// threejs.org/license 'use strict';var THREE={REVISION:"71"};"object"===typeof module&&(module.exports=THREE);void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(a,b,c){if(0===b)this.r=this.g=this.b=c;else{var d=function(a,b,c){0>c&&(c+=1);1c?b:c<2/3?a+6*(b-a)*(2/3-c):a};b=.5>=c?c*(1+b):c+b-c*b;c=2*c-b;this.r=d(c,b,a+1/3);this.g=d(c,b,a);this.b=d(c,b,a-1/3)}return this},setStyle:function(a){if(/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test(a))return a=/^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec(a),this.r=Math.min(255,parseInt(a[1],10))/255,this.g=Math.min(255,parseInt(a[2],10))/255,this.b=Math.min(255,parseInt(a[3],10))/255,this;if(/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test(a))return a=/^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec(a),this.r= Math.min(100,parseInt(a[1],10))/100,this.g=Math.min(100,parseInt(a[2],10))/100,this.b=Math.min(100,parseInt(a[3],10))/100,this;if(/^\#([0-9a-f]{6})$/i.test(a))return a=/^\#([0-9a-f]{6})$/i.exec(a),this.setHex(parseInt(a[1],16)),this;if(/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test(a))return a=/^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec(a),this.setHex(parseInt(a[1]+a[1]+a[2]+a[2]+a[3]+a[3],16)),this;if(/^(\w+)$/i.test(a))return this.setHex(THREE.ColorKeywords[a]),this},copy:function(a){this.r=a.r;this.g= a.g;this.b=a.b;return this},copyGammaToLinear:function(a,b){void 0===b&&(b=2);this.r=Math.pow(a.r,b);this.g=Math.pow(a.g,b);this.b=Math.pow(a.b,b);return this},copyLinearToGamma:function(a,b){void 0===b&&(b=2);var c=0=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= .25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;this.normalize();return this}}(),inverse:function(){this.conjugate().normalize();return this},conjugate:function(){this._x*= -1;this._y*=-1;this._z*=-1;this.onChangeCallback();return this},dot:function(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._w},lengthSq:function(){return this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w},length:function(){return Math.sqrt(this._x*this._x+this._y*this._y+this._z*this._z+this._w*this._w)},normalize:function(){var a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, multiply:function(a,b){return void 0!==b?(THREE.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,l=b._w;this._x=c*l+f*g+d*k-e*h;this._y=d*l+f*h+e*g-c*k;this._z=e*l+f*k+c*h-d*g;this._w=f*l-c*g-d*h-e*k;this.onChangeCallback();return this},multiplyVector3:function(a){THREE.warn("THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead."); return a.applyQuaternion(this)},slerp:function(a,b){if(0===b)return this;if(1===b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(.001>Math.abs(k))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h= Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback= a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Quaternion(this._x,this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, b){if(void 0!==b)return THREE.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},sub:function(a,b){if(void 0!==b)return THREE.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this}, subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x= Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))}, distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){this.subVectors(b,a).multiplyScalar(c).add(a);return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];return this},toArray:function(a,b){void 0=== a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];return this},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error("index is out of range: "+ a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return THREE.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},sub:function(a,b){if(void 0!==b)return THREE.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."), this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return THREE.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*= a;return this},multiplyVectors:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a;return function(b){!1===b instanceof THREE.Euler&&THREE.error("THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b, c));return this}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]* c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,l=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-l*-f;this.y=k*a+b*-f+l*-e-h*-g;this.z=l*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(), unproject:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(),transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*= a):this.z=this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3, b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y): Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())}, setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){this.subVectors(b,a).multiplyScalar(c).add(a);return this},cross:function(a,b){if(void 0!==b)return THREE.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y= e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this},projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0=== a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){THREE.error("THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.")}, setEulerFromQuaternion:function(a,b){THREE.error("THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.")},getPositionFromMatrix:function(a){THREE.warn("THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){THREE.warn("THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().");return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a, b){THREE.warn("THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().");return this.setFromMatrixColumn(a,b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length();a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a; return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z= a.array[b+2];return this},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return THREE.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this},addVectors:function(a, b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},sub:function(a,b){if(void 0!==b)return THREE.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;this.w-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*= a;this.y*=a;this.z*=a;this.w*=a;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4> b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var l=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01>Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+l-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;l=(l+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>l?.01>e?(b=0,d=c=.707106781):(b= Math.sqrt(e),c=d/b,d=f/b):h>l?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h),b=d/c,d=k/c):.01>l?(c=b=.707106781,d=0):(d=Math.sqrt(l),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+l-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x= Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y); this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;this.w=-this.w;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},lengthManhattan:function(){return Math.abs(this.x)+ Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){this.subVectors(b,a).multiplyScalar(c).add(a);return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w}, fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];this.w=a.array[b+3];return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}}; THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},copy:function(a){this._x= a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=THREE.Math.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],k=e[5],l=e[9],p=e[2],q=e[6],e=e[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-l,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(q,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(l,-1,1)),.99999>Math.abs(l)?(this._y=Math.atan2(g,e),this._z=Math.atan2(h, k)):(this._y=Math.atan2(-p,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(q,-1,1)),.99999>Math.abs(q)?(this._y=Math.atan2(-p,e),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(p,-1,1)),.99999>Math.abs(p)?(this._x=Math.atan2(q,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-l,k),this._y=Math.atan2(-p,a)):(this._x=0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z= Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(q,k),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-l,e),this._y=0)):THREE.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a;return function(b,c,d){void 0===a&&(a=new THREE.Matrix4);a.makeRotationFromQuaternion(b);this.setFromRotationMatrix(a,c,d);return this}}(),setFromVector3:function(a,b){return this.set(a.x,a.y,a.z, b||this._order)},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this);this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._order;return a},toVector3:function(a){return a? a.set(this._x,this._y,this._z):new THREE.Vector3(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){},clone:function(){return new THREE.Euler(this._x,this._y,this._z,this._order)}};THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3}; THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a, b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.y this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];return function(b){a[0].set(this.min.x,this.min.y, this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(g=-g);c.x=f[12]; c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,l=1/k;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=l;b.elements[9]*=l;b.elements[10]*=l;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0; g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(.5*a));var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,l=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/l;g[14]=-((f+e)/l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0], a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){return(new THREE.Matrix4).fromArray(this.elements)}};THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin); var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5); b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),k=-this.direction.dot(b),l=c.dot(this.direction),p=-c.dot(b),q=c.lengthSq(),n=Math.abs(1-k*k),t;0=-t?e<=t?(h=1/n,d*=h,e*=h,k=d*(d+k*e+2*l)+e*(k*d+e+2*p)+q):(e=h,d=Math.max(0,-(k*e+l)),k=-d*d+e*(e+2*p)+q):(e=-h,d=Math.max(0,-(k*e+l)),k=-d*d+e*(e+2*p)+q):e<=-t?(d=Math.max(0,-(-k*h+l)),e=0f)return null;f=Math.sqrt(f-e);e=d-f;d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),isIntersectionPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)}, isIntersectionBox:function(){var a=new THREE.Vector3;return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!==c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a)); if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)},clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}}; THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],l=c[7],p=c[8],q=c[9],n=c[10],t=c[11],r=c[12],s=c[13],u=c[14],c=c[15];b[0].setComponents(f-a,l-g,t-p,c-r).normalize();b[1].setComponents(f+ a,l+g,t+p,c+r).normalize();b[2].setComponents(f+d,l+h,t+q,c+s).normalize();b[3].setComponents(f-d,l-h,t-q,c-s).normalize();b[4].setComponents(f-e,l-k,t-n,c-u).normalize();b[5].setComponents(f+e,l+k,t+n,c+u).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(), containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1e;e++)8==e||13==e||18==e||23==e?b[e]="-":14==e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return Math.floor(this.randFloat(a,b))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(.5-Math.random())},degToRad:function(){var a=Math.PI/180;return function(b){return b*a}}(),radToDeg:function(){var a= 180/Math.PI;return function(b){return b*a}}(),isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a},nextPowerOfTwo:function(a){a--;a|=a>>1;a|=a>>2;a|=a>>4;a|=a>>8;a|=a>>16;a++;return a}}; THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,l,p,q,n;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+ 2;l=this.points[c[0]];p=this.points[c[1]];q=this.points[c[2]];n=this.points[c[3]];h=g*g;k=g*h;d.x=b(l.x,p.x,q.x,n.x,g,h,k);d.y=b(l.y,p.y,q.y,n.y,g,h,k);d.z=b(l.z,p.z,q.z,n.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); THREE.Triangle.prototype={constructor:THREE.Triangle,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1}; THREE.Clock.prototype={constructor:THREE.Clock,start:function(){this.oldTime=this.startTime=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now(), a=.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}};THREE.EventDispatcher=function(){}; THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,apply:function(a){a.addEventListener=THREE.EventDispatcher.prototype.addEventListener;a.hasEventListener=THREE.EventDispatcher.prototype.hasEventListener;a.removeEventListener=THREE.EventDispatcher.prototype.removeEventListener;a.dispatchEvent=THREE.EventDispatcher.prototype.dispatchEvent},addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&& c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners[a];if(void 0!==c){var d=c.indexOf(b);-1!==d&&c.splice(d,1)}}},dispatchEvent:function(a){if(void 0!==this._listeners){var b=this._listeners[a.type];if(void 0!==b){a.target=this;for(var c=[],d=b.length,e=0;eqa?-1:1;h[4*a]=oa.x;h[4*a+1]=oa.y;h[4*a+2]=oa.z;h[4*a+3]=ca}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal|| void 0===this.attributes.uv)THREE.warn("THREE.BufferGeometry: Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()");else{var c=this.attributes.index.array,d=this.attributes.position.array,e=this.attributes.normal.array,f=this.attributes.uv.array,g=d.length/3;void 0===this.attributes.tangent&&this.addAttribute("tangent",new THREE.BufferAttribute(new Float32Array(4*g),4));for(var h=this.attributes.tangent.array,k=[],l=[],p=0;p s;s++)r=b[3*c+s],-1==n[r]?(q[2*s]=r,q[2*s+1]=-1,p++):n[r]k.index+a)for(k={start:f,count:0,index:g},h.push(k),p=0;6>p;p+=2)s=q[p+1],-1p;p+=2)r=q[p],s=q[p+1],-1===s&&(s=g++),n[r]=s,t[s]=r,e[f++]=s-k.index,k.count++}this.reorderBuffers(e,t,g);return this.drawcalls=this.offsets=h},merge:function(a,b){if(!1===a instanceof THREE.BufferGeometry)THREE.error("THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.", a);else{void 0===b&&(b=0);var c=this.attributes,d;for(d in c)if(void 0!==a.attributes[d])for(var e=c[d].array,f=a.attributes[d],g=f.array,h=0,f=f.itemSize*b;hd?-1:1,e.vertexTangents[c]=new THREE.Vector4(w.x,w.y,w.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;ca.opacity&&(h.transparent=!0);void 0!==a.depthTest&&(h.depthTest=a.depthTest);void 0!==a.depthWrite&&(h.depthWrite=a.depthWrite);void 0!==a.visible&&(h.visible=a.visible);void 0!==a.flipSided&&(h.side=THREE.BackSide);void 0!==a.doubleSided&&(h.side=THREE.DoubleSide);void 0!==a.wireframe&&(h.wireframe=a.wireframe); void 0!==a.vertexColors&&("face"===a.vertexColors?h.vertexColors=THREE.FaceColors:a.vertexColors&&(h.vertexColors=THREE.VertexColors));a.colorDiffuse?h.color=e(a.colorDiffuse):a.DbgColor&&(h.color=a.DbgColor);a.colorSpecular&&(h.specular=e(a.colorSpecular));a.colorEmissive&&(h.emissive=e(a.colorEmissive));void 0!==a.transparency&&(console.warn("THREE.Loader: transparency has been renamed to opacity"),a.opacity=a.transparency);void 0!==a.opacity&&(h.opacity=a.opacity);a.specularCoef&&(h.shininess= a.specularCoef);a.mapDiffuse&&b&&d(h,"map",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&d(h,"lightMap",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&d(h,"bumpMap",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&d(h,"normalMap",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&d(h,"specularMap", a.mapSpecular,a.mapSpecularRepeat,a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapAlpha&&b&&d(h,"alphaMap",a.mapAlpha,a.mapAlphaRepeat,a.mapAlphaOffset,a.mapAlphaWrap,a.mapAlphaAnisotropy);a.mapBumpScale&&(h.bumpScale=a.mapBumpScale);a.mapNormalFactor&&(h.normalScale=new THREE.Vector2(a.mapNormalFactor,a.mapNormalFactor));g=new THREE[g](h);void 0!==a.DbgName&&(g.name=a.DbgName);return g}}; THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=0,c=this.handlers.length;bg;g++)n=x[k++],v=u[2*n],n=u[2*n+1],v=new THREE.Vector2(v,n),2!==g&&c.faceVertexUvs[d][h].push(v),0!==g&&c.faceVertexUvs[d][h+1].push(v);q&&(q=3*x[k++],t.normal.set(D[q++],D[q++],D[q]),s.normal.copy(t.normal));if(r)for(d=0;4>d;d++)q=3*x[k++],r=new THREE.Vector3(D[q++], D[q++],D[q]),2!==d&&t.vertexNormals.push(r),0!==d&&s.vertexNormals.push(r);p&&(p=x[k++],p=w[p],t.color.setHex(p),s.color.setHex(p));if(b)for(d=0;4>d;d++)p=x[k++],p=w[p],2!==d&&t.vertexColors.push(new THREE.Color(p)),0!==d&&s.vertexColors.push(new THREE.Color(p));c.faces.push(t);c.faces.push(s)}else{t=new THREE.Face3;t.a=x[k++];t.b=x[k++];t.c=x[k++];h&&(h=x[k++],t.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)n=x[k++],v=u[2*n],n=u[2*n+1], v=new THREE.Vector2(v,n),c.faceVertexUvs[d][h].push(v);q&&(q=3*x[k++],t.normal.set(D[q++],D[q++],D[q]));if(r)for(d=0;3>d;d++)q=3*x[k++],r=new THREE.Vector3(D[q++],D[q++],D[q]),t.vertexNormals.push(r);p&&(p=x[k++],t.color.setHex(w[p]));if(b)for(d=0;3>d;d++)p=x[k++],t.vertexColors.push(new THREE.Color(w[p]));c.faces.push(t)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dthis.opacity&&(a.opacity=this.opacity);!1!==this.transparent&&(a.transparent=this.transparent);!1!==this.wireframe&& (a.wireframe=this.wireframe);return a},clone:function(a){void 0===a&&(a=new THREE.Material);a.name=this.name;a.side=this.side;a.opacity=this.opacity;a.transparent=this.transparent;a.blending=this.blending;a.blendSrc=this.blendSrc;a.blendDst=this.blendDst;a.blendEquation=this.blendEquation;a.blendSrcAlpha=this.blendSrcAlpha;a.blendDstAlpha=this.blendDstAlpha;a.blendEquationAlpha=this.blendEquationAlpha;a.depthTest=this.depthTest;a.depthWrite=this.depthWrite;a.polygonOffset=this.polygonOffset;a.polygonOffsetFactor= this.polygonOffsetFactor;a.polygonOffsetUnits=this.polygonOffsetUnits;a.alphaTest=this.alphaTest;a.overdraw=this.overdraw;a.visible=this.visible;return a},update:function(){this.dispatchEvent({type:"update"})},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.Material.prototype);THREE.MaterialIdCount=0; THREE.LineBasicMaterial=function(a){THREE.Material.call(this);this.type="LineBasicMaterial";this.color=new THREE.Color(16777215);this.linewidth=1;this.linejoin=this.linecap="round";this.vertexColors=THREE.NoColors;this.fog=!0;this.setValues(a)};THREE.LineBasicMaterial.prototype=Object.create(THREE.Material.prototype);THREE.LineBasicMaterial.prototype.constructor=THREE.LineBasicMaterial; THREE.LineBasicMaterial.prototype.clone=function(){var a=new THREE.LineBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.linecap=this.linecap;a.linejoin=this.linejoin;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; THREE.LineDashedMaterial=function(a){THREE.Material.call(this);this.type="LineDashedMaterial";this.color=new THREE.Color(16777215);this.scale=this.linewidth=1;this.dashSize=3;this.gapSize=1;this.vertexColors=!1;this.fog=!0;this.setValues(a)};THREE.LineDashedMaterial.prototype=Object.create(THREE.Material.prototype);THREE.LineDashedMaterial.prototype.constructor=THREE.LineDashedMaterial; THREE.LineDashedMaterial.prototype.clone=function(){var a=new THREE.LineDashedMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.linewidth=this.linewidth;a.scale=this.scale;a.dashSize=this.dashSize;a.gapSize=this.gapSize;a.vertexColors=this.vertexColors;a.fog=this.fog;return a}; THREE.MeshBasicMaterial=function(a){THREE.Material.call(this);this.type="MeshBasicMaterial";this.color=new THREE.Color(16777215);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphTargets=this.skinning=!1;this.setValues(a)}; THREE.MeshBasicMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshBasicMaterial.prototype.constructor=THREE.MeshBasicMaterial; THREE.MeshBasicMaterial.prototype.clone=function(){var a=new THREE.MeshBasicMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap; a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;return a}; THREE.MeshLambertMaterial=function(a){THREE.Material.call(this);this.type="MeshLambertMaterial";this.color=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.wrapAround=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.envMap=this.alphaMap=this.specularMap=this.lightMap=this.map=null;this.combine=THREE.MultiplyOperation;this.reflectivity=1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap= "round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshLambertMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshLambertMaterial.prototype.constructor=THREE.MeshLambertMaterial; THREE.MeshLambertMaterial.prototype.clone=function(){var a=new THREE.MeshLambertMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.emissive.copy(this.emissive);a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.specularMap=this.specularMap;a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe= this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; THREE.MeshPhongMaterial=function(a){THREE.Material.call(this);this.type="MeshPhongMaterial";this.color=new THREE.Color(16777215);this.emissive=new THREE.Color(0);this.specular=new THREE.Color(1118481);this.shininess=30;this.wrapAround=this.metal=!1;this.wrapRGB=new THREE.Vector3(1,1,1);this.bumpMap=this.lightMap=this.map=null;this.bumpScale=1;this.normalMap=null;this.normalScale=new THREE.Vector2(1,1);this.envMap=this.alphaMap=this.specularMap=null;this.combine=THREE.MultiplyOperation;this.reflectivity= 1;this.refractionRatio=.98;this.fog=!0;this.shading=THREE.SmoothShading;this.wireframe=!1;this.wireframeLinewidth=1;this.wireframeLinejoin=this.wireframeLinecap="round";this.vertexColors=THREE.NoColors;this.morphNormals=this.morphTargets=this.skinning=!1;this.setValues(a)};THREE.MeshPhongMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshPhongMaterial.prototype.constructor=THREE.MeshPhongMaterial; THREE.MeshPhongMaterial.prototype.clone=function(){var a=new THREE.MeshPhongMaterial;THREE.Material.prototype.clone.call(this,a);a.color.copy(this.color);a.emissive.copy(this.emissive);a.specular.copy(this.specular);a.shininess=this.shininess;a.metal=this.metal;a.wrapAround=this.wrapAround;a.wrapRGB.copy(this.wrapRGB);a.map=this.map;a.lightMap=this.lightMap;a.bumpMap=this.bumpMap;a.bumpScale=this.bumpScale;a.normalMap=this.normalMap;a.normalScale.copy(this.normalScale);a.specularMap=this.specularMap; a.alphaMap=this.alphaMap;a.envMap=this.envMap;a.combine=this.combine;a.reflectivity=this.reflectivity;a.refractionRatio=this.refractionRatio;a.fog=this.fog;a.shading=this.shading;a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;a.wireframeLinecap=this.wireframeLinecap;a.wireframeLinejoin=this.wireframeLinejoin;a.vertexColors=this.vertexColors;a.skinning=this.skinning;a.morphTargets=this.morphTargets;a.morphNormals=this.morphNormals;return a}; THREE.MeshDepthMaterial=function(a){THREE.Material.call(this);this.type="MeshDepthMaterial";this.wireframe=this.morphTargets=!1;this.wireframeLinewidth=1;this.setValues(a)};THREE.MeshDepthMaterial.prototype=Object.create(THREE.Material.prototype);THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial; THREE.MeshDepthMaterial.prototype.clone=function(){var a=new THREE.MeshDepthMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshNormalMaterial=function(a){THREE.Material.call(this,a);this.type="MeshNormalMaterial";this.wireframe=!1;this.wireframeLinewidth=1;this.morphTargets=!1;this.setValues(a)};THREE.MeshNormalMaterial.prototype=Object.create(THREE.Material.prototype); THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshNormalMaterial.prototype.clone=function(){var a=new THREE.MeshNormalMaterial;THREE.Material.prototype.clone.call(this,a);a.wireframe=this.wireframe;a.wireframeLinewidth=this.wireframeLinewidth;return a};THREE.MeshFaceMaterial=function(a){this.uuid=THREE.Math.generateUUID();this.type="MeshFaceMaterial";this.materials=a instanceof Array?a:[]}; THREE.MeshFaceMaterial.prototype={constructor:THREE.MeshFaceMaterial,toJSON:function(){for(var a={metadata:{version:4.2,type:"material",generator:"MaterialExporter"},uuid:this.uuid,type:this.type,materials:[]},b=0,c=this.materials.length;bf||(D=b.origin.distanceTo(p),Dd.far||e.push({distance:D,point:l.clone().applyMatrix4(this.matrixWorld),index:g,offsetIndex:s,face:null,faceIndex:null, object:this}))}}else for(n=n.position.array,g=0;gf||(D=b.origin.distanceTo(p),Dd.far||e.push({distance:D,point:l.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g instanceof THREE.Geometry)for(h=g.vertices,k=h.length,g=0;gf||(D=b.origin.distanceTo(p),Dd.far||e.push({distance:D,point:l.clone().applyMatrix4(this.matrixWorld), index:g,face:null,faceIndex:null,object:this}))}}}();THREE.Line.prototype.clone=function(a){void 0===a&&(a=new THREE.Line(this.geometry,this.material,this.mode));THREE.Object3D.prototype.clone.call(this,a);return a};THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype); THREE.Mesh.prototype.constructor=THREE.Mesh;THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0g.far||h.push({distance:A,point:y,face:new THREE.Face3(p,q,n,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this})}}}else for(s=p.position.array,r=k=0,w=s.length;k g.far||h.push({distance:A,point:y,face:new THREE.Face3(p,q,n,THREE.Triangle.normal(d,e,f)),faceIndex:null,object:this}))}}else if(k instanceof THREE.Geometry)for(r=this.material instanceof THREE.MeshFaceMaterial,s=!0===r?this.material.materials:null,t=g.precision,u=k.vertices,v=0,x=k.faces.length;vg.far||h.push({distance:A,point:y,face:D,faceIndex:v,object:this}))}}}();THREE.Mesh.prototype.clone=function(a,b){void 0===a&&(a=new THREE.Mesh(this.geometry,this.material));THREE.Object3D.prototype.clone.call(this,a,b);return a};THREE.Bone=function(a){THREE.Object3D.call(this);this.type="Bone";this.skin=a};THREE.Bone.prototype=Object.create(THREE.Object3D.prototype);THREE.Bone.prototype.constructor=THREE.Bone; THREE.Skeleton=function(a,b,c){this.useVertexTexture=void 0!==c?c:!0;this.identityMatrix=new THREE.Matrix4;a=a||[];this.bones=a.slice(0);this.useVertexTexture?(this.boneTextureHeight=this.boneTextureWidth=a=256h.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b}; THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=(c.end-c.start)/b*1E3,this.time=0):THREE.warn("THREE.MorphAnimMesh: animation["+a+"] undefined in .playAnimation()")}; THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& (this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; THREE.MorphAnimMesh.prototype.interpolateTargets=function(a,b,c){for(var d=this.morphTargetInfluences,e=0,f=d.length;e=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;dthis.scale.x||c.push({distance:d,point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(a){void 0===a&&(a=new THREE.Sprite(this.material));THREE.Object3D.prototype.clone.call(this,a);return a}; THREE.Particle=THREE.Sprite;THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype);THREE.LensFlare.prototype.constructor=THREE.LensFlare; THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})}; THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;a 0.0 ) {\n\t return pow( saturate( 1.0 - lightDistance / cutoffDistance ), decayExponent );\n\t}\n\treturn 1.0;\n}\n\nvec3 inputToLinear( in vec3 a ) {\n#ifdef GAMMA_INPUT\n\treturn pow( a, vec3( float( GAMMA_FACTOR ) ) );\n#else\n\treturn a;\n#endif\n}\nvec3 linearToOutput( in vec3 a ) {\n#ifdef GAMMA_OUTPUT\n\treturn pow( a, vec3( 1.0 / float( GAMMA_FACTOR ) ) );\n#else\n\treturn a;\n#endif\n}\n"; THREE.ShaderChunk.alphatest_fragment="#ifdef ALPHATEST\n\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n\n#endif\n";THREE.ShaderChunk.lights_lambert_vertex="vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\tvec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n\tfloat dotProduct = dot( transformedNormal, dirVector );\n\tvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t#endif\n\n\t#endif\n\n\t#ifdef WRAP_AROUND\n\n\t\tvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\tdirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tdirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n\t\t#endif\n\n\t#endif\n\n\tvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n\t#endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\t\tlVector = normalize( lVector );\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\n\t\tvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\tpointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tpointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t\tvLightFront += pointLightColor[ i ] * pointLightWeighting * attenuation;\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += pointLightColor[ i ] * pointLightWeightingBack * attenuation;\n\n\t\t#endif\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n\t\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\t\tlVector = normalize( lVector );\n\n\t\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\t\t\tvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n\t\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\t\tvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n\t\t\t\t#endif\n\n\t\t\t#endif\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n\t\t\t\tspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n\t\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\t\tspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n\t\t\t\t#endif\n\n\t\t\t#endif\n\n\t\t\tvLightFront += spotLightColor[ i ] * spotLightWeighting * attenuation * spotEffect;\n\n\t\t\t#ifdef DOUBLE_SIDED\n\n\t\t\t\tvLightBack += spotLightColor[ i ] * spotLightWeightingBack * attenuation * spotEffect;\n\n\t\t\t#endif\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n\t\tfloat dotProduct = dot( transformedNormal, lVector );\n\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\t\tfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n\t\tvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\t#ifdef DOUBLE_SIDED\n\n\t\t\tvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n\t\t#endif\n\n\t}\n\n#endif\n\nvLightFront += ambientLightColor;\n\n#ifdef DOUBLE_SIDED\n\n\tvLightBack += ambientLightColor;\n\n#endif\n"; THREE.ShaderChunk.map_particle_pars_fragment="#ifdef USE_MAP\n\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n\n#endif\n";THREE.ShaderChunk.default_vertex="#ifdef USE_SKINNING\n\n\tvec4 mvPosition = modelViewMatrix * skinned;\n\n#elif defined( USE_MORPHTARGETS )\n\n\tvec4 mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#else\n\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;\n"; THREE.ShaderChunk.map_pars_fragment="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvarying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n\tuniform sampler2D map;\n\n#endif";THREE.ShaderChunk.skinnormal_vertex="#ifdef USE_SKINNING\n\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\n\t#ifdef USE_MORPHNORMALS\n\n\tvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n\t#else\n\n\tvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n\t#endif\n\n#endif\n"; THREE.ShaderChunk.logdepthbuf_pars_vertex="#ifdef USE_LOGDEPTHBUF\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n\tuniform float logDepthBufFC;\n\n#endif";THREE.ShaderChunk.lightmap_pars_vertex="#ifdef USE_LIGHTMAP\n\n\tvarying vec2 vUv2;\n\n#endif";THREE.ShaderChunk.lights_phong_fragment="#ifndef FLAT_SHADED\n\n\tvec3 normal = normalize( vNormal );\n\n\t#ifdef DOUBLE_SIDED\n\n\t\tnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n\t#endif\n\n#else\n\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n\n#endif\n\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef USE_NORMALMAP\n\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\nvec3 totalDiffuseLight = vec3( 0.0 );\nvec3 totalSpecularLight = vec3( 0.0 );\n\n#if MAX_POINT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), pointLightDistance[ i ], pointLightDecay[ i ] );\n\n\t\tlVector = normalize( lVector );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lVector );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\tvec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n\t\t#else\n\n\t\t\tfloat pointDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t#endif\n\n\t\ttotalDiffuseLight += pointLightColor[ i ] * pointDiffuseWeight * attenuation;\n\n\t\t\t\t// specular\n\n\t\tvec3 pointHalfVector = normalize( lVector + viewPosition );\n\t\tfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n\t\tfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n\t\ttotalSpecularLight += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * attenuation * specularNormalization;\n\n\t}\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n\t\tvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n\t\tvec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n\t\tfloat attenuation = calcLightAttenuation( length( lVector ), spotLightDistance[ i ], spotLightDecay[ i ] );\n\n\t\tlVector = normalize( lVector );\n\n\t\tfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n\t\tif ( spotEffect > spotLightAngleCos[ i ] ) {\n\n\t\t\tspotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n\t\t\t// diffuse\n\n\t\t\tfloat dotProduct = dot( normal, lVector );\n\n\t\t\t#ifdef WRAP_AROUND\n\n\t\t\t\tfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\t\tfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\t\tvec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n\t\t\t#else\n\n\t\t\t\tfloat spotDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t\t#endif\n\n\t\t\ttotalDiffuseLight += spotLightColor[ i ] * spotDiffuseWeight * attenuation * spotEffect;\n\n\t\t\t// specular\n\n\t\t\tvec3 spotHalfVector = normalize( lVector + viewPosition );\n\t\t\tfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n\t\t\tfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n\t\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n\t\t\ttotalSpecularLight += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * attenuation * specularNormalization * spotEffect;\n\n\t\t}\n\n\t}\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n\t\tvec3 dirVector = transformDirection( directionalLightDirection[ i ], viewMatrix );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, dirVector );\n\n\t\t#ifdef WRAP_AROUND\n\n\t\t\tfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\n\t\t\tfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n\t\t\tvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n\t\t#else\n\n\t\t\tfloat dirDiffuseWeight = max( dotProduct, 0.0 );\n\n\t\t#endif\n\n\t\ttotalDiffuseLight += directionalLightColor[ i ] * dirDiffuseWeight;\n\n\t\t// specular\n\n\t\tvec3 dirHalfVector = normalize( dirVector + viewPosition );\n\t\tfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n\t\tfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n\t\t/*\n\t\t// fresnel term from skin shader\n\t\tconst float F0 = 0.128;\n\n\t\tfloat base = 1.0 - dot( viewPosition, dirHalfVector );\n\t\tfloat exponential = pow( base, 5.0 );\n\n\t\tfloat fresnel = exponential + F0 * ( 1.0 - exponential );\n\t\t*/\n\n\t\t/*\n\t\t// fresnel term from fresnel shader\n\t\tconst float mFresnelBias = 0.08;\n\t\tconst float mFresnelScale = 0.3;\n\t\tconst float mFresnelPower = 5.0;\n\n\t\tfloat fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n\t\t*/\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\t// \t\tdirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n\t\tvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n\t\ttotalSpecularLight += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n\t}\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n\t\tvec3 lVector = transformDirection( hemisphereLightDirection[ i ], viewMatrix );\n\n\t\t// diffuse\n\n\t\tfloat dotProduct = dot( normal, lVector );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n\t\tvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n\t\ttotalDiffuseLight += hemiColor;\n\n\t\t// specular (sky light)\n\n\t\tvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n\t\tfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n\t\tfloat hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n\t\t// specular (ground light)\n\n\t\tvec3 lVectorGround = -lVector;\n\n\t\tvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n\t\tfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n\t\tfloat hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n\t\tfloat dotProductGround = dot( normal, lVectorGround );\n\n\t\tfloat specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n\t\tvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n\t\tvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n\t\ttotalSpecularLight += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n\t}\n\n#endif\n\n#ifdef METAL\n\n\toutgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) * specular + totalSpecularLight + emissive;\n\n#else\n\n\toutgoingLight += diffuseColor.rgb * ( totalDiffuseLight + ambientLightColor ) + totalSpecularLight + emissive;\n\n#endif\n"; THREE.ShaderChunk.fog_pars_fragment="#ifdef USE_FOG\n\n\tuniform vec3 fogColor;\n\n\t#ifdef FOG_EXP2\n\n\t\tuniform float fogDensity;\n\n\t#else\n\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n\n#endif";THREE.ShaderChunk.morphnormal_vertex="#ifdef USE_MORPHNORMALS\n\n\tvec3 morphedNormal = vec3( 0.0 );\n\n\tmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n\tmorphedNormal += normal;\n\n#endif"; THREE.ShaderChunk.envmap_pars_fragment="#ifdef USE_ENVMAP\n\n\tuniform float reflectivity;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tuniform float refractionRatio;\n\n\t#else\n\n\t\tvarying vec3 vReflect;\n\n\t#endif\n\n#endif\n";THREE.ShaderChunk.logdepthbuf_fragment="#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif"; THREE.ShaderChunk.normalmap_pars_fragment="#ifdef USE_NORMALMAP\n\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\n\t// Per-Pixel Tangent Space Normal Mapping\n\t// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\n\t}\n\n#endif\n"; THREE.ShaderChunk.lights_phong_pars_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n";THREE.ShaderChunk.lightmap_pars_fragment="#ifdef USE_LIGHTMAP\n\n\tvarying vec2 vUv2;\n\tuniform sampler2D lightMap;\n\n#endif";THREE.ShaderChunk.shadowmap_vertex="#ifdef USE_SHADOWMAP\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n\t}\n\n#endif"; THREE.ShaderChunk.lights_phong_vertex="#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvWorldPosition = worldPosition.xyz;\n\n#endif";THREE.ShaderChunk.map_fragment="#ifdef USE_MAP\n\n\tvec4 texelColor = texture2D( map, vUv );\n\n\ttexelColor.xyz = inputToLinear( texelColor.xyz );\n\n\tdiffuseColor *= texelColor;\n\n#endif";THREE.ShaderChunk.lightmap_vertex="#ifdef USE_LIGHTMAP\n\n\tvUv2 = uv2;\n\n#endif";THREE.ShaderChunk.map_particle_fragment="#ifdef USE_MAP\n\n\tdiffuseColor *= texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\n#endif\n"; THREE.ShaderChunk.color_pars_fragment="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif\n";THREE.ShaderChunk.color_vertex="#ifdef USE_COLOR\n\n\tvColor.xyz = inputToLinear( color.xyz );\n\n#endif";THREE.ShaderChunk.skinning_vertex="#ifdef USE_SKINNING\n\n\t#ifdef USE_MORPHTARGETS\n\n\tvec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n\t#else\n\n\tvec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned = bindMatrixInverse * skinned;\n\n#endif\n"; THREE.ShaderChunk.envmap_pars_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvarying vec3 vReflect;\n\n\tuniform float refractionRatio;\n\n#endif\n";THREE.ShaderChunk.linear_to_gamma_fragment="\n\toutgoingLight = linearToOutput( outgoingLight );\n";THREE.ShaderChunk.color_pars_vertex="#ifdef USE_COLOR\n\n\tvarying vec3 vColor;\n\n#endif";THREE.ShaderChunk.lights_lambert_pars_vertex="uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n\tuniform vec3 wrapRGB;\n\n#endif\n"; THREE.ShaderChunk.map_pars_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n\n#endif\n";THREE.ShaderChunk.envmap_fragment="#ifdef USE_ENVMAP\n\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n\t\t// Transforming Normal Vectors with the Inverse Transformation\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\n\t\t#else\n\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t\t#endif\n\n\t#else\n\n\t\tvec3 reflectVec = vReflect;\n\n\t#endif\n\n\t#ifdef DOUBLE_SIDED\n\t\tfloat flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\t#else\n\t\tfloat flipNormal = 1.0;\n\t#endif\n\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize((viewMatrix * vec4( reflectVec, 0.0 )).xyz + vec3(0.0,0.0,1.0));\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#endif\n\n\tenvColor.xyz = inputToLinear( envColor.xyz );\n\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\n\t#endif\n\n#endif\n"; THREE.ShaderChunk.specularmap_pars_fragment="#ifdef USE_SPECULARMAP\n\n\tuniform sampler2D specularMap;\n\n#endif";THREE.ShaderChunk.logdepthbuf_vertex="#ifdef USE_LOGDEPTHBUF\n\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n\t#endif\n\n#endif";THREE.ShaderChunk.morphtarget_pars_vertex="#ifdef USE_MORPHTARGETS\n\n\t#ifndef USE_MORPHNORMALS\n\n\tuniform float morphTargetInfluences[ 8 ];\n\n\t#else\n\n\tuniform float morphTargetInfluences[ 4 ];\n\n\t#endif\n\n#endif"; THREE.ShaderChunk.specularmap_fragment="float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n\n#else\n\n\tspecularStrength = 1.0;\n\n#endif";THREE.ShaderChunk.fog_fragment="#ifdef USE_FOG\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n\t#else\n\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\n\t#endif\n\n\t#ifdef FOG_EXP2\n\n\t\tfloat fogFactor = exp2( - square( fogDensity ) * square( depth ) * LOG2 );\n\t\tfogFactor = whiteCompliment( fogFactor );\n\n\t#else\n\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n\n\t#endif\n\t\n\toutgoingLight = mix( outgoingLight, fogColor, fogFactor );\n\n#endif"; THREE.ShaderChunk.bumpmap_pars_fragment="#ifdef USE_BUMPMAP\n\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\n\t// Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n\t// http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n\t// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n\tvec2 dHdxy_fwd() {\n\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n\t\treturn vec2( dBx, dBy );\n\n\t}\n\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\t\t// normalized\n\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\n\t}\n\n#endif\n"; THREE.ShaderChunk.defaultnormal_vertex="#ifdef USE_SKINNING\n\n\tvec3 objectNormal = skinnedNormal.xyz;\n\n#elif defined( USE_MORPHNORMALS )\n\n\tvec3 objectNormal = morphedNormal;\n\n#else\n\n\tvec3 objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n\tobjectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;\n";THREE.ShaderChunk.lights_phong_pars_fragment="uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n\tuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n\tuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n\tuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n\tuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n\tuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n\tuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\tuniform float pointLightDecay[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n\tuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n\tuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\tuniform float spotLightDecay[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n\tvarying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n\tuniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\n\n#ifndef FLAT_SHADED\n\n\tvarying vec3 vNormal;\n\n#endif\n"; THREE.ShaderChunk.skinbase_vertex="#ifdef USE_SKINNING\n\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\n#endif";THREE.ShaderChunk.map_vertex="#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif"; THREE.ShaderChunk.lightmap_fragment="#ifdef USE_LIGHTMAP\n\n\toutgoingLight *= diffuseColor.xyz * texture2D( lightMap, vUv2 ).xyz;\n\n#endif";THREE.ShaderChunk.shadowmap_pars_vertex="#ifdef USE_SHADOWMAP\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\tuniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";THREE.ShaderChunk.color_fragment="#ifdef USE_COLOR\n\n\tdiffuseColor.rgb *= vColor;\n\n#endif";THREE.ShaderChunk.morphtarget_vertex="#ifdef USE_MORPHTARGETS\n\n\tvec3 morphed = vec3( 0.0 );\n\tmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\tmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\tmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\tmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n\t#ifndef USE_MORPHNORMALS\n\n\tmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\tmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\tmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\tmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n\t#endif\n\n\tmorphed += position;\n\n#endif"; THREE.ShaderChunk.envmap_vertex="#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n\tvec3 worldNormal = transformDirection( objectNormal, modelMatrix );\n\n\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n\t#ifdef ENVMAP_MODE_REFLECTION\n\n\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\n\t#else\n\n\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n\t#endif\n\n#endif\n"; THREE.ShaderChunk.shadowmap_fragment="#ifdef USE_SHADOWMAP\n\n\t#ifdef SHADOWMAP_DEBUG\n\n\t\tvec3 frustumColors[3];\n\t\tfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n\t\tfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n\t\tfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n\t#endif\n\n\t#ifdef SHADOWMAP_CASCADE\n\n\t\tint inFrustumCount = 0;\n\n\t#endif\n\n\tfloat fDepth;\n\tvec3 shadowColor = vec3( 1.0 );\n\n\tfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n\t\tvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n\t\t\t\t// if ( something && something ) breaks ATI OpenGL shader compiler\n\t\t\t\t// if ( all( something, something ) ) using this instead\n\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\n\t\t\t\t// don't shadow pixels outside of light frustum\n\t\t\t\t// use just first frustum (for cascades)\n\t\t\t\t// don't shadow pixels behind far plane of light frustum\n\n\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\tinFrustumCount += int( inFrustum );\n\t\t\tbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n\t\t#else\n\n\t\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n\t\t#endif\n\n\t\tbool frustumTest = all( frustumTestVec );\n\n\t\tif ( frustumTest ) {\n\n\t\t\tshadowCoord.z += shadowBias[ i ];\n\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t/*\n\t\t\t\t\t\t// nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n\t\t\t\t\t\t// must enroll loop manually\n\n\t\t\t\tfor ( float y = -1.25; y <= 1.25; y += 1.25 )\n\t\t\t\t\tfor ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n\t\t\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n\t\t\t\t\t\t\t\t// doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n\t\t\t\t\t\t\t\t//vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n\t\t\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\t\t\tif ( fDepth < shadowCoord.z )\n\t\t\t\t\t\t\tshadow += 1.0;\n\n\t\t\t\t}\n\n\t\t\t\tshadow /= 9.0;\n\n\t\t*/\n\n\t\t\t\tconst float shadowDelta = 1.0 / 9.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.25 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.25 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.25 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.25 * yPixelOffset;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\t\t\t\tif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n\t\t\t\t\t\t// Percentage-close filtering\n\t\t\t\t\t\t// (9 pixel kernel)\n\t\t\t\t\t\t// http://fabiensanglard.net/shadowmappingPCF/\n\n\t\t\t\tfloat shadow = 0.0;\n\n\t\t\t\tfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n\t\t\t\tfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n\t\t\t\tfloat dx0 = -1.0 * xPixelOffset;\n\t\t\t\tfloat dy0 = -1.0 * yPixelOffset;\n\t\t\t\tfloat dx1 = 1.0 * xPixelOffset;\n\t\t\t\tfloat dy1 = 1.0 * yPixelOffset;\n\n\t\t\t\tmat3 shadowKernel;\n\t\t\t\tmat3 depthKernel;\n\n\t\t\t\tdepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n\t\t\t\tdepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n\t\t\t\tdepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n\t\t\t\tdepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n\t\t\t\tdepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n\t\t\t\tdepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n\t\t\t\tdepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n\t\t\t\tdepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n\t\t\t\tdepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n\t\t\t\tvec3 shadowZ = vec3( shadowCoord.z );\n\t\t\t\tshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n\t\t\t\tshadowKernel[0] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n\t\t\t\tshadowKernel[1] *= vec3(0.25);\n\n\t\t\t\tshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n\t\t\t\tshadowKernel[2] *= vec3(0.25);\n\n\t\t\t\tvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n\t\t\t\tshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n\t\t\t\tshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n\t\t\t\tvec4 shadowValues;\n\t\t\t\tshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n\t\t\t\tshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n\t\t\t\tshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n\t\t\t\tshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n\t\t\t\tshadow = dot( shadowValues, vec4( 1.0 ) );\n\n\t\t\t\tshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n\t\t\t#else\n\n\t\t\t\tvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n\t\t\t\tfloat fDepth = unpackDepth( rgbaDepth );\n\n\t\t\t\tif ( fDepth < shadowCoord.z )\n\n\t\t// spot with multiple shadows is darker\n\n\t\t\t\t\tshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n\t\t// spot with multiple shadows has the same color as single shadow spot\n\n\t\t// \t\t\t\t\tshadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n\t\t\t#endif\n\n\t\t}\n\n\n\t\t#ifdef SHADOWMAP_DEBUG\n\n\t\t\t#ifdef SHADOWMAP_CASCADE\n\n\t\t\t\tif ( inFrustum && inFrustumCount == 1 ) outgoingLight *= frustumColors[ i ];\n\n\t\t\t#else\n\n\t\t\t\tif ( inFrustum ) outgoingLight *= frustumColors[ i ];\n\n\t\t\t#endif\n\n\t\t#endif\n\n\t}\n\n\t// NOTE: I am unsure if this is correct in linear space. -bhouston, Dec 29, 2014\n\tshadowColor = inputToLinear( shadowColor );\n\n\toutgoingLight = outgoingLight * shadowColor;\n\n#endif\n"; THREE.ShaderChunk.worldpos_vertex="#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n\t#ifdef USE_SKINNING\n\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\n\t#elif defined( USE_MORPHTARGETS )\n\n\t\tvec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n\t#else\n\n\t\tvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n\t#endif\n\n#endif\n";THREE.ShaderChunk.shadowmap_pars_fragment="#ifdef USE_SHADOWMAP\n\n\tuniform sampler2D shadowMap[ MAX_SHADOWS ];\n\tuniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n\tuniform float shadowDarkness[ MAX_SHADOWS ];\n\tuniform float shadowBias[ MAX_SHADOWS ];\n\n\tvarying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n\tfloat unpackDepth( const in vec4 rgba_depth ) {\n\n\t\tconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n\t\tfloat depth = dot( rgba_depth, bit_shift );\n\t\treturn depth;\n\n\t}\n\n#endif"; THREE.ShaderChunk.skinning_pars_vertex="#ifdef USE_SKINNING\n\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\n\t#ifdef BONE_TEXTURE\n\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\n\t\t\ty = dy * ( y + 0.5 );\n\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\n\t\t\treturn bone;\n\n\t\t}\n\n\t#else\n\n\t\tuniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n\t\tmat4 getBoneMatrix( const in float i ) {\n\n\t\t\tmat4 bone = boneGlobalMatrices[ int(i) ];\n\t\t\treturn bone;\n\n\t\t}\n\n\t#endif\n\n#endif\n"; THREE.ShaderChunk.logdepthbuf_pars_fragment="#ifdef USE_LOGDEPTHBUF\n\n\tuniform float logDepthBufFC;\n\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\n\t\t#extension GL_EXT_frag_depth : enable\n\t\tvarying float vFragDepth;\n\n\t#endif\n\n#endif";THREE.ShaderChunk.alphamap_fragment="#ifdef USE_ALPHAMAP\n\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";THREE.ShaderChunk.alphamap_pars_fragment="#ifdef USE_ALPHAMAP\n\n\tuniform sampler2D alphaMap;\n\n#endif\n"; THREE.UniformsUtils={merge:function(a){for(var b={},c=0;c dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,THREE.ShaderChunk.color_fragment,"\toutgoingLight = diffuseColor.rgb;",THREE.ShaderChunk.fog_fragment,"\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n}"].join("\n")}, depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},vertexShader:[THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float mNear;\nuniform float mFar;\nuniform float opacity;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment, "void main() {",THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tfloat depth = gl_FragDepthEXT / gl_FragCoord.w;\n\t#else\n\t\tfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n\t#endif\n\tfloat color = 1.0 - smoothstep( mNear, mFar, depth );\n\tgl_FragColor = vec4( vec3( color ), opacity );\n}"].join("\n")},normal:{uniforms:{opacity:{type:"f",value:1}},vertexShader:["varying vec3 vNormal;",THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex, "void main() {\n\tvNormal = normalize( normalMatrix * normal );",THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform float opacity;\nvarying vec3 vNormal;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\n\tgl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:null}, tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment, "void main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",THREE.ShaderChunk.logdepthbuf_fragment,"}"].join("\n")},equirect:{uniforms:{tEquirect:{type:"t",value:null},tFlip:{type:"f",value:-1}},vertexShader:["varying vec3 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:["uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;",THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment,"void main() {\nvec3 direction = normalize( vWorldPosition );\nvec2 sampleUV;\nsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\nsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\ngl_FragColor = texture2D( tEquirect, sampleUV );",THREE.ShaderChunk.logdepthbuf_fragment, "}"].join("\n")},depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.common,THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.logdepthbuf_pars_vertex,"void main() {",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,THREE.ShaderChunk.logdepthbuf_vertex,"}"].join("\n"),fragmentShader:[THREE.ShaderChunk.common,THREE.ShaderChunk.logdepthbuf_pars_fragment,"vec4 pack_depth( const in float depth ) {\n\tconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n\tconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n\tvec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n\tres -= res.xxyz * bit_mask;\n\treturn res;\n}\nvoid main() {", THREE.ShaderChunk.logdepthbuf_fragment,"\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n\t#else\n\t\tgl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n\t#endif\n}"].join("\n")}}; THREE.WebGLRenderer=function(a){function b(a){var b=a.geometry;a=a.material;var c=b.vertices.length;if(a.attributes){void 0===b.__webglCustomAttributesList&&(b.__webglCustomAttributesList=[]);for(var d in a.attributes){var e=a.attributes[d];if(!e.__webglInitialized||e.createUniqueBuffers){e.__webglInitialized=!0;var f=1;"v2"===e.type?f=2:"v3"===e.type?f=3:"v4"===e.type?f=4:"c"===e.type&&(f=3);e.size=f;e.array=new Float32Array(c*f);e.buffer=m.createBuffer();e.buffer.belongsToAttribute=d;e.needsUpdate= !0}b.__webglCustomAttributesList.push(e)}}}function c(a,b){return a.material instanceof THREE.MeshFaceMaterial?a.material.materials[b.materialIndex]:a.material}function d(a,b,c,d){c=c.attributes;var e=b.attributes;b=b.attributesKeys;for(var f=0,g=b.length;fh&&(e[u].counter+=1,k=e[u].hash+"_"+e[u].counter,k in s||(q={id:Qb++,faces3:[],materialIndex:u,vertices:0,numMorphTargets:l, numMorphNormals:p},s[k]=q,t.push(q)));s[k].faces3.push(r);s[k].vertices+=3}f[g]=t;b.groupsNeedUpdate=!1}f=Ua[b.id];g=0;for(d=f.length;gY;Y++)pa=I[Y],Na[Ra]=pa.x,Na[Ra+1]= pa.y,Na[Ra+2]=pa.z,Ra+=3;else for(Y=0;3>Y;Y++)Na[Ra]=H.x,Na[Ra+1]=H.y,Na[Ra+2]=H.z,Ra+=3;m.bindBuffer(m.ARRAY_BUFFER,v.__webglNormalBuffer);m.bufferData(m.ARRAY_BUFFER,Na,D)}if(vb&&Hb){y=0;for(z=$.length;yY;Y++)ab=U[Y],Ab[kb]=ab.x,Ab[kb+1]=ab.y,kb+=2;0Y;Y++)oa=O[Y],lb[yb]=oa.x,lb[yb+1]=oa.y, yb+=2;0ya;ya++)gb[ya]=!B.autoScaleCubemaps||Rb||Ib?Ib? X.image[ya].image:X.image[ya]:E(X.image[ya],qc);var Yb=gb[0],Zb=THREE.Math.isPowerOfTwo(Yb.width)&&THREE.Math.isPowerOfTwo(Yb.height),Wa=I(X.format),tb=I(X.type);A(m.TEXTURE_CUBE_MAP,X,Zb);for(ya=0;6>ya;ya++)if(Rb)for(var hb,$b=gb[ya].mipmaps,Fb=0,Sb=$b.length;Fb=Wb&&THREE.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+Wb);Mb+=1;return a}function w(a,b){a._modelViewMatrix.multiplyMatrices(b.matrixWorldInverse,a.matrixWorld);a._normalMatrix.getNormalMatrix(a._modelViewMatrix)} function y(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function A(a,b,c){c?(m.texParameteri(a,m.TEXTURE_WRAP_S,I(b.wrapS)),m.texParameteri(a,m.TEXTURE_WRAP_T,I(b.wrapT)),m.texParameteri(a,m.TEXTURE_MAG_FILTER,I(b.magFilter)),m.texParameteri(a,m.TEXTURE_MIN_FILTER,I(b.minFilter))):(m.texParameteri(a,m.TEXTURE_WRAP_S,m.CLAMP_TO_EDGE),m.texParameteri(a,m.TEXTURE_WRAP_T,m.CLAMP_TO_EDGE),b.wrapS===THREE.ClampToEdgeWrapping&&b.wrapT===THREE.ClampToEdgeWrapping||THREE.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping. ( "+ b.sourceFile+" )"),m.texParameteri(a,m.TEXTURE_MAG_FILTER,z(b.magFilter)),m.texParameteri(a,m.TEXTURE_MIN_FILTER,z(b.minFilter)),b.minFilter!==THREE.NearestFilter&&b.minFilter!==THREE.LinearFilter&&THREE.warn("THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter. ( "+b.sourceFile+" )"));(c=da.get("EXT_texture_filter_anisotropic"))&&b.type!==THREE.FloatType&&b.type!==THREE.HalfFloatType&&(1b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas");d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);THREE.warn("THREE.WebGLRenderer: image is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height,a);return d}return a} function G(a,b){m.bindRenderbuffer(m.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(m.renderbufferStorage(m.RENDERBUFFER,m.DEPTH_COMPONENT16,b.width,b.height),m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_ATTACHMENT,m.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(m.renderbufferStorage(m.RENDERBUFFER,m.DEPTH_STENCIL,b.width,b.height),m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_STENCIL_ATTACHMENT,m.RENDERBUFFER,a)):m.renderbufferStorage(m.RENDERBUFFER,m.RGBA4,b.width,b.height)}function F(a){a instanceof THREE.WebGLRenderTargetCube?(m.bindTexture(m.TEXTURE_CUBE_MAP,a.__webglTexture),m.generateMipmap(m.TEXTURE_CUBE_MAP),m.bindTexture(m.TEXTURE_CUBE_MAP,null)):(m.bindTexture(m.TEXTURE_2D,a.__webglTexture),m.generateMipmap(m.TEXTURE_2D),m.bindTexture(m.TEXTURE_2D,null))}function z(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?m.NEAREST:m.LINEAR}function I(a){var b;if(a===THREE.RepeatWrapping)return m.REPEAT;if(a===THREE.ClampToEdgeWrapping)return m.CLAMP_TO_EDGE; if(a===THREE.MirroredRepeatWrapping)return m.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return m.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return m.NEAREST_MIPMAP_NEAREST;if(a===THREE.NearestMipMapLinearFilter)return m.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return m.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return m.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return m.LINEAR_MIPMAP_LINEAR;if(a===THREE.UnsignedByteType)return m.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return m.UNSIGNED_SHORT_4_4_4_4; if(a===THREE.UnsignedShort5551Type)return m.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return m.UNSIGNED_SHORT_5_6_5;if(a===THREE.ByteType)return m.BYTE;if(a===THREE.ShortType)return m.SHORT;if(a===THREE.UnsignedShortType)return m.UNSIGNED_SHORT;if(a===THREE.IntType)return m.INT;if(a===THREE.UnsignedIntType)return m.UNSIGNED_INT;if(a===THREE.FloatType)return m.FLOAT;b=da.get("OES_texture_half_float");if(null!==b&&a===THREE.HalfFloatType)return b.HALF_FLOAT_OES;if(a===THREE.AlphaFormat)return m.ALPHA; if(a===THREE.RGBFormat)return m.RGB;if(a===THREE.RGBAFormat)return m.RGBA;if(a===THREE.LuminanceFormat)return m.LUMINANCE;if(a===THREE.LuminanceAlphaFormat)return m.LUMINANCE_ALPHA;if(a===THREE.AddEquation)return m.FUNC_ADD;if(a===THREE.SubtractEquation)return m.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return m.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return m.ZERO;if(a===THREE.OneFactor)return m.ONE;if(a===THREE.SrcColorFactor)return m.SRC_COLOR;if(a===THREE.OneMinusSrcColorFactor)return m.ONE_MINUS_SRC_COLOR; if(a===THREE.SrcAlphaFactor)return m.SRC_ALPHA;if(a===THREE.OneMinusSrcAlphaFactor)return m.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return m.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return m.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return m.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return m.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return m.SRC_ALPHA_SATURATE;b=da.get("WEBGL_compressed_texture_s3tc");if(null!==b){if(a===THREE.RGB_S3TC_DXT1_Format)return b.COMPRESSED_RGB_S3TC_DXT1_EXT; if(a===THREE.RGBA_S3TC_DXT1_Format)return b.COMPRESSED_RGBA_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT3_Format)return b.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return b.COMPRESSED_RGBA_S3TC_DXT5_EXT}b=da.get("WEBGL_compressed_texture_pvrtc");if(null!==b){if(a===THREE.RGB_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(a===THREE.RGB_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(a===THREE.RGBA_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; if(a===THREE.RGBA_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}b=da.get("EXT_blend_minmax");if(null!==b){if(a===THREE.MinEquation)return b.MIN_EXT;if(a===THREE.MaxEquation)return b.MAX_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);a=a||{};var U=void 0!==a.canvas?a.canvas:document.createElement("canvas"),M=void 0!==a.context?a.context:null,H=1,L=void 0!==a.precision?a.precision:"highp",P=void 0!==a.alpha?a.alpha:!1,N=void 0!==a.depth?a.depth:!0,R=void 0!==a.stencil? a.stencil:!0,V=void 0!==a.antialias?a.antialias:!1,J=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,oa=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,ja=void 0!==a.logarithmicDepthBuffer?a.logarithmicDepthBuffer:!1,ha=new THREE.Color(0),O=0,ca=[],ba={},qa=[],Ka=[],Qa=[],Xa=[],Ya=[];this.domElement=U;this.context=null;this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.gammaFactor=2;this.shadowMapEnabled=this.gammaOutput=this.gammaInput= !1;this.shadowMapType=THREE.PCFShadowMap;this.shadowMapCullFace=THREE.CullFaceFront;this.shadowMapCascade=this.shadowMapDebug=!1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;this.info={memory:{programs:0,geometries:0,textures:0},render:{calls:0,vertices:0,faces:0,points:0}};var B=this,Pa=[],ob=null,ab=null,ub=-1,ta="",vb=null,Mb=0,ib=0,bb=0,pb=U.width,qb=U.height,Xb=0,fc=0,cb=new THREE.Frustum,db=new THREE.Matrix4,wa=new THREE.Vector3,pa=new THREE.Vector3,Ob=!0,jc={ambient:[0, 0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[],decays:[]},spot:{length:0,colors:[],positions:[],distances:[],directions:[],anglesCos:[],exponents:[],decays:[]},hemi:{length:0,skyColors:[],groundColors:[],positions:[]}},m;try{var Yb={alpha:P,depth:N,stencil:R,antialias:V,premultipliedAlpha:J,preserveDrawingBuffer:oa};m=M||U.getContext("webgl",Yb)||U.getContext("experimental-webgl",Yb);if(null===m){if(null!==U.getContext("webgl"))throw"Error creating WebGL context with your selected attributes."; throw"Error creating WebGL context.";}U.addEventListener("webglcontextlost",function(a){a.preventDefault();Zb();lc();ba={}},!1)}catch(rc){THREE.error("THREE.WebGLRenderer: "+rc)}var W=new THREE.WebGLState(m,I);void 0===m.getShaderPrecisionFormat&&(m.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});var da=new THREE.WebGLExtensions(m);da.get("OES_texture_float");da.get("OES_texture_float_linear");da.get("OES_texture_half_float");da.get("OES_texture_half_float_linear"); da.get("OES_standard_derivatives");ja&&da.get("EXT_frag_depth");var rb=function(a,b,c,d){!0===J&&(a*=d,b*=d,c*=d);m.clearColor(a,b,c,d)},lc=function(){m.clearColor(0,0,0,1);m.clearDepth(1);m.clearStencil(0);m.enable(m.DEPTH_TEST);m.depthFunc(m.LEQUAL);m.frontFace(m.CCW);m.cullFace(m.BACK);m.enable(m.CULL_FACE);m.enable(m.BLEND);m.blendEquation(m.FUNC_ADD);m.blendFunc(m.SRC_ALPHA,m.ONE_MINUS_SRC_ALPHA);m.viewport(ib,bb,pb,qb);rb(ha.r,ha.g,ha.b,O)},Zb=function(){vb=ob=null;ta="";ub=-1;Ob=!0;W.reset()}; lc();this.context=m;this.state=W;var Wb=m.getParameter(m.MAX_TEXTURE_IMAGE_UNITS),sc=m.getParameter(m.MAX_VERTEX_TEXTURE_IMAGE_UNITS),tc=m.getParameter(m.MAX_TEXTURE_SIZE),qc=m.getParameter(m.MAX_CUBE_MAP_TEXTURE_SIZE),Vb=0b;b++)m.deleteFramebuffer(a.__webglFramebuffer[b]),m.deleteRenderbuffer(a.__webglRenderbuffer[b]);else m.deleteFramebuffer(a.__webglFramebuffer),m.deleteRenderbuffer(a.__webglRenderbuffer);delete a.__webglFramebuffer;delete a.__webglRenderbuffer}B.info.memory.textures--},ic=function(a){a=a.target;a.removeEventListener("dispose",ic);hc(a)},nc=function(a){for(var b= "__webglVertexBuffer __webglNormalBuffer __webglTangentBuffer __webglColorBuffer __webglUVBuffer __webglUV2Buffer __webglSkinIndicesBuffer __webglSkinWeightsBuffer __webglFaceBuffer __webglLineBuffer __webglLineDistanceBuffer".split(" "),c=0,d=b.length;ch.length&&(console.warn("THREE.WebGLRenderer: Influences array is bigger than morphTargets array."),n.length=h.length);h=0;for(l=n.length;hd.numSupportedMorphTargets?(k.sort(g),k.length=d.numSupportedMorphTargets):k.length>d.numSupportedMorphNormals?k.sort(g):0===k.length&&k.push([0,0]);for(var h=0,p=d.numSupportedMorphTargets;hf;f++){a.__webglFramebuffer[f]=m.createFramebuffer();a.__webglRenderbuffer[f]=m.createRenderbuffer();m.texImage2D(m.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=m.TEXTURE_CUBE_MAP_POSITIVE_X+f;m.bindFramebuffer(m.FRAMEBUFFER, a.__webglFramebuffer[f]);m.framebufferTexture2D(m.FRAMEBUFFER,m.COLOR_ATTACHMENT0,h,g.__webglTexture,0);G(a.__webglRenderbuffer[f],a)}c&&m.generateMipmap(m.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=m.createFramebuffer(),a.__webglRenderbuffer=a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:m.createRenderbuffer(),m.bindTexture(m.TEXTURE_2D,a.__webglTexture),A(m.TEXTURE_2D,a,c),m.texImage2D(m.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=m.TEXTURE_2D,m.bindFramebuffer(m.FRAMEBUFFER,a.__webglFramebuffer), m.framebufferTexture2D(m.FRAMEBUFFER,m.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_ATTACHMENT,m.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&&a.stencilBuffer&&m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_STENCIL_ATTACHMENT,m.RENDERBUFFER,a.__webglRenderbuffer):G(a.__webglRenderbuffer,a),c&&m.generateMipmap(m.TEXTURE_2D);b?m.bindTexture(m.TEXTURE_CUBE_MAP,null):m.bindTexture(m.TEXTURE_2D,null);m.bindRenderbuffer(m.RENDERBUFFER, null);m.bindFramebuffer(m.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=pb,a=qb,d=ib,e=bb);b!==ab&&(m.bindFramebuffer(m.FRAMEBUFFER,b),m.viewport(d,e,c,a),ab=b);Xb=c;fc=a};this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!(a instanceof THREE.WebGLRenderTarget))console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");else if(a.__webglFramebuffer)if(a.format!==THREE.RGBAFormat)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA format. readPixels can read only RGBA format."); else{var g=!1;a.__webglFramebuffer!==ab&&(m.bindFramebuffer(m.FRAMEBUFFER,a.__webglFramebuffer),g=!0);m.checkFramebufferStatus(m.FRAMEBUFFER)===m.FRAMEBUFFER_COMPLETE?m.readPixels(b,c,d,e,m.RGBA,m.UNSIGNED_BYTE,f):console.error("THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.");g&&m.bindFramebuffer(m.FRAMEBUFFER,ab)}};this.initMaterial=function(){THREE.warn("THREE.WebGLRenderer: .initMaterial() has been removed.")};this.addPrePlugin=function(){THREE.warn("THREE.WebGLRenderer: .addPrePlugin() has been removed.")}; this.addPostPlugin=function(){THREE.warn("THREE.WebGLRenderer: .addPostPlugin() has been removed.")};this.updateShadowMap=function(){THREE.warn("THREE.WebGLRenderer: .updateShadowMap() has been removed.")}}; THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=void 0!==c.shareDepthFrom?c.shareDepthFrom:null}; THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,setSize:function(a,b){this.width=a;this.height=b},clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps; a.shareDepthFrom=this.shareDepthFrom;return a},dispose:function(){this.dispatchEvent({type:"dispose"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube.prototype.constructor=THREE.WebGLRenderTargetCube; THREE.WebGLExtensions=function(a){var b={};this.get=function(c){if(void 0!==b[c])return b[c];var d;switch(c){case "EXT_texture_filter_anisotropic":d=a.getExtension("EXT_texture_filter_anisotropic")||a.getExtension("MOZ_EXT_texture_filter_anisotropic")||a.getExtension("WEBKIT_EXT_texture_filter_anisotropic");break;case "WEBGL_compressed_texture_s3tc":d=a.getExtension("WEBGL_compressed_texture_s3tc")||a.getExtension("MOZ_WEBGL_compressed_texture_s3tc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_s3tc"); break;case "WEBGL_compressed_texture_pvrtc":d=a.getExtension("WEBGL_compressed_texture_pvrtc")||a.getExtension("WEBKIT_WEBGL_compressed_texture_pvrtc");break;default:d=a.getExtension(c)}null===d&&THREE.warn("THREE.WebGLRenderer: "+c+" extension not supported.");return b[c]=d}}; THREE.WebGLProgram=function(){var a=0;return function(b,c,d,e){var f=b.context,g=d.defines,h=d.__webglShader.uniforms,k=d.attributes,l=d.__webglShader.vertexShader,p=d.__webglShader.fragmentShader,q=d.index0AttributeName;void 0===q&&!0===e.morphTargets&&(q="position");var n="SHADOWMAP_TYPE_BASIC";e.shadowMapType===THREE.PCFShadowMap?n="SHADOWMAP_TYPE_PCF":e.shadowMapType===THREE.PCFSoftShadowMap&&(n="SHADOWMAP_TYPE_PCF_SOFT");var t="ENVMAP_TYPE_CUBE",r="ENVMAP_MODE_REFLECTION",s="ENVMAP_BLENDING_MULTIPLY"; if(e.envMap){switch(d.envMap.mapping){case THREE.CubeReflectionMapping:case THREE.CubeRefractionMapping:t="ENVMAP_TYPE_CUBE";break;case THREE.EquirectangularReflectionMapping:case THREE.EquirectangularRefractionMapping:t="ENVMAP_TYPE_EQUIREC";break;case THREE.SphericalReflectionMapping:t="ENVMAP_TYPE_SPHERE"}switch(d.envMap.mapping){case THREE.CubeRefractionMapping:case THREE.EquirectangularRefractionMapping:r="ENVMAP_MODE_REFRACTION"}switch(d.combine){case THREE.MultiplyOperation:s="ENVMAP_BLENDING_MULTIPLY"; break;case THREE.MixOperation:s="ENVMAP_BLENDING_MIX";break;case THREE.AddOperation:s="ENVMAP_BLENDING_ADD"}}var u=0L;L++)I[L]=new THREE.Vector3,F[L]=new THREE.Vector3;I=z.shadowCascadeNearZ[H];z=z.shadowCascadeFarZ[H];F[0].set(-1,-1,I);F[1].set(1,-1,I);F[2].set(-1,1,I);F[3].set(1,1,I);F[4].set(-1,-1,z);F[5].set(1,-1,z);F[6].set(-1,1,z);F[7].set(1,1,z);M.originalCamera=v;F=new THREE.Gyroscope;F.position.copy(A.shadowCascadeOffset);F.add(M);F.add(M.target);v.add(F);A.shadowCascadeArray[G]=M}H=A;I=G;z=H.shadowCascadeArray[I];z.position.copy(H.position); z.target.position.copy(H.target.position);z.lookAt(z.target);z.shadowCameraVisible=H.shadowCameraVisible;z.shadowDarkness=H.shadowDarkness;z.shadowBias=H.shadowCascadeBias[I];F=H.shadowCascadeNearZ[I];H=H.shadowCascadeFarZ[I];z=z.pointsFrustum;z[0].z=F;z[1].z=F;z[2].z=F;z[3].z=F;z[4].z=H;z[5].z=H;z[6].z=H;z[7].z=H;U[E]=M;E++}else U[E]=A,E++;u=0;for(y=U.length;u H;H++)I=z[H],I.copy(F[H]),I.unproject(G),I.applyMatrix4(E.matrixWorldInverse),I.xt.x&&(t.x=I.x),I.yt.y&&(t.y=I.y),I.zt.z&&(t.z=I.z);E.left=n.x;E.right=t.x;E.top=t.y;E.bottom=n.y;E.updateProjectionMatrix()}E=A.shadowMap;F=A.shadowMatrix;G=A.shadowCamera;G.position.setFromMatrixPosition(A.matrixWorld);r.setFromMatrixPosition(A.target.matrixWorld);G.lookAt(r);G.updateMatrixWorld();G.matrixWorldInverse.getInverse(G.matrixWorld);A.cameraHelper&& (A.cameraHelper.visible=A.shadowCameraVisible);A.shadowCameraVisible&&A.cameraHelper.update();F.set(.5,0,0,.5,0,.5,0,.5,0,0,.5,.5,0,0,0,1);F.multiply(G.projectionMatrix);F.multiply(G.matrixWorldInverse);q.multiplyMatrices(G.projectionMatrix,G.matrixWorldInverse);p.setFromMatrix(q);a.setRenderTarget(E);a.clear();s.length=0;e(c,c,G);A=0;for(E=s.length;A 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); w.compileShader(L);w.compileShader(P);w.attachShader(H,L);w.attachShader(H,P);w.linkProgram(H);E=H;v=w.getAttribLocation(E,"position");x=w.getAttribLocation(E,"uv");c=w.getUniformLocation(E,"uvOffset");d=w.getUniformLocation(E,"uvScale");e=w.getUniformLocation(E,"rotation");f=w.getUniformLocation(E,"scale");g=w.getUniformLocation(E,"color");h=w.getUniformLocation(E,"map");k=w.getUniformLocation(E,"opacity");l=w.getUniformLocation(E,"modelViewMatrix");p=w.getUniformLocation(E,"projectionMatrix");q= w.getUniformLocation(E,"fogType");n=w.getUniformLocation(E,"fogDensity");t=w.getUniformLocation(E,"fogNear");r=w.getUniformLocation(E,"fogFar");s=w.getUniformLocation(E,"fogColor");u=w.getUniformLocation(E,"alphaTest");H=document.createElement("canvas");H.width=8;H.height=8;L=H.getContext("2d");L.fillStyle="white";L.fillRect(0,0,8,8);G=new THREE.Texture(H);G.needsUpdate=!0}w.useProgram(E);w.enableVertexAttribArray(v);w.enableVertexAttribArray(x);w.disable(w.CULL_FACE);w.enable(w.BLEND);w.bindBuffer(w.ARRAY_BUFFER, y);w.vertexAttribPointer(v,2,w.FLOAT,!1,16,0);w.vertexAttribPointer(x,2,w.FLOAT,!1,16,8);w.bindBuffer(w.ELEMENT_ARRAY_BUFFER,A);w.uniformMatrix4fv(p,!1,M.projectionMatrix.elements);w.activeTexture(w.TEXTURE0);w.uniform1i(h,0);L=H=0;(P=U.fog)?(w.uniform3f(s,P.color.r,P.color.g,P.color.b),P instanceof THREE.Fog?(w.uniform1f(t,P.near),w.uniform1f(r,P.far),w.uniform1i(q,1),L=H=1):P instanceof THREE.FogExp2&&(w.uniform1f(n,P.density),w.uniform1i(q,2),L=H=2)):(w.uniform1i(q,0),L=H=0);for(var P=0,N=b.length;P< N;P++){var R=b[P];R._modelViewMatrix.multiplyMatrices(M.matrixWorldInverse,R.matrixWorld);R.z=-R._modelViewMatrix.elements[14]}b.sort(D);for(var V=[],P=0,N=b.length;Pq-1?0:q-1,t=q+1>e-1?e-1:q+1,r=0>p-1?0:p-1,s=p+1>d-1?d-1:p+1,u=[],v=[0,0,h[4*(q*d+p)]/255*b];u.push([-1,0,h[4*(q*d+r)]/255*b]);u.push([-1,-1,h[4*(n*d+r)]/255*b]);u.push([0,-1,h[4*(n*d+p)]/255*b]);u.push([1,-1,h[4*(n*d+s)]/255*b]);u.push([1,0,h[4*(q*d+s)]/255*b]);u.push([1,1,h[4*(t*d+s)]/255*b]);u.push([0,1,h[4*(t*d+p)]/255* b]);u.push([-1,1,h[4*(t*d+r)]/255*b]);n=[];r=u.length;for(t=0;te)return null;var f=[],g=[],h=[],k,l,p;if(0=q--){THREE.warn("THREE.FontUtils: Warning, unable to triangulate polygon! in Triangulate.process()");break}k=l;e<=k&&(k=0);l=k+1;e<=l&&(l=0);p=l+1;e<=p&&(p=0);var n;a:{var t=n=void 0,r=void 0,s=void 0, u=void 0,v=void 0,x=void 0,D=void 0,w=void 0,t=a[g[k]].x,r=a[g[k]].y,s=a[g[l]].x,u=a[g[l]].y,v=a[g[p]].x,x=a[g[p]].y;if(1E-10>(s-t)*(x-r)-(u-r)*(v-t))n=!1;else{var y=void 0,A=void 0,E=void 0,G=void 0,F=void 0,z=void 0,I=void 0,U=void 0,M=void 0,H=void 0,M=U=I=w=D=void 0,y=v-s,A=x-u,E=t-v,G=r-x,F=s-t,z=u-r;for(n=0;nk)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; THREE.Path.prototype.toShapes=function(a,b){function c(a){for(var b=[],c=0,d=a.length;cn&&(g=b[f],k=-k,h=b[e],n=-n),!(a.yh.y))if(a.y==g.y){if(a.x==g.x)return!0}else{e=n*(a.x-g.x)-k*(a.y-g.y);if(0==e)return!0;0>e||(d=!d)}}else if(a.y==g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<= h.x))return!0}return d}var e=function(a){var b,c,d,e,f=[],g=new THREE.Path;b=0;for(c=a.length;bG||G>E)return[];k=l*p-k*q;if(0>k||k>E)return[]}else{if(0d?[]:k==d?f?[]:[g]:a<=d?[g,h]: [g,l]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return 1E-10f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]); if(!d)return!1;d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;c H){console.log("Infinite Loop! Holes left:"+l.length+", Probably Hole outside Shape!");break}for(q=z;qh;h++)l=k[h].x+":"+k[h].y,l=p[l],void 0!==l&&(k[h]=l);return q.concat()},isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a* a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a,b)+this.b3p1(a,c)+this.b3p2(a,d)+this.b3p3(a,e)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.constructor=THREE.LineCurve;THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)}; THREE.LineCurve.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.constructor=THREE.QuadraticBezierCurve; THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b=new THREE.Vector2;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return b};THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b=new THREE.Vector2;b.x=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);return b.normalize()}; THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.CubicBezierCurve.prototype.constructor=THREE.CubicBezierCurve;THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)}; THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.constructor=THREE.SplineCurve; THREE.SplineCurve.prototype.getPoint=function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector2;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);return c};THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g}; THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype);THREE.EllipseCurve.prototype.constructor=THREE.EllipseCurve;THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);a=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;b=new THREE.Vector2;b.x=this.aX+this.xRadius*Math.cos(a);b.y=this.aY+this.yRadius*Math.sin(a);return b}; THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b}); THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);b.y=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);b.z=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return b}); THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=new THREE.Vector3;b.x=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);b.y=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b.z=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return b}); THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=new THREE.Vector3;c.x=THREE.Curve.Utils.interpolate(d.x,e.x,f.x,b.x,a);c.y=THREE.Curve.Utils.interpolate(d.y,e.y,f.y,b.y,a);c.z=THREE.Curve.Utils.interpolate(d.z,e.z,f.z,b.z,a);return c}); THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-0;var c=Math.floor(a);a-=c;var c=c+(0a.hierarchy[b].keys[c].time&&(a.hierarchy[b].keys[c].time= 0),void 0!==a.hierarchy[b].keys[c].rot&&!(a.hierarchy[b].keys[c].rot instanceof THREE.Quaternion)){var d=a.hierarchy[b].keys[c].rot;a.hierarchy[b].keys[c].rot=(new THREE.Quaternion).fromArray(d)}if(a.hierarchy[b].keys.length&&void 0!==a.hierarchy[b].keys[0].morphTargets){d={};for(c=0;cc;c++){for(var d=this.keyTypes[c],e=this.data.hierarchy[a].keys[0],g=this.getNextKeyWith(d,a,1);g.timee.index;)e=g,g=this.getNextKeyWith(d,a,g.index+1);f.prevKey[d]=e;f.nextKey[d]=g}}},resetBlendWeights:function(){for(var a=0,b=this.hierarchy.length;aa.length-2?q:q+1;c[3]=q>a.length-3?q:q+2;q=a[c[0]];t=a[c[1]];r=a[c[2]];s=a[c[3]];c=e*e;n=e*c;d[0]=f(q[0],t[0],r[0],s[0],e,c,n);d[1]=f(q[1],t[1],r[1],s[1],e,c,n);d[2]=f(q[2],t[2],r[2],s[2],e,c,n);return d},f=function(a,b,c,d, e,f,n){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*n+(-3*(b-c)-2*a-d)*f+a*e+b};return function(f){if(!1!==this.isPlaying&&(this.currentTime+=f*this.timeScale,0!==this.weight)){f=this.data.length;if(this.currentTime>f||0>this.currentTime)this.loop?(this.currentTime%=f,0>this.currentTime&&(this.currentTime+=f),this.reset()):this.stop();f=0;for(var h=this.hierarchy.length;fq;q++){var n=this.keyTypes[q], t=l.prevKey[n],r=l.nextKey[n];if(0this.timeScale&&t.time>=this.currentTime){t=this.data.hierarchy[f].keys[0];for(r=this.getNextKeyWith(n,f,1);r.timet.index;)t=r,r=this.getNextKeyWith(n,f,r.index+1);l.prevKey[n]=t;l.nextKey[n]=r}var s=(this.currentTime-t.time)/(r.time-t.time),u=t[n],v=r[n];0>s&&(s=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;af.index;)f=g,g=e[f.index+1];d.prevKey=f;d.nextKey=g}g.time>=this.currentTime?f.interpolate(g,this.currentTime): f.interpolate(g,g.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}},getNextKeyWith:function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;cthis.duration&&(this.currentTime%=this.duration);this.currentTime=Math.min(this.currentTime,this.duration);a=this.duration/this.frames;var b=Math.floor(this.currentTime/a),c=this.mesh.morphTargetInfluences;b!=this.currentFrame&&(c[this.lastFrame]=0,c[this.currentFrame]= 1,c[b]=0,this.lastFrame=this.currentFrame,this.currentFrame=b);c[b]=this.currentTime%a/a;c[this.lastFrame]=1-c[b]}}}; THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,s){var u,v=h.widthSegments,x=h.heightSegments,D=e/2,w=f/2,y=h.vertices.length;if("x"===a&&"y"===b||"y"===a&&"x"===b)u="z";else if("x"===a&&"z"===b||"z"===a&&"x"===b)u="y",x=h.depthSegments;else if("z"===a&&"y"===b||"y"===a&&"z"===b)u="x",v=h.depthSegments;var A=v+1,E=x+1,G=e/v,F=f/x,z=new THREE.Vector3;z[u]=0=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,1E-10d?-1E-10>f&&(a=!0):Math.sign(e)==Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(O=a.length;0<=--O;){c=O;d=O-1;0>d&&(d=a.length-1);for(var e=0,f=t+2*p,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.z)]:[new THREE.Vector2(b.y,1-b.z),new THREE.Vector2(c.y,1-c.z),new THREE.Vector2(d.y, 1-d.z),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===a instanceof Array&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.constructor=THREE.ShapeGeometry;THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/2/Math.PI+.5,a.y));return a.clone()} THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var k=this,l=0,p=a.length;lt&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>q&&(b[2].x+=1));l=0;for(p=this.vertices.length;lc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}();THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,a-b,1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()}; THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)};THREE.BoxHelper=function(a){var b=new THREE.BufferGeometry;b.addAttribute("position",new THREE.BufferAttribute(new Float32Array(72),3));THREE.Line.call(this,b,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces);void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype);THREE.BoxHelper.prototype.constructor=THREE.BoxHelper; THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.geometry.attributes.position.array;d[0]=b.x;d[1]=b.y;d[2]=b.z;d[3]=c.x;d[4]=b.y;d[5]=b.z;d[6]=c.x;d[7]=b.y;d[8]=b.z;d[9]=c.x;d[10]=c.y;d[11]=b.z;d[12]=c.x;d[13]=c.y;d[14]=b.z;d[15]=b.x;d[16]=c.y;d[17]=b.z;d[18]=b.x;d[19]=c.y;d[20]=b.z;d[21]=b.x;d[22]=b.y;d[23]=b.z;d[24]=b.x;d[25]=b.y;d[26]=c.z;d[27]=c.x;d[28]=b.y;d[29]=c.z;d[30]=c.x;d[31]=b.y; d[32]=c.z;d[33]=c.x;d[34]=c.y;d[35]=c.z;d[36]=c.x;d[37]=c.y;d[38]=c.z;d[39]=b.x;d[40]=c.y;d[41]=c.z;d[42]=b.x;d[43]=c.y;d[44]=c.z;d[45]=b.x;d[46]=b.y;d[47]=c.z;d[48]=b.x;d[49]=b.y;d[50]=b.z;d[51]=b.x;d[52]=b.y;d[53]=c.z;d[54]=c.x;d[55]=b.y;d[56]=b.z;d[57]=c.x;d[58]=b.y;d[59]=c.z;d[60]=c.x;d[61]=c.y;d[62]=b.z;d[63]=c.x;d[64]=c.y;d[65]=c.z;d[66]=b.x;d[67]=c.y;d[68]=b.z;d[69]=b.x;d[70]=c.y;d[71]=c.z;this.geometry.attributes.position.needsUpdate=!0;this.geometry.computeBoundingSphere();this.matrix=a.matrixWorld; this.matrixAutoUpdate=!1};THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.constructor=THREE.BoundingBoxHelper;THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)}; THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200); b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()}; THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype);THREE.CameraHelper.prototype.constructor=THREE.CameraHelper; THREE.CameraHelper.prototype.update=function(){var a,b,c=new THREE.Vector3,d=new THREE.Camera,e=function(e,g,h,k){c.set(g,h,k).unproject(d);e=b[e];if(void 0!==e)for(g=0,h=e.length;gr;r++){d[0]=t[g[r]];d[1]=t[g[(r+1)%3]];d.sort(f);var s=d.toString(); void 0===e[s]?(e[s]={vert1:d[0],vert2:d[1],face1:q,face2:void 0},p++):e[s].face2=q}d=new Float32Array(6*p);f=0;for(s in e)if(g=e[s],void 0===g.face2||k[g.face1].normal.dot(k[g.face2].normal)<=c)p=l[g.vert1],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z,p=l[g.vert2],d[f++]=p.x,d[f++]=p.y,d[f++]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3));THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:b}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1}; THREE.EdgesHelper.prototype=Object.create(THREE.Line.prototype);THREE.EdgesHelper.prototype.constructor=THREE.EdgesHelper; THREE.FaceNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16776960;d=void 0!==d?d:1;b=new THREE.Geometry;c=0;for(var e=this.object.geometry.faces.length;cd;d++)c.faces[d].color=this.colors[4>d?0:1];d=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(c,d);this.add(this.lightSphere); this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.constructor=THREE.HemisphereLightHelper;THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()}; THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}(); THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.constructor=THREE.PointLightHelper; THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()};THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}; THREE.SkeletonHelper=function(a){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;cs;s++){d[0]=r[g[s]];d[1]=r[g[(s+1)%3]];d.sort(f);var u=d.toString();void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++)}d=new Float32Array(6*p);n=0;for(t=p;ns;s++)p= k[q[2*n+s]],g=6*n+3*s,d[g+0]=p.x,d[g+1]=p.y,d[g+2]=p.z;h.addAttribute("position",new THREE.BufferAttribute(d,3))}else if(a.geometry instanceof THREE.BufferGeometry){if(void 0!==a.geometry.attributes.index){k=a.geometry.attributes.position.array;t=a.geometry.attributes.index.array;l=a.geometry.drawcalls;p=0;0===l.length&&(l=[{count:t.length,index:0,start:0}]);for(var q=new Uint32Array(2*t.length),r=0,v=l.length;rs;s++)d[0]= g+t[n+s],d[1]=g+t[n+(s+1)%3],d.sort(f),u=d.toString(),void 0===e[u]&&(q[2*p]=d[0],q[2*p+1]=d[1],e[u]=!0,p++);d=new Float32Array(6*p);n=0;for(t=p;ns;s++)g=6*n+3*s,p=3*q[2*n+s],d[g+0]=k[p],d[g+1]=k[p+1],d[g+2]=k[p+2]}else for(k=a.geometry.attributes.position.array,p=k.length/3,q=p/3,d=new Float32Array(6*p),n=0,t=q;ns;s++)g=18*n+6*s,q=9*n+3*s,d[g+0]=k[q],d[g+1]=k[q+1],d[g+2]=k[q+2],p=9*n+(s+1)%3*3,d[g+3]=k[p],d[g+4]=k[p+1],d[g+5]=k[p+2];h.addAttribute("position",new THREE.BufferAttribute(d, 3))}THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1};THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.WireframeHelper.prototype.constructor=THREE.WireframeHelper;THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(a){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype);THREE.ImmediateRenderObject.prototype.constructor=THREE.ImmediateRenderObject; THREE.MorphBlendMesh=function(a,b){THREE.Mesh.call(this,a,b);this.animationsMap={};this.animationsList=[];var c=this.geometry.morphTargets.length;this.createAnimation("__default",0,c-1,c/1);this.setAnimationWeight("__default",1)};THREE.MorphBlendMesh.prototype=Object.create(THREE.Mesh.prototype);THREE.MorphBlendMesh.prototype.constructor=THREE.MorphBlendMesh; THREE.MorphBlendMesh.prototype.createAnimation=function(a,b,c,d){b={startFrame:b,endFrame:c,length:c-b+1,fps:d,duration:(c-b)/d,lastFrame:0,currentFrame:0,active:!1,time:0,direction:1,weight:1,directionBackwards:!1,mirroredLoop:!1};this.animationsMap[a]=b;this.animationsList.push(b)}; THREE.MorphBlendMesh.prototype.autoCreateAnimations=function(a){for(var b=/([a-z]+)_?(\d+)/,c,d={},e=this.geometry,f=0,g=e.morphTargets.length;fh.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c}; THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):THREE.warn("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight; f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}};