null!==n&&null!==e&&(i=e.requestAnimationFrame(r),t=!0)},stop:function(){null!==e&&e.cancelAnimationFrame(i),t=!1},setAnimationLoop:function(e){n=e},setContext:function(t){e=t}}}function Fn(e){const t=new WeakMap;return{get:function(e){return e.isInterleavedBufferAttribute&&(e=e.data),t.get(e)},remove:function(n){n.isInterleavedBufferAttribute&&(n=n.data);const i=t.get(n);i&&(e.deleteBuffer(i.buffer),t.delete(n))},update:function(n,i){if(n.isInterleavedBufferAttribute&&(n=n.data),n.isGLBufferAttribute){const e=t.get(n);return void((!e||e.versione.start-t.start);let t=0;for(let e=1;e 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec4 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n\tvColor *= color;\n#elif defined( USE_COLOR )\n\tvColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\n#endif",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; }\nvec3 pow2( const in vec3 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 max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\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 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};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\n#define inverseTransformDirection transformDirectionByInverseViewMatrix\nvec3 transformNormalByInverseViewMatrix( in vec3 normal, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( normal, 0.0 ) * viewMatrix ).xyz );\n}\nvec3 transformDirectionByInverseViewMatrix( in vec3 dir, in mat4 viewMatrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * viewMatrix ).xyz );\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}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\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\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\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\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_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 ), cubeUV_m0, CUBEUV_MAX_MIP );\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",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",colorspace_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",colorspace_pars_fragment:"vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( 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 sRGBTransferOETF( 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}",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 = transformNormalByInverseViewMatrix( 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, envMapRotation * reflectVec );\n\t\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t\t#endif\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\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",envmap_physical_pars_fragment:"#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n\t\t\treflectVec = transformDirectionByInverseViewMatrix( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif",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 = transformNormalByInverseViewMatrix( 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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef 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 vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\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 vec3 normal ) {\n\tvec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\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}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\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 getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.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 getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.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 getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.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 vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif\n#include ",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\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 vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = vec3( 0.04 );\n\tmaterial.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).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_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif",lights_physical_pars_fragment:"uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tvec3 diffuseContribution;\n\tvec3 specularColor;\n\tvec3 specularColorBlended;\n\tfloat roughness;\n\tfloat metalness;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t\tvec3 iridescenceFresnelDielectric;\n\t\tvec3 iridescenceFresnelMetallic;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_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}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\treturn 0.5 / max( gv + gl, EPSILON );\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColorBlended;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * 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 * transpose( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat rInv = 1.0 / ( roughness + 0.1 );\n\tfloat a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n\tfloat b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n\tfloat DG = exp( a * dotNV + b );\n\treturn saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tvec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n\tvec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n\tvec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n\tvec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n\tfloat Ess_V = dfgV.x + dfgV.y;\n\tfloat Ess_L = dfgL.x + dfgL.y;\n\tfloat Ems_V = 1.0 - Ess_V;\n\tfloat Ems_L = 1.0 - Ess_L;\n\tvec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n\tvec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n\tfloat compensationFactor = Ems_V * Ems_L;\n\tvec3 multiScatter = Fms * compensationFactor;\n\treturn singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\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.roughness;\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.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t\t#ifdef USE_CLEARCOAT\n\t\t\tvec3 Ncc = geometryClearcoatNormal;\n\t\t\tvec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n\t\t\tvec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n\t\t\tvec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n\t\t\tmat3 mInvClearcoat = mat3(\n\t\t\t\tvec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n\t\t\t\tvec3( 0, 1, 0 ),\n\t\t\t\tvec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n\t\t\t);\n\t\t\tvec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n\t\t\tclearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n\t\t#endif\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n \n \t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n \t\tfloat sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n \t\tfloat sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n \t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n \t\tirradiance *= sheenEnergyComp;\n \n \t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tdiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n \t#endif\n\tvec3 singleScatteringDielectric = vec3( 0.0 );\n\tvec3 multiScatteringDielectric = vec3( 0.0 );\n\tvec3 singleScatteringMetallic = vec3( 0.0 );\n\tvec3 multiScatteringMetallic = vec3( 0.0 );\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n\t#endif\n\tvec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n\tvec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n\tvec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n\tvec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\tvec3 indirectSpecular = radiance * singleScattering;\n\tindirectSpecular += multiScattering * cosineWeightedIrradiance;\n\tvec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t\tfloat sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n\t\tindirectSpecular *= sheenEnergyComp;\n\t\tindirectDiffuse *= sheenEnergyComp;\n\t#endif\n\treflectedLight.indirectSpecular += indirectSpecular;\n\treflectedLight.indirectDiffuse += indirectDiffuse;\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}",lights_fragment_begin:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n\t\tmaterial.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\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\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\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\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, 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\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\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 ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#ifdef USE_LIGHT_PROBES_GRID\n\t\tvec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n\t\tvec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );\n\t\tirradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",lights_fragment_maps:"#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\t#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n\t\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t\t#endif\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif",lights_fragment_end:"#if defined( RE_IndirectDiffuse )\n\t#if defined( LAMBERT ) || defined( PHONG )\n\t\tirradiance += iblIrradiance;\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif",lightprobes_pars_fragment:"#ifdef USE_LIGHT_PROBES_GRID\nuniform highp sampler3D probesSH;\nuniform vec3 probesMin;\nuniform vec3 probesMax;\nuniform vec3 probesResolution;\nvec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {\n\tvec3 res = probesResolution;\n\tvec3 gridRange = probesMax - probesMin;\n\tvec3 resMinusOne = res - 1.0;\n\tvec3 probeSpacing = gridRange / resMinusOne;\n\tvec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;\n\tvec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );\n\tuvw = uvw * resMinusOne / res + 0.5 / res;\n\tfloat nz = res.z;\n\tfloat paddedSlices = nz + 2.0;\n\tfloat atlasDepth = 7.0 * paddedSlices;\n\tfloat uvZBase = uvw.z * nz + 1.0;\n\tvec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase ) / atlasDepth ) );\n\tvec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase + paddedSlices ) / atlasDepth ) );\n\tvec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices ) / atlasDepth ) );\n\tvec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices ) / atlasDepth ) );\n\tvec3 c0 = s0.xyz;\n\tvec3 c1 = vec3( s0.w, s1.xy );\n\tvec3 c2 = vec3( s1.zw, s2.x );\n\tvec3 c3 = s2.yzw;\n\tvec3 c4 = s3.xyz;\n\tvec3 c5 = vec3( s3.w, s4.xy );\n\tvec3 c6 = vec3( s4.zw, s5.x );\n\tvec3 c7 = s5.yzw;\n\tvec3 c8 = s6.xyz;\n\tfloat x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;\n\tvec3 result = c0 * 0.886227;\n\tresult += c1 * 2.0 * 0.511664 * y;\n\tresult += c2 * 2.0 * 0.511664 * z;\n\tresult += c3 * 2.0 * 0.511664 * x;\n\tresult += c4 * 2.0 * 0.429043 * x * y;\n\tresult += c5 * 2.0 * 0.429043 * y * z;\n\tresult += c6 * ( 0.743125 * z * z - 0.247708 );\n\tresult += c7 * 2.0 * 0.429043 * x * z;\n\tresult += c8 * 0.429043 * ( x * x - y * y );\n\treturn max( result, vec3( 0.0 ) );\n}\n#endif",logdepthbuf_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphinstance_vertex:"#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif",normal_fragment_begin:"float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;",normal_fragment_maps:"#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).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 * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#if defined( USE_PACKED_NORMALMAP )\n\t\tmapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );\n\t#endif\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",normal_pars_fragment:"#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",normal_pars_vertex:"#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",normal_vertex:"#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\t#ifdef FLIP_SIDED\n\t\t\tvBitangent = - vBitangent;\n\t\t#endif\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",opaque_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",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.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in 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( const in 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 depth, const in float near, const in float far ) {\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\n\t\treturn depth * ( far - near ) - far;\n\t#else\n\t\treturn depth * ( near - far ) - near;\n\t#endif\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 depth, const in float near, const in float far ) {\n\t\n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\treturn ( near * far ) / ( ( near - far ) * depth - near );\n\t#else\n\t\treturn ( near * far ) / ( ( far - near ) * depth - far );\n\t#endif\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",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",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\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\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#else\n\t\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\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\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tuniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\t\t\tuniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\t#endif\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\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\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat interleavedGradientNoise( vec2 position ) {\n\t\t\treturn fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n\t\t}\n\t\tvec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n\t\t\tconst float goldenAngle = 2.399963229728653;\n\t\t\tfloat r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n\t\t\tfloat theta = float( sampleIndex ) * goldenAngle + phi;\n\t\t\treturn vec2( cos( theta ), sin( theta ) ) * r;\n\t\t}\n\t#endif\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\tfloat getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\tshadowCoord.z += shadowBias;\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\t\tfloat radius = shadowRadius * texelSize.x;\n\t\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n\t\t\t\t\ttexture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n\t\t\t\t) * 0.2;\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tvec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n\t\t\t\tfloat mean = distribution.x;\n\t\t\t\tfloat variance = distribution.y * distribution.y;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tfloat hard_shadow = step( mean, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tfloat hard_shadow = step( shadowCoord.z, mean );\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tif ( hard_shadow == 1.0 ) {\n\t\t\t\t\tshadow = 1.0;\n\t\t\t\t} else {\n\t\t\t\t\tvariance = max( variance, 0.0000001 );\n\t\t\t\t\tfloat d = shadowCoord.z - mean;\n\t\t\t\t\tfloat p_max = variance / ( variance + d * d );\n\t\t\t\t\tp_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n\t\t\t\t\tshadow = max( hard_shadow, p_max );\n\t\t\t\t}\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#else\n\t\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\t\tfloat shadow = 1.0;\n\t\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tshadowCoord.z -= shadowBias;\n\t\t\t#else\n\t\t\t\tshadowCoord.z += shadowBias;\n\t\t\t#endif\n\t\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\t\tif ( frustumTest ) {\n\t\t\t\tfloat depth = texture2D( shadowMap, shadowCoord.xy ).r;\n\t\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\t\tshadow = step( depth, shadowCoord.z );\n\t\t\t\t#else\n\t\t\t\t\tshadow = step( shadowCoord.z, depth );\n\t\t\t\t#endif\n\t\t\t}\n\t\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t\t}\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t#if defined( SHADOWMAP_TYPE_PCF )\n\tfloat getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tfloat dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp -= shadowBias;\n\t\t\t#else\n\t\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\t\tdp += shadowBias;\n\t\t\t#endif\n\t\t\tfloat texelSize = shadowRadius / shadowMapSize.x;\n\t\t\tvec3 absDir = abs( bd3D );\n\t\t\tvec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n\t\t\ttangent = normalize( cross( bd3D, tangent ) );\n\t\t\tvec3 bitangent = cross( bd3D, tangent );\n\t\t\tfloat phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n\t\t\tvec2 sample0 = vogelDiskSample( 0, 5, phi );\n\t\t\tvec2 sample1 = vogelDiskSample( 1, 5, phi );\n\t\t\tvec2 sample2 = vogelDiskSample( 2, 5, phi );\n\t\t\tvec2 sample3 = vogelDiskSample( 3, 5, phi );\n\t\t\tvec2 sample4 = vogelDiskSample( 4, 5, phi );\n\t\t\tshadow = (\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n\t\t\t\ttexture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n\t\t\t) * 0.2;\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#elif defined( SHADOWMAP_TYPE_BASIC )\n\tfloat getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 absVec = abs( lightToPosition );\n\t\tfloat viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n\t\tif ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tfloat depth = textureCube( shadowMap, bd3D ).r;\n\t\t\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\t\t\tdepth = 1.0 - depth;\n\t\t\t#endif\n\t\t\tshadow = step( dp, depth );\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\t#endif\n\t#endif\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#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 shadowIntensity;\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\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\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 shadowIntensity;\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",shadowmap_vertex:"#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\t#ifdef HAS_NORMAL\n\t\tvec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n\t#else\n\t\tvec3 shadowWorldNormal = vec3( 0.0 );\n\t#endif\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif",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.shadowIntensity, 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.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\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.shadowIntensity, 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}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif",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",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",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",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 saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( 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}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = transformNormalByInverseViewMatrix( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif",uv_pars_fragment:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_pars_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",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}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_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}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vWorldDirection );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",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}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#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#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}",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 \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_REVERSED_DEPTH_BUFFER\n\t\tfloat fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n\t#else\n\t\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n\t#endif\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#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}",distance_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\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_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}",distance_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 \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \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 = vec4( dist, 0.0, 0.0, 1.0 );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \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\t#include \n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \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\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\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\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\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\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 \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\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\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\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#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\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#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#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\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 \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n \n\t\toutgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n \t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\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\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",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 \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \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 + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \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}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",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\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n\t#include \n}",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[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\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 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Float32Array(_*m*p),S=new Float32Array(g*m*p);for(let e=0;e2?0:-1,i=[t,n,0,t+2/3,n,0,t+2/3,n+1,0,t,n,0,t+2/3,n+1,0,t,n+1,0];v.set(i,h*m*e),E.set(f,_*m*e);const r=[e,e,e,e,e,e];S.set(r,g*m*e)}const M=new b;M.setAttribute("position",new N(v,h)),M.setAttribute("uv",new N(E,_)),M.setAttribute("faceIndex",new N(S,g)),i.push(new o(M,null)),r>4&&r--}return{lodMeshes:i,sizeLods:t,sigmas:n}}(r)),this._blurMaterial=function(e,t,n){const r=new Float32Array(Zn),a=new i(0,1,0),o=new l({name:"SphericalGaussianBlur",defines:{n:Zn,CUBEUV_TEXEL_WIDTH:1/t,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${e}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:r},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:a}},vertexShader:ci(),fragmentShader:"\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#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}\n\t\t",blending:w,depthTest:!1,depthWrite:!1});return o}(r,e,t),this._ggxMaterial=function(e,t,n){const i=new l({name:"PMREMGGXConvolution",defines:{GGX_SAMPLES:256,CUBEUV_TEXEL_WIDTH:1/t,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${e}.0`},uniforms:{envMap:{value:null},roughness:{value:0},mipInt:{value:0}},vertexShader:ci(),fragmentShader:'\n\n\t\t\tprecision highp float;\n\t\t\tprecision highp int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform float roughness;\n\t\t\tuniform float mipInt;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\t#define PI 3.14159265359\n\n\t\t\t// Van der Corput radical inverse\n\t\t\tfloat radicalInverse_VdC(uint bits) {\n\t\t\t\tbits = (bits << 16u) | (bits >> 16u);\n\t\t\t\tbits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);\n\t\t\t\tbits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);\n\t\t\t\tbits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);\n\t\t\t\tbits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);\n\t\t\t\treturn float(bits) * 2.3283064365386963e-10; // / 0x100000000\n\t\t\t}\n\n\t\t\t// Hammersley sequence\n\t\t\tvec2 hammersley(uint i, uint N) {\n\t\t\t\treturn vec2(float(i) / float(N), radicalInverse_VdC(i));\n\t\t\t}\n\n\t\t\t// GGX VNDF importance sampling (Eric Heitz 2018)\n\t\t\t// "Sampling the GGX Distribution of Visible Normals"\n\t\t\t// https://jcgt.org/published/0007/04/01/\n\t\t\tvec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {\n\t\t\t\tfloat alpha = roughness * roughness;\n\n\t\t\t\t// Section 4.1: Orthonormal basis\n\t\t\t\tvec3 T1 = vec3(1.0, 0.0, 0.0);\n\t\t\t\tvec3 T2 = cross(V, T1);\n\n\t\t\t\t// Section 4.2: Parameterization of projected area\n\t\t\t\tfloat r = sqrt(Xi.x);\n\t\t\t\tfloat phi = 2.0 * PI * Xi.y;\n\t\t\t\tfloat t1 = r * cos(phi);\n\t\t\t\tfloat t2 = r * sin(phi);\n\t\t\t\tfloat s = 0.5 * (1.0 + V.z);\n\t\t\t\tt2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;\n\n\t\t\t\t// Section 4.3: Reprojection onto hemisphere\n\t\t\t\tvec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V;\n\n\t\t\t\t// Section 3.4: Transform back to ellipsoid configuration\n\t\t\t\treturn normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));\n\t\t\t}\n\n\t\t\tvoid main() {\n\t\t\t\tvec3 N = normalize(vOutputDirection);\n\t\t\t\tvec3 V = N; // Assume view direction equals normal for pre-filtering\n\n\t\t\t\tvec3 prefilteredColor = vec3(0.0);\n\t\t\t\tfloat totalWeight = 0.0;\n\n\t\t\t\t// For very low roughness, just sample the environment directly\n\t\t\t\tif (roughness < 0.001) {\n\t\t\t\t\tgl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\t// Tangent space basis for VNDF sampling\n\t\t\t\tvec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);\n\t\t\t\tvec3 tangent = normalize(cross(up, N));\n\t\t\t\tvec3 bitangent = cross(N, tangent);\n\n\t\t\t\tfor(uint i = 0u; i < uint(GGX_SAMPLES); i++) {\n\t\t\t\t\tvec2 Xi = hammersley(i, uint(GGX_SAMPLES));\n\n\t\t\t\t\t// For PMREM, V = N, so in tangent space V is always (0, 0, 1)\n\t\t\t\t\tvec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);\n\n\t\t\t\t\t// Transform H back to world space\n\t\t\t\t\tvec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);\n\t\t\t\t\tvec3 L = normalize(2.0 * dot(V, H) * H - V);\n\n\t\t\t\t\tfloat NdotL = max(dot(N, L), 0.0);\n\n\t\t\t\t\tif(NdotL > 0.0) {\n\t\t\t\t\t\t// Sample environment at fixed mip level\n\t\t\t\t\t\t// VNDF importance sampling handles the distribution filtering\n\t\t\t\t\t\tvec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);\n\n\t\t\t\t\t\t// Weight by NdotL for the split-sum approximation\n\t\t\t\t\t\t// VNDF PDF naturally accounts for the visible microfacet distribution\n\t\t\t\t\t\tprefilteredColor += sampleColor * NdotL;\n\t\t\t\t\t\ttotalWeight += NdotL;\n\t\t\t\t\t}\n\t\t\t\t}\n\n\t\t\t\tif (totalWeight > 0.0) {\n\t\t\t\t\tprefilteredColor = prefilteredColor / totalWeight;\n\t\t\t\t}\n\n\t\t\t\tgl_FragColor = vec4(prefilteredColor, 1.0);\n\t\t\t}\n\t\t',blending:w,depthTest:!1,depthWrite:!1});return i}(r,e,t)}return r}_compileMaterial(e){const t=new o(new b,e);this._renderer.compile(t,$n)}_sceneToCubeUV(e,t,n,i,r){const a=new P(90,1,t,n),l=[1,-1,1,1,1,1],d=[1,1,1,-1,-1,-1],u=this._renderer,f=u.autoClear,p=u.toneMapping;u.getClearColor(Qn),u.toneMapping=L,u.autoClear=!1;u.state.buffers.depth.getReversed()&&(u.setRenderTarget(i),u.clearDepth(),u.setRenderTarget(null)),null===this._backgroundBox&&(this._backgroundBox=new o(new s,new U({name:"PMREM.Background",side:c,depthWrite:!1,depthTest:!1})));const m=this._backgroundBox,h=m.material;let _=!1;const g=e.background;g?g.isColor&&(h.color.copy(g),e.background=null,_=!0):(h.color.copy(Qn),_=!0);for(let t=0;t<6;t++){const n=t%3;0===n?(a.up.set(0,l[t],0),a.position.set(r.x,r.y,r.z),a.lookAt(r.x+d[t],r.y,r.z)):1===n?(a.up.set(0,0,l[t]),a.position.set(r.x,r.y,r.z),a.lookAt(r.x,r.y+d[t],r.z)):(a.up.set(0,l[t],0),a.position.set(r.x,r.y,r.z),a.lookAt(r.x,r.y,r.z+d[t]));const o=this._cubeSize;oi(i,n*o,t>2?o:0,o,o),u.setRenderTarget(i),_&&u.render(m,a),u.render(e,a)}u.toneMapping=p,u.autoClear=f,e.background=g}_textureToCubeUV(e,t){const n=this._renderer,i=e.mapping===R||e.mapping===A;i?(null===this._cubemapMaterial&&(this._cubemapMaterial=li()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===e.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=si());const r=i?this._cubemapMaterial:this._equirectMaterial,a=this._lodMeshes[0];a.material=r;r.uniforms.envMap.value=e;const o=this._cubeSize;oi(t,0,0,3*o,2*o),n.setRenderTarget(t),n.render(a,$n)}_applyPMREM(e){const t=this._renderer,n=t.autoClear;t.autoClear=!1;const i=this._lodMeshes.length;for(let t=1;tu-4?n-u+4:0),m=4*(this._cubeSize-f);s.envMap.value=e.texture,s.roughness.value=d,s.mipInt.value=u-t,oi(r,p,m,3*f,2*f),i.setRenderTarget(r),i.render(o,$n),s.envMap.value=r.texture,s.roughness.value=0,s.mipInt.value=u-n,oi(e,p,m,3*f,2*f),i.setRenderTarget(e),i.render(o,$n)}_blur(e,t,n,i,r){const a=this._pingPongRenderTarget;this._halfBlur(e,a,t,n,i,"latitudinal",r),this._halfBlur(a,e,n,n,i,"longitudinal",r)}_halfBlur(e,t,n,i,r,a,o){const s=this._renderer,l=this._blurMaterial;"latitudinal"!==a&&"longitudinal"!==a&&D("blur direction must be either latitudinal or longitudinal!");const c=this._lodMeshes[i];c.material=l;const d=l.uniforms,u=this._sizeLods[n]-1,f=isFinite(r)?Math.PI/(2*u):2*Math.PI/39,p=r/f,m=isFinite(r)?1+Math.floor(3*p):Zn;m>Zn&&v(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to 20`);const h=[];let _=0;for(let e=0;eg-4?i-g+4:0),4*(this._cubeSize-E),3*E,2*E),s.setRenderTarget(t),s.render(c,$n)}}function ai(e,t,n){const i=new I(e,t,n);return i.texture.mapping=a,i.texture.name="PMREM.cubeUv",i.scissorTest=!0,i}function oi(e,t,n,i,r){e.viewport.set(t,n,i,r),e.scissor.set(t,n,i,r)}function si(){return new l({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:ci(),fragmentShader:"\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\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:w,depthTest:!1,depthWrite:!1})}function li(){return new l({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:ci(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:w,depthTest:!1,depthWrite:!1})}function ci(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\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"}class di extends I{constructor(e=1,t={}){super(e,e,t),this.isWebGLCubeRenderTarget=!0;const n={width:e,height:e,depth:1},i=[n,n,n,n,n,n];this.texture=new F(i),this._setTextureOptions(t),this.texture.isRenderTargetTexture=!0}fromEquirectangularTexture(e,t){this.texture.type=t.type,this.texture.colorSpace=t.colorSpace,this.texture.generateMipmaps=t.generateMipmaps,this.texture.minFilter=t.minFilter,this.texture.magFilter=t.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},i=new s(5,5,5),r=new l({name:"CubemapFromEquirect",uniforms:d(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:c,blending:w});r.uniforms.tEquirect.value=t;const a=new o(i,r),u=t.minFilter;t.minFilter===B&&(t.minFilter=O);return new G(1,10,this).update(e,a),t.minFilter=u,a.geometry.dispose(),a.material.dispose(),this}clear(e,t=!0,n=!0,i=!0){const r=e.getRenderTarget();for(let r=0;r<6;r++)e.setRenderTarget(this,r),e.clear(t,n,i);e.setRenderTarget(r)}}function ui(e){let t=new WeakMap,n=new WeakMap,i=null;function r(e,t){return t===H?e.mapping=R:t===V&&(e.mapping=A),e}function a(e){const n=e.target;n.removeEventListener("dispose",a);const i=t.get(n);void 0!==i&&(t.delete(n),i.dispose())}function o(e){const t=e.target;t.removeEventListener("dispose",o);const i=n.get(t);void 0!==i&&(n.delete(t),i.dispose())}return{get:function(s,l=!1){return null==s?null:l?function(t){if(t&&t.isTexture){const r=t.mapping,a=r===H||r===V,s=r===R||r===A;if(a||s){let r=n.get(t);const l=void 0!==r?r.texture.pmremVersion:0;if(t.isRenderTargetTexture&&t.pmremVersion!==l)return null===i&&(i=new ri(e)),r=a?i.fromEquirectangular(t,r):i.fromCubemap(t,r),r.texture.pmremVersion=t.pmremVersion,n.set(t,r),r.texture;if(void 0!==r)return r.texture;{const l=t.image;return a&&l&&l.height>0||s&&l&&function(e){let t=0;const n=6;for(let i=0;i0){const o=new di(i.height);return o.fromEquirectangularTexture(e,n),t.set(n,o),n.addEventListener("dispose",a),r(o.texture,n.mapping)}return null}}}return n}(s)},dispose:function(){t=new WeakMap,n=new WeakMap,null!==i&&(i.dispose(),i=null)}}}function fi(e){const t={};function n(n){if(void 0!==t[n])return t[n];const i=e.getExtension(n);return t[n]=i,i}return{has:function(e){return 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L(t,i,a,o,s){if(!1===t.visible)return;if(t.layers.test(i.layers)&&(t.isMesh||t.isLine||t.isPoints)&&(t.castShadow||t.receiveShadow&&s===le)&&(!t.frustumCulled||r.intersectsObject(t))){t.modelViewMatrix.multiplyMatrices(a.matrixWorldInverse,t.matrixWorld);const r=n.update(t),l=t.material;if(Array.isArray(l)){const n=r.groups;for(let c=0,d=n.length;ce.needsUpdate=!0):e.material.needsUpdate=!0)});for(let o=0,l=t.length;om||a.y>m)&&(a.x>m&&(s.x=Math.floor(m/p.x),a.x=s.x*p.x,c.mapSize.x=s.x),a.y>m&&(s.y=Math.floor(m/p.y),a.y=s.y*p.y,c.mapSize.y=s.y));const h=e.state.buffers.depth.getReversed();if(c.camera._reversedDepth=h,null===c.map||!0===f){if(null!==c.map&&(null!==c.map.depthTexture&&(c.map.depthTexture.dispose(),c.map.depthTexture=null),c.map.dispose()),this.type===le){if(l.isPointLight){v("WebGLShadowMap: VSM shadow maps are not supported for PointLights. 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I=e.getParameter(e.MAX_COMBINED_TEXTURE_IMAGE_UNITS);let N=!1,y=0;const O=e.getParameter(e.VERSION);-1!==O.indexOf("WebGL")?(y=parseFloat(/^WebGL (\d)/.exec(O)[1]),N=y>=1):-1!==O.indexOf("OpenGL ES")&&(y=parseFloat(/^OpenGL ES (\d)/.exec(O)[1]),N=y>=2);let F=null,B={};const G=e.getParameter(e.SCISSOR_BOX),H=e.getParameter(e.VIEWPORT),V=(new K).fromArray(G),W=(new K).fromArray(H);function z(t,n,i,r){const a=new Uint8Array(4),o=e.createTexture();e.bindTexture(t,o),e.texParameteri(t,e.TEXTURE_MIN_FILTER,e.NEAREST),e.texParameteri(t,e.TEXTURE_MAG_FILTER,e.NEAREST);for(let o=0;on||r.height>n)&&(i=n/Math.max(r.width,r.height)),i<1){if("undefined"!=typeof HTMLImageElement&&e instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&e instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&e instanceof ImageBitmap||"undefined"!=typeof VideoFrame&&e instanceof VideoFrame){const n=Math.floor(i*r.width),a=Math.floor(i*r.height);void 0===h&&(h=E(n,a));const 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c=i;if(i===e.RED&&(r===e.FLOAT&&(c=e.R32F),r===e.HALF_FLOAT&&(c=e.R16F),r===e.UNSIGNED_BYTE&&(c=e.R8),r===e.UNSIGNED_SHORT&&l&&(c=l.R16_EXT),r===e.SHORT&&l&&(c=l.R16_SNORM_EXT)),i===e.RED_INTEGER&&(r===e.UNSIGNED_BYTE&&(c=e.R8UI),r===e.UNSIGNED_SHORT&&(c=e.R16UI),r===e.UNSIGNED_INT&&(c=e.R32UI),r===e.BYTE&&(c=e.R8I),r===e.SHORT&&(c=e.R16I),r===e.INT&&(c=e.R32I)),i===e.RG&&(r===e.FLOAT&&(c=e.RG32F),r===e.HALF_FLOAT&&(c=e.RG16F),r===e.UNSIGNED_BYTE&&(c=e.RG8),r===e.UNSIGNED_SHORT&&l&&(c=l.RG16_EXT),r===e.SHORT&&l&&(c=l.RG16_SNORM_EXT)),i===e.RG_INTEGER&&(r===e.UNSIGNED_BYTE&&(c=e.RG8UI),r===e.UNSIGNED_SHORT&&(c=e.RG16UI),r===e.UNSIGNED_INT&&(c=e.RG32UI),r===e.BYTE&&(c=e.RG8I),r===e.SHORT&&(c=e.RG16I),r===e.INT&&(c=e.RG32I)),i===e.RGB_INTEGER&&(r===e.UNSIGNED_BYTE&&(c=e.RGB8UI),r===e.UNSIGNED_SHORT&&(c=e.RGB16UI),r===e.UNSIGNED_INT&&(c=e.RGB32UI),r===e.BYTE&&(c=e.RGB8I),r===e.SHORT&&(c=e.RGB16I),r===e.INT&&(c=e.RGB32I)),i===e.RGBA_INTEGER&&(r===e.UNSIGNED_BYTE&&(c=e.RGBA8UI),r===e.UNSIGNED_SHORT&&(c=e.RGBA16UI),r===e.UNSIGNED_INT&&(c=e.RGBA32UI),r===e.BYTE&&(c=e.RGBA8I),r===e.SHORT&&(c=e.RGBA16I),r===e.INT&&(c=e.RGBA32I)),i===e.RGB&&(r===e.UNSIGNED_SHORT&&l&&(c=l.RGB16_EXT),r===e.SHORT&&l&&(c=l.RGB16_SNORM_EXT),r===e.UNSIGNED_INT_5_9_9_9_REV&&(c=e.RGB9_E5),r===e.UNSIGNED_INT_10F_11F_11F_REV&&(c=e.R11F_G11F_B10F)),i===e.RGBA){const t=s?pe:f.getTransfer(o);r===e.FLOAT&&(c=e.RGBA32F),r===e.HALF_FLOAT&&(c=e.RGBA16F),r===e.UNSIGNED_BYTE&&(c=t===p?e.SRGB8_ALPHA8:e.RGBA8),r===e.UNSIGNED_SHORT&&l&&(c=l.RGBA16_EXT),r===e.SHORT&&l&&(c=l.RGBA16_SNORM_EXT),r===e.UNSIGNED_SHORT_4_4_4_4&&(c=e.RGBA4),r===e.UNSIGNED_SHORT_5_5_5_1&&(c=e.RGB5_A1)}return c!==e.R16F&&c!==e.R32F&&c!==e.RG16F&&c!==e.RG32F&&c!==e.RGBA16F&&c!==e.RGBA32F||n.get("EXT_color_buffer_float"),c}function P(t,n){let i;return t?null===n||n===Le||n===Pt?i=e.DEPTH24_STENCIL8:n===M?i=e.DEPTH32F_STENCIL8:n===Lt&&(i=e.DEPTH24_STENCIL8,v("DepthTexture: 16 bit depth attachment is not supported with stencil. 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r=t.get(i),a=r.envMap,o=r.envMapRotation;a&&(e.envMap.value=a,e.envMapRotation.value.setFromMatrix4(Ta.makeRotationFromEuler(o)).transpose(),a.isCubeTexture&&!1===a.isRenderTargetTexture&&e.envMapRotation.value.premultiply(xa),e.reflectivity.value=i.reflectivity,e.ior.value=i.ior,e.refractionRatio.value=i.refractionRatio),i.lightMap&&(e.lightMap.value=i.lightMap,e.lightMapIntensity.value=i.lightMapIntensity,n(i.lightMap,e.lightMapTransform)),i.aoMap&&(e.aoMap.value=i.aoMap,e.aoMapIntensity.value=i.aoMapIntensity,n(i.aoMap,e.aoMapTransform))}return{refreshFogUniforms:function(t,n){n.color.getRGB(t.fogColor.value,_(e)),n.isFog?(t.fogNear.value=n.near,t.fogFar.value=n.far):n.isFogExp2&&(t.fogDensity.value=n.density)},refreshMaterialUniforms:function(e,r,a,o,s){r.isNodeMaterial?r.uniformsNeedUpdate=!1:r.isMeshBasicMaterial?i(e,r):r.isMeshLambertMaterial?(i(e,r),r.envMap&&(e.envMapIntensity.value=r.envMapIntensity)):r.isMeshToonMaterial?(i(e,r),function(e,t){t.gradientMap&&(e.gradientMap.value=t.gradientMap)}(e,r)):r.isMeshPhongMaterial?(i(e,r),function(e,t){e.specular.value.copy(t.specular),e.shininess.value=Math.max(t.shininess,1e-4)}(e,r),r.envMap&&(e.envMapIntensity.value=r.envMapIntensity)):r.isMeshStandardMaterial?(i(e,r),function(e,t){e.metalness.value=t.metalness,t.metalnessMap&&(e.metalnessMap.value=t.metalnessMap,n(t.metalnessMap,e.metalnessMapTransform));e.roughness.value=t.roughness,t.roughnessMap&&(e.roughnessMap.value=t.roughnessMap,n(t.roughnessMap,e.roughnessMapTransform));t.envMap&&(e.envMapIntensity.value=t.envMapIntensity)}(e,r),r.isMeshPhysicalMaterial&&function(e,t,i){e.ior.value=t.ior,t.sheen>0&&(e.sheenColor.value.copy(t.sheenColor).multiplyScalar(t.sheen),e.sheenRoughness.value=t.sheenRoughness,t.sheenColorMap&&(e.sheenColorMap.value=t.sheenColorMap,n(t.sheenColorMap,e.sheenColorMapTransform)),t.sheenRoughnessMap&&(e.sheenRoughnessMap.value=t.sheenRoughnessMap,n(t.sheenRoughnessMap,e.sheenRoughnessMapTransform)));t.clearcoat>0&&(e.clearcoat.value=t.clearcoat,e.clearcoatRoughness.value=t.clearcoatRoughness,t.clearcoatMap&&(e.clearcoatMap.value=t.clearcoatMap,n(t.clearcoatMap,e.clearcoatMapTransform)),t.clearcoatRoughnessMap&&(e.clearcoatRoughnessMap.value=t.clearcoatRoughnessMap,n(t.clearcoatRoughnessMap,e.clearcoatRoughnessMapTransform)),t.clearcoatNormalMap&&(e.clearcoatNormalMap.value=t.clearcoatNormalMap,n(t.clearcoatNormalMap,e.clearcoatNormalMapTransform),e.clearcoatNormalScale.value.copy(t.clearcoatNormalScale),t.side===c&&e.clearcoatNormalScale.value.negate()));t.dispersion>0&&(e.dispersion.value=t.dispersion);t.iridescence>0&&(e.iridescence.value=t.iridescence,e.iridescenceIOR.value=t.iridescenceIOR,e.iridescenceThicknessMinimum.value=t.iridescenceThicknessRange[0],e.iridescenceThicknessMaximum.value=t.iridescenceThicknessRange[1],t.iridescenceMap&&(e.iridescenceMap.value=t.iridescenceMap,n(t.iridescenceMap,e.iridescenceMapTransform)),t.iridescenceThicknessMap&&(e.iridescenceThicknessMap.value=t.iridescenceThicknessMap,n(t.iridescenceThicknessMap,e.iridescenceThicknessMapTransform)));t.transmission>0&&(e.transmission.value=t.transmission,e.transmissionSamplerMap.value=i.texture,e.transmissionSamplerSize.value.set(i.width,i.height),t.transmissionMap&&(e.transmissionMap.value=t.transmissionMap,n(t.transmissionMap,e.transmissionMapTransform)),e.thickness.value=t.thickness,t.thicknessMap&&(e.thicknessMap.value=t.thicknessMap,n(t.thicknessMap,e.thicknessMapTransform)),e.attenuationDistance.value=t.attenuationDistance,e.attenuationColor.value.copy(t.attenuationColor));t.anisotropy>0&&(e.anisotropyVector.value.set(t.anisotropy*Math.cos(t.anisotropyRotation),t.anisotropy*Math.sin(t.anisotropyRotation)),t.anisotropyMap&&(e.anisotropyMap.value=t.anisotropyMap,n(t.anisotropyMap,e.anisotropyMapTransform)));e.specularIntensity.value=t.specularIntensity,e.specularColor.value.copy(t.specularColor),t.specularColorMap&&(e.specularColorMap.value=t.specularColorMap,n(t.specularColorMap,e.specularColorMapTransform));t.specularIntensityMap&&(e.specularIntensityMap.value=t.specularIntensityMap,n(t.specularIntensityMap,e.specularIntensityMapTransform))}(e,r,s)):r.isMeshMatcapMaterial?(i(e,r),function(e,t){t.matcap&&(e.matcap.value=t.matcap)}(e,r)):r.isMeshDepthMaterial?i(e,r):r.isMeshDistanceMaterial?(i(e,r),function(e,n){const i=t.get(n).light;e.referencePosition.value.setFromMatrixPosition(i.matrixWorld),e.nearDistance.value=i.shadow.camera.near,e.farDistance.value=i.shadow.camera.far}(e,r)):r.isMeshNormalMaterial?i(e,r):r.isLineBasicMaterial?(function(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,t.map&&(e.map.value=t.map,n(t.map,e.mapTransform))}(e,r),r.isLineDashedMaterial&&function(e,t){e.dashSize.value=t.dashSize,e.totalSize.value=t.dashSize+t.gapSize,e.scale.value=t.scale}(e,r)):r.isPointsMaterial?function(e,t,i,r){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.size.value=t.size*i,e.scale.value=.5*r,t.map&&(e.map.value=t.map,n(t.map,e.uvTransform));t.alphaMap&&(e.alphaMap.value=t.alphaMap,n(t.alphaMap,e.alphaMapTransform));t.alphaTest>0&&(e.alphaTest.value=t.alphaTest)}(e,r,a,o):r.isSpriteMaterial?function(e,t){e.diffuse.value.copy(t.color),e.opacity.value=t.opacity,e.rotation.value=t.rotation,t.map&&(e.map.value=t.map,n(t.map,e.mapTransform));t.alphaMap&&(e.alphaMap.value=t.alphaMap,n(t.alphaMap,e.alphaMapTransform));t.alphaTest>0&&(e.alphaTest.value=t.alphaTest)}(e,r):r.isShadowMaterial?(e.color.value.copy(r.color),e.opacity.value=r.opacity):r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)}}}function Aa(e,t,n,i){let r={},a={},o=[];const s=e.getParameter(e.MAX_UNIFORM_BUFFER_BINDINGS);function l(t,n,i,r){if(!0===function(e,t,n,i){const r=e.value,a=t+"_"+n;if(void 0===i[a])return"number"==typeof r||"boolean"==typeof r?i[a]=r:ArrayBuffer.isView(r)?i[a]=r.slice():i[a]=r.clone(),!0;{const e=i[a];if("number"==typeof r||"boolean"==typeof r){if(e!==r)return i[a]=r,!0}else{if(ArrayBuffer.isView(r))return!0;if(!1===e.equals(r))return e.copy(r),!0}}return!1}(t,n,i,r)){const n=t.__offset,i=t.value;if(Array.isArray(i)){let e=0;for(let n=0;n0&&(n+=i-r);e.__size=n,e.__cache={}}(n),f=function(t){const n=function(){for(let e=0;e0),p=!!n.morphAttributes.position,m=!!n.morphAttributes.normal,h=!!n.morphAttributes.color;let _=L;i.toneMapped&&(null!==q&&!0!==q.isXRRenderTarget||(_=G.toneMapping));const g=n.morphAttributes.position||n.morphAttributes.normal||n.morphAttributes.color,v=void 0!==g?g.length:0,S=Ae.get(i),M=w.state.lights;if(!0===ue&&(!0===fe||e!==Z)){const t=e===Z&&i.id===j;Fe.setState(i,e,t)}let T=!1;i.version===S.__version?S.needsLights&&S.lightsStateVersion!==M.state.version||S.outputColorSpace!==s||r.isBatchedMesh&&!1===S.batching?T=!0:r.isBatchedMesh||!0!==S.batching?r.isBatchedMesh&&!0===S.batchingColor&&null===r.colorTexture||r.isBatchedMesh&&!1===S.batchingColor&&null!==r.colorTexture||r.isInstancedMesh&&!1===S.instancing?T=!0:r.isInstancedMesh||!0!==S.instancing?r.isSkinnedMesh&&!1===S.skinning?T=!0:r.isSkinnedMesh||!0!==S.skinning?r.isInstancedMesh&&!0===S.instancingColor&&null===r.instanceColor||r.isInstancedMesh&&!1===S.instancingColor&&null!==r.instanceColor||r.isInstancedMesh&&!0===S.instancingMorph&&null===r.morphTexture||r.isInstancedMesh&&!1===S.instancingMorph&&null!==r.morphTexture||S.envMap!==c||!0===i.fog&&S.fog!==a?T=!0:void 0===S.numClippingPlanes||S.numClippingPlanes===Fe.numPlanes&&S.numIntersection===Fe.numIntersection?(S.vertexAlphas!==d||S.vertexTangents!==u||S.morphTargets!==p||S.morphNormals!==m||S.morphColors!==h||S.toneMapping!==_||S.morphTargetsCount!==v||!!S.lightProbeGrid!=w.state.lightProbeGridArray.length>0)&&(T=!0):T=!0:T=!0:T=!0:T=!0:(T=!0,S.__version=i.version);let x=S.currentProgram;!0===T&&(x=dt(i,t,r),V&&i.isNodeMaterial&&V.onUpdateProgram(i,x,S));let R=!1,A=!1,b=!1;const C=x.getUniforms(),U=S.uniforms;xe.useProgram(x.program)&&(R=!0,A=!0,b=!0);i.id!==j&&(j=i.id,A=!0);if(S.needsLights){const e=function(e,t){if(0===e.length)return null;if(1===e.length)return null!==e[0].texture?e[0]:null;P.setFromMatrixPosition(t.matrixWorld);for(let t=0,n=e.length;t0&&C.setValue(Ke,"directionalShadowMap",M.state.directionalShadowMap,be),M.state.spotShadowMap.length>0&&C.setValue(Ke,"spotShadowMap",M.state.spotShadowMap,be),M.state.pointShadowMap.length>0&&C.setValue(Ke,"pointShadowMap",M.state.pointShadowMap,be));if(r.isSkinnedMesh){C.setOptional(Ke,r,"bindMatrix"),C.setOptional(Ke,r,"bindMatrixInverse");const e=r.skeleton;e&&(null===e.boneTexture&&e.computeBoneTexture(),C.setValue(Ke,"boneTexture",e.boneTexture,be))}r.isBatchedMesh&&(C.setOptional(Ke,r,"batchingTexture"),C.setValue(Ke,"batchingTexture",r._matricesTexture,be),C.setOptional(Ke,r,"batchingIdTexture"),C.setValue(Ke,"batchingIdTexture",r._indirectTexture,be),C.setOptional(Ke,r,"batchingColorTexture"),null!==r._colorsTexture&&C.setValue(Ke,"batchingColorTexture",r._colorsTexture,be));const D=n.morphAttributes;void 0===D.position&&void 0===D.normal&&void 0===D.color||He.update(r,n,x);(A||S.receiveShadow!==r.receiveShadow)&&(S.receiveShadow=r.receiveShadow,C.setValue(Ke,"receiveShadow",r.receiveShadow));(i.isMeshStandardMaterial||i.isMeshLambertMaterial||i.isMeshPhongMaterial)&&null===i.envMap&&null!==t.environment&&(U.envMapIntensity.value=t.environmentIntensity);void 0!==U.dfgLUT&&(U.dfgLUT.value=(null===Ca&&(Ca=new Ln(ba,16,16,Se,E),Ca.name="DFG_LUT",Ca.minFilter=O,Ca.magFilter=O,Ca.wrapS=mt,Ca.wrapT=mt,Ca.generateMipmaps=!1,Ca.needsUpdate=!0),Ca));if(A){if(C.setValue(Ke,"toneMappingExposure",G.toneMappingExposure),S.needsLights&&(N=b,(I=U).ambientLightColor.needsUpdate=N,I.lightProbe.needsUpdate=N,I.directionalLights.needsUpdate=N,I.directionalLightShadows.needsUpdate=N,I.pointLights.needsUpdate=N,I.pointLightShadows.needsUpdate=N,I.spotLights.needsUpdate=N,I.spotLightShadows.needsUpdate=N,I.rectAreaLights.needsUpdate=N,I.hemisphereLights.needsUpdate=N),a&&!0===i.fog&&Ne.refreshFogUniforms(U,a),Ne.refreshMaterialUniforms(U,i,re,ie,w.state.transmissionRenderTarget[e.id]),S.needsLights&&S.lightProbeGrid){const e=S.lightProbeGrid;U.probesSH.value=e.texture,U.probesMin.value.copy(e.boundingBox.min),U.probesMax.value.copy(e.boundingBox.max),U.probesResolution.value.copy(e.resolution)}Rr.upload(Ke,ut(S),U,be)}var I,N;i.isShaderMaterial&&!0===i.uniformsNeedUpdate&&(Rr.upload(Ke,ut(S),U,be),i.uniformsNeedUpdate=!1);i.isSpriteMaterial&&C.setValue(Ke,"center",r.center);if(C.setValue(Ke,"modelViewMatrix",r.modelViewMatrix),C.setValue(Ke,"normalMatrix",r.normalMatrix),C.setValue(Ke,"modelMatrix",r.matrixWorld),void 0!==i.uniformsGroups){const e=i.uniformsGroups;for(let t=0,n=e.length;t{function n(){i.forEach(function(e){Ae.get(e).currentProgram.isReady()&&i.delete(e)}),0!==i.size?setTimeout(n,10):t(e)}null!==Me.get("KHR_parallel_shader_compile")?n():setTimeout(n,10)})};let tt=null;function nt(){rt.stop()}function it(){rt.start()}const rt=new On;function at(e,t,n,i){if(!1===e.visible)return;if(e.layers.test(t.layers))if(e.isGroup)n=e.renderOrder;else if(e.isLOD)!0===e.autoUpdate&&e.update(t);else if(e.isLightProbeGrid)w.pushLightProbeGrid(e);else if(e.isLight)w.pushLight(e),e.castShadow&&w.pushShadow(e);else if(e.isSprite){if(!e.frustumCulled||de.intersectsSprite(e)){i&&_e.setFromMatrixPosition(e.matrixWorld).applyMatrix4(pe);const t=we.update(e),r=e.material;r.visible&&U.push(e,t,r,n,_e.z,null)}}else if((e.isMesh||e.isLine||e.isPoints)&&(!e.frustumCulled||de.intersectsObject(e))){const t=we.update(e),r=e.material;if(i&&(void 0!==e.boundingSphere?(null===e.boundingSphere&&e.computeBoundingSphere(),_e.copy(e.boundingSphere.center)):(null===t.boundingSphere&&t.computeBoundingSphere(),_e.copy(t.boundingSphere.center)),_e.applyMatrix4(e.matrixWorld).applyMatrix4(pe)),Array.isArray(r)){const i=t.groups;for(let a=0,o=i.length;a0&<(r,t,n),a.length>0&<(a,t,n),o.length>0&<(o,t,n),xe.buffers.depth.setTest(!0),xe.buffers.depth.setMask(!0),xe.buffers.color.setMask(!0),xe.setPolygonOffset(!1)}function st(e,t,n,i){if(null!==(!0===n.isScene?n.overrideMaterial:null))return;if(void 0===w.state.transmissionRenderTarget[i.id]){const e=Me.has("EXT_color_buffer_half_float")||Me.has("EXT_color_buffer_float");w.state.transmissionRenderTarget[i.id]=new I(1,1,{generateMipmaps:!0,type:e?E:S,minFilter:B,samples:Math.max(4,Te.samples),stencilBuffer:o,resolveDepthBuffer:!1,resolveStencilBuffer:!1,colorSpace:f.workingColorSpace})}const r=w.state.transmissionRenderTarget[i.id],a=i.viewport||$;r.setSize(a.z*G.transmissionResolutionScale,a.w*G.transmissionResolutionScale);const s=G.getRenderTarget(),l=G.getActiveCubeFace(),d=G.getActiveMipmapLevel();G.setRenderTarget(r),G.getClearColor(ee),te=G.getClearAlpha(),te<1&&G.setClearColor(16777215,.5),G.clear(),ve&&Ge.render(n);const u=G.toneMapping;G.toneMapping=L;const p=i.viewport;if(void 0!==i.viewport&&(i.viewport=void 0),w.setupLightsView(i),!0===ue&&Fe.setGlobalState(G.clippingPlanes,i),lt(e,n,i),be.updateMultisampleRenderTarget(r),be.updateRenderTargetMipmap(r),!1===Me.has("WEBGL_multisampled_render_to_texture")){let e=!1;for(let r=0,a=t.length;r0,i.currentProgram=u,i.uniformsList=null,u}function ut(e){if(null===e.uniformsList){const t=e.currentProgram.getUniforms();e.uniformsList=Rr.seqWithValue(t.seq,e.uniforms)}return e.uniformsList}function ft(e,t){const n=Ae.get(e);n.outputColorSpace=t.outputColorSpace,n.batching=t.batching,n.batchingColor=t.batchingColor,n.instancing=t.instancing,n.instancingColor=t.instancingColor,n.instancingMorph=t.instancingMorph,n.skinning=t.skinning,n.morphTargets=t.morphTargets,n.morphNormals=t.morphNormals,n.morphColors=t.morphColors,n.morphTargetsCount=t.morphTargetsCount,n.numClippingPlanes=t.numClippingPlanes,n.numIntersection=t.numClipIntersection,n.vertexAlphas=t.vertexAlphas,n.vertexTangents=t.vertexTangents,n.toneMapping=t.toneMapping}rt.setAnimationLoop(function(e){tt&&tt(e)}),"undefined"!=typeof self&&rt.setContext(self),this.setAnimationLoop=function(e){tt=e,je.setAnimationLoop(e),null===e?rt.stop():rt.start()},je.addEventListener("sessionstart",nt),je.addEventListener("sessionend",it),this.render=function(e,t){if(void 0!==t&&!0!==t.isCamera)return void D("WebGLRenderer.render: camera is not an instance of THREE.Camera.");if(!0===H)return;null!==V&&V.renderStart(e,t);const n=!0===je.enabled&&!0===je.isPresenting,i=null!==F&&(null===q||n)&&F.begin(G,q);if(!0===e.matrixWorldAutoUpdate&&e.updateMatrixWorld(),null===t.parent&&!0===t.matrixWorldAutoUpdate&&t.updateMatrixWorld(),!0!==je.enabled||!0!==je.isPresenting||null!==F&&!1!==F.isCompositing()||(!0===je.cameraAutoUpdate&&je.updateCamera(t),t=je.getCamera()),!0===e.isScene&&e.onBeforeRender(G,e,t,q),w=Oe.get(e,y.length),w.init(t),w.state.textureUnits=be.getTextureUnits(),y.push(w),pe.multiplyMatrices(t.projectionMatrix,t.matrixWorldInverse),de.setFromProjectionMatrix(pe,Nn,t.reversedDepth),fe=this.localClippingEnabled,ue=Fe.init(this.clippingPlanes,fe),U=ye.get(e,N.length),U.init(),N.push(U),!0===je.enabled&&!0===je.isPresenting){const e=G.xr.getDepthSensingMesh();null!==e&&at(e,t,-1/0,G.sortObjects)}at(e,t,0,G.sortObjects),U.finish(),!0===G.sortObjects&&U.sort(ae,oe,t.reversedDepth),ve=!1===je.enabled||!1===je.isPresenting||!1===je.hasDepthSensing(),ve&&Ge.addToRenderList(U,e),this.info.render.frame++,!0===this.info.autoReset&&this.info.reset(),!0===ue&&Fe.beginShadows();const r=w.state.shadowsArray;Be.render(r,e,t),!0===ue&&Fe.endShadows();if(!1===(i&&F.hasRenderPass())){const n=U.opaque,i=U.transmissive;if(w.setupLights(),t.isArrayCamera){const r=t.cameras;if(i.length>0)for(let t=0,a=r.length;t0&&st(n,i,e,t),ve&&Ge.render(e),ot(U,e,t)}null!==q&&0===Y&&(be.updateMultisampleRenderTarget(q),be.updateRenderTargetMipmap(q)),i&&F.end(G),!0===e.isScene&&e.onAfterRender(G,e,t),ke.resetDefaultState(),j=-1,Z=null,y.pop(),y.length>0?(w=y[y.length-1],be.setTextureUnits(w.state.textureUnits),!0===ue&&Fe.setGlobalState(G.clippingPlanes,w.state.camera)):w=null,N.pop(),U=N.length>0?N[N.length-1]:null,null!==V&&V.renderEnd()},this.getActiveCubeFace=function(){return X},this.getActiveMipmapLevel=function(){return Y},this.getRenderTarget=function(){return q},this.setRenderTargetTextures=function(e,t,n){const i=Ae.get(e);i.__autoAllocateDepthBuffer=!1===e.resolveDepthBuffer,!1===i.__autoAllocateDepthBuffer&&(i.__useRenderToTexture=!1),Ae.get(e.texture).__webglTexture=t,Ae.get(e.depthTexture).__webglTexture=i.__autoAllocateDepthBuffer?void 0:n,i.__hasExternalTextures=!0},this.setRenderTargetFramebuffer=function(e,t){const n=Ae.get(e);n.__webglFramebuffer=t,n.__useDefaultFramebuffer=void 0===t},this.setRenderTarget=function(e,t=0,n=0){q=e,X=t,Y=n;let i=null,r=!1,a=!1;if(e){const o=Ae.get(e);if(void 0!==o.__useDefaultFramebuffer)return xe.bindFramebuffer(Ke.FRAMEBUFFER,o.__webglFramebuffer),$.copy(e.viewport),Q.copy(e.scissor),J=e.scissorTest,xe.viewport($),xe.scissor(Q),xe.setScissorTest(J),void(j=-1);if(void 0===o.__webglFramebuffer)be.setupRenderTarget(e);else if(o.__hasExternalTextures)be.rebindTextures(e,Ae.get(e.texture).__webglTexture,Ae.get(e.depthTexture).__webglTexture);else if(e.depthBuffer){const t=e.depthTexture;if(o.__boundDepthTexture!==t){if(null!==t&&Ae.has(t)&&(e.width!==t.image.width||e.height!==t.image.height))throw new Error("THREE.WebGLRenderer: Attached DepthTexture is initialized to the incorrect size.");be.setupDepthRenderbuffer(e)}}const s=e.texture;(s.isData3DTexture||s.isDataArrayTexture||s.isCompressedArrayTexture)&&(a=!0);const l=Ae.get(e).__webglFramebuffer;e.isWebGLCubeRenderTarget?(i=Array.isArray(l[t])?l[t][n]:l[t],r=!0):i=e.samples>0&&!1===be.useMultisampledRTT(e)?Ae.get(e).__webglMultisampledFramebuffer:Array.isArray(l)?l[n]:l,$.copy(e.viewport),Q.copy(e.scissor),J=e.scissorTest}else $.copy(se).multiplyScalar(re).floor(),Q.copy(le).multiplyScalar(re).floor(),J=ce;0!==n&&(i=W);if(xe.bindFramebuffer(Ke.FRAMEBUFFER,i)&&xe.drawBuffers(e,i),xe.viewport($),xe.scissor(Q),xe.setScissorTest(J),r){const i=Ae.get(e.texture);Ke.framebufferTexture2D(Ke.FRAMEBUFFER,Ke.COLOR_ATTACHMENT0,Ke.TEXTURE_CUBE_MAP_POSITIVE_X+t,i.__webglTexture,n)}else if(a){const i=t;for(let t=0;t1&&Ke.readBuffer(Ke.COLOR_ATTACHMENT0+s),!Te.textureFormatReadable(l))return void D("WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");if(!Te.textureTypeReadable(c))return void D("WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");t>=0&&t<=e.width-i&&n>=0&&n<=e.height-r&&Ke.readPixels(t,n,i,r,ze.convert(l),ze.convert(c),a)}finally{const e=null!==q?Ae.get(q).__webglFramebuffer:null;xe.bindFramebuffer(Ke.FRAMEBUFFER,e)}}},this.readRenderTargetPixelsAsync=async function(e,t,n,i,r,a,o,s=0){if(!e||!e.isWebGLRenderTarget)throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let l=Ae.get(e).__webglFramebuffer;if(e.isWebGLCubeRenderTarget&&void 0!==o&&(l=l[o]),l){if(t>=0&&t<=e.width-i&&n>=0&&n<=e.height-r){xe.bindFramebuffer(Ke.FRAMEBUFFER,l);const o=e.textures[s],c=o.format,d=o.type;if(e.textures.length>1&&Ke.readBuffer(Ke.COLOR_ATTACHMENT0+s),!Te.textureFormatReadable(c))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");if(!Te.textureTypeReadable(d))throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");const u=Ke.createBuffer();Ke.bindBuffer(Ke.PIXEL_PACK_BUFFER,u),Ke.bufferData(Ke.PIXEL_PACK_BUFFER,a.byteLength,Ke.STREAM_READ),Ke.readPixels(t,n,i,r,ze.convert(c),ze.convert(d),0);const f=null!==q?Ae.get(q).__webglFramebuffer:null;xe.bindFramebuffer(Ke.FRAMEBUFFER,f);const p=Ke.fenceSync(Ke.SYNC_GPU_COMMANDS_COMPLETE,0);return Ke.flush(),await yn(Ke,p,4),Ke.bindBuffer(Ke.PIXEL_PACK_BUFFER,u),Ke.getBufferSubData(Ke.PIXEL_PACK_BUFFER,0,a),Ke.deleteBuffer(u),Ke.deleteSync(p),a}throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.")}},this.copyFramebufferToTexture=function(e,t=null,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),a=Math.floor(e.image.height*i),o=null!==t?t.x:0,s=null!==t?t.y:0;be.setTexture2D(e,0),Ke.copyTexSubImage2D(Ke.TEXTURE_2D,n,0,0,o,s,r,a),xe.unbindTexture()},this.copyTextureToTexture=function(e,t,n=null,i=null,r=0,a=0){let o,s,l,c,d,u,f,p,m;const h=e.isCompressedTexture?e.mipmaps[a]:e.image;if(null!==n)o=n.max.x-n.min.x,s=n.max.y-n.min.y,l=n.isBox3?n.max.z-n.min.z:1,c=n.min.x,d=n.min.y,u=n.isBox3?n.min.z:0;else{const t=Math.pow(2,-r);o=Math.floor(h.width*t),s=Math.floor(h.height*t),l=e.isDataArrayTexture?h.depth:e.isData3DTexture?Math.floor(h.depth*t):1,c=0,d=0,u=0}null!==i?(f=i.x,p=i.y,m=i.z):(f=0,p=0,m=0);const _=ze.convert(t.format),g=ze.convert(t.type);let v;t.isData3DTexture?(be.setTexture3D(t,0),v=Ke.TEXTURE_3D):t.isDataArrayTexture||t.isCompressedArrayTexture?(be.setTexture2DArray(t,0),v=Ke.TEXTURE_2D_ARRAY):(be.setTexture2D(t,0),v=Ke.TEXTURE_2D),xe.activeTexture(Ke.TEXTURE0),xe.pixelStorei(Ke.UNPACK_FLIP_Y_WEBGL,t.flipY),xe.pixelStorei(Ke.UNPACK_PREMULTIPLY_ALPHA_WEBGL,t.premultiplyAlpha),xe.pixelStorei(Ke.UNPACK_ALIGNMENT,t.unpackAlignment);const E=xe.getParameter(Ke.UNPACK_ROW_LENGTH),S=xe.getParameter(Ke.UNPACK_IMAGE_HEIGHT),M=xe.getParameter(Ke.UNPACK_SKIP_PIXELS),T=xe.getParameter(Ke.UNPACK_SKIP_ROWS),x=xe.getParameter(Ke.UNPACK_SKIP_IMAGES);xe.pixelStorei(Ke.UNPACK_ROW_LENGTH,h.width),xe.pixelStorei(Ke.UNPACK_IMAGE_HEIGHT,h.height),xe.pixelStorei(Ke.UNPACK_SKIP_PIXELS,c),xe.pixelStorei(Ke.UNPACK_SKIP_ROWS,d),xe.pixelStorei(Ke.UNPACK_SKIP_IMAGES,u);const R=e.isDataArrayTexture||e.isData3DTexture,A=t.isDataArrayTexture||t.isData3DTexture;if(e.isDepthTexture){const n=Ae.get(e),i=Ae.get(t),h=Ae.get(n.__renderTarget),_=Ae.get(i.__renderTarget);xe.bindFramebuffer(Ke.READ_FRAMEBUFFER,h.__webglFramebuffer),xe.bindFramebuffer(Ke.DRAW_FRAMEBUFFER,_.__webglFramebuffer);for(let n=0;n {}, - draw : function(ctx, node, widgetWidth, widgetY, widgetHeight) { - const margin = 10 - const top_offset = 5 - const visible = app.canvas.ds.scale > 0.5 && this.type === typeName - const w = widgetWidth - margin * 4 - const clientRectBound = ctx.canvas.getBoundingClientRect() - const transform = new DOMMatrix() - .scaleSelf( - clientRectBound.width / ctx.canvas.width, - clientRectBound.height / ctx.canvas.height - ) - .multiplySelf(ctx.getTransform()) - .translateSelf(margin, margin + widgetY ) - - Object.assign(this.visualizer.style, { - left: `${transform.a * margin + transform.e}px`, - top: `${transform.d + transform.f + top_offset}px`, - width: `${(w * transform.a)}px`, - height: `${(w * transform.d - widgetHeight * 5 - (margin * 15) * transform.d)}px`, - position: "absolute", - overflow: "hidden", - zIndex: app.graph._nodes.indexOf(node), - }) + const iframe = document.createElement("iframe"); + iframe.title = "Interactive PBR texture preview"; + iframe.src = VIEWER_URL; + iframe.loading = "eager"; + iframe.setAttribute( + "sandbox", + "allow-scripts allow-same-origin allow-downloads", + ); + Object.assign(iframe.style, { + width: "100%", + height: "100%", + border: "0", + display: "block", + background: "#14171c", + }); + container.append(iframe); - Object.assign(this.visualizer.children[0].style, { - transformOrigin: "50% 50%", - width: '100%', - height: '100%', - border: '0 none', - }) + const channel = globalThis.crypto?.randomUUID?.() + ?? `texture-${Date.now()}-${Math.random()}`; + let ready = false; + let pendingOutput = null; - this.visualizer.hidden = !visible + const post = (type, payload = {}) => { + iframe.contentWindow?.postMessage( + { + source: EXTENSION_NAME, + channel, + type, + ...payload, + }, + window.location.origin, + ); + }; + + const initialize = () => { + post("initialize", { viewUrl: api.apiURL("/view") }); + if (pendingOutput) { + post("update", { output: pendingOutput }); + pendingOutput = null; + } + }; + + const onMessage = (event) => { + if ( + event.origin !== window.location.origin + || event.source !== iframe.contentWindow + || event.data?.source !== EXTENSION_NAME + || event.data?.channel !== channel + || event.data?.type !== "ready" + ) { + return; + } + ready = true; + initialize(); + }; + + window.addEventListener("message", onMessage); + iframe.addEventListener("load", () => { + ready = false; + post("connect"); + }); + + const widget = node.addDOMWidget( + "texture_preview", + "TEXTURE_PREVIEW", + container, + { + canvasOnly: true, + hideOnZoom: false, }, + ); + widget.serialize = false; + widget.computeLayoutSize = () => ({ + minWidth: 580, + minHeight: 480, + }); + + const currentWidth = node.size?.[0] ?? 0; + const currentHeight = node.size?.[1] ?? 0; + if (currentWidth < 620 || currentHeight < 600) { + node.setSize([ + Math.max(currentWidth, 620), + Math.max(currentHeight, 600), + ]); } - const container = document.createElement('div') - container.id = `Comfy3D_${inputName}` - - node.visualizer = new Visualizer(node, container, typeName) - widget.visualizer = container - widget.parent = node - - document.body.appendChild(widget.visualizer) - - node.addCustomWidget(widget) - - node.updateParameters = (params) => { - node.visualizer.updateVisual(params); - } - - - // Events for drawing backgound - node.onDrawBackground = function (ctx) { - if (!this.flags.collapsed) { - node.visualizer.iframe.hidden = false - } else { - node.visualizer.iframe.hidden = true + node.__textureViewerUpdate = (output) => { + if (!ready) { + pendingOutput = output; + return; } - } + post("update", { output }); + }; - // Make sure visualization iframe is always inside the node when resize the node - node.onResize = function () { - let [w, h] = this.size - if (w <= 600) w = 600 - if (h <= 500) h = 500 - - if (w > 600) { - h = w - 100 - } - - this.size = [w, h] - } - - // Events for remove nodes - node.onRemoved = () => { - for (let w in node.widgets) { - if (node.widgets[w].visualizer) { - node.widgets[w].visualizer.remove() - } - } - } - - return { - widget: widget, - } -} - -function registerVisualizer(nodeType, nodeData, nodeClassName, typeName) { - if (nodeData.name == nodeClassName) { - console.log("[3D Visualizer] Registering node: " + nodeData.name) - - const onNodeCreated = nodeType.prototype.onNodeCreated - - nodeType.prototype.onNodeCreated = async function() { - const r = onNodeCreated - ? onNodeCreated.apply(this, arguments) - : undefined - - let Preview3DNode = app.graph._nodes.filter( - (wi) => wi.type == nodeClassName - ) - let nodeName = `Preview3DNode_${Preview3DNode.length}` - - console.log(`[Comfy3D] Create: ${nodeName}`) - - const result = await createVisualizer.apply(this, [this, nodeName, typeName, {}, app]) - - this.setSize([600, 500]) - - return r - } - - nodeType.prototype.onExecuted = async function(message) { - - - const params = {} - const mapTypes = ["color", "displacement", "normal", "ao", "metalness", "roughness", "alpha"]; - - for (let mapType of mapTypes) { - if (message[mapType] && message[mapType].length >= 1) { - params[mapType + '_map'] = message[mapType][0]; - } else { - params[mapType + '_map'] = null; - } - } - - this.updateParameters(params); - - } - } + node.onRemoved = chainCallback(node.onRemoved, () => { + window.removeEventListener("message", onMessage); + post("dispose"); + iframe.src = "about:blank"; + }); } app.registerExtension({ - name: "Mr.ForExample.Visualizer.TextureViewer", + name: EXTENSION_NAME, - async init (app) { + async beforeRegisterNodeDef(nodeType, nodeData) { + if (nodeData.name !== "TextureViewer" || nodeType.prototype[PATCHED]) { + return; + } + nodeType.prototype[PATCHED] = true; + const onNodeCreated = nodeType.prototype.onNodeCreated; + nodeType.prototype.onNodeCreated = function onTextureViewerCreated(...args) { + const result = onNodeCreated?.apply(this, args); + createViewer(this); + return result; + }; + + const onExecuted = nodeType.prototype.onExecuted; + nodeType.prototype.onExecuted = function onTextureViewerExecuted(message) { + const result = onExecuted?.apply(this, arguments); + const output = Object.fromEntries( + MAP_NAMES.map((name) => [name, message?.[name] ?? []]), + ); + this.__textureViewerUpdate?.(output); + return result; + }; }, - - async beforeRegisterNodeDef(nodeType, nodeData, app) { - registerVisualizer(nodeType, nodeData, "TextureViewer", "threeVisualizer") - }, -}) \ No newline at end of file +});