From cfef8935778a4cafbc507839df85bbd558c857bf Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 08:33:36 +0200 Subject: [PATCH 001/160] Add crysview-structure-visualization ADR suggestion --- .../crysview-structure-visualization.md | 682 ++++++++++++++ .../suggestions/crysview-threejs-demo.html | 855 ++++++++++++++++++ 2 files changed, 1537 insertions(+) create mode 100644 docs/dev/adrs/suggestions/crysview-structure-visualization.md create mode 100644 docs/dev/adrs/suggestions/crysview-threejs-demo.html diff --git a/docs/dev/adrs/suggestions/crysview-structure-visualization.md b/docs/dev/adrs/suggestions/crysview-structure-visualization.md new file mode 100644 index 000000000..05538e669 --- /dev/null +++ b/docs/dev/adrs/suggestions/crysview-structure-visualization.md @@ -0,0 +1,682 @@ +# ADR: crysview Structure Visualization + +## Status + +Proposed. + +**Date:** 2026-05-29 + +## Context + +EasyDiffraction refines crystal structures but offers no interactive 3D +view of them. The accepted +[Display UX Facade](../../../docs/dev/adrs/accepted/display-ux.md) ADR +defines `project.display` for 1D pattern charts and for parameter, fit, +and posterior tables and plots, but nothing spatial: there is no way to +look at the atoms, the unit cell, or the anisotropic displacement +parameters a refinement is adjusting. + +A working prototype establishes the target experience and the data it +needs. It lives at +[`crysview-threejs-demo.html`](crysview-threejs-demo.html) and +demonstrates, against a non-orthogonal unit cell: + +- atoms as spheres with element radius and colour; +- anisotropic ADP ellipsoids (semi-axis lengths plus orientation); +- mixed-occupancy atoms drawn as occupancy wedges (a sphere split by + site occupancy); +- two-colour bonds split at their midpoint; +- magnetic-moment arrows; +- an a/b/c axis triad drawn longer than the cell edges; +- a Plotly-style modebar: perspective/parallel projection toggle, + view-along-a/b/c buttons, a home/reset button, and per-feature + visibility toggles for cell, axes, atoms, bonds, moments, and labels; +- a shrink-wrapped legend, hover tooltips, and persistent atom labels; +- orbit / zoom / pan controls and both perspective and orthographic + cameras, with parallel projection as the default. + +The prototype's input comment already separates the concerns: a +crystallography layer performs symmetry expansion, fractional → +Cartesian conversion, ADP eigendecomposition, and element-radius lookup; +a visualization layer chooses sizes, colours, bonds, and occupancy +splitting; and the renderer only consumes prepared geometry. + +Relevant facts about the current codebase: + +- The structure model lives under + `src/easydiffraction/datablocks/structure/categories/`: `cell`, + `atom_sites` (fractional coordinates, occupancy, isotropic ADP), + `atom_site_aniso` (anisotropic ADP), and `space_group`. +- The 1D charting subsystem already uses a switchable-engine pattern. + `project.chart.type` selects a plotter engine implemented under + `src/easydiffraction/display/plotters/` (`ascii.py`, `plotly.py`), and + `project.table.type` selects a tabler. These follow the + switchable-category ADRs, with CIF tags `_chart.type` and + `_table.type`. +- `easycrystallography` is **not** a dependency today and is not + imported anywhere in `src/`. Any layering that places a separate + visualization package between `easycrystallography` and + `easydiffraction` is therefore a future direction, not the current + state. + +The audience is scientists, often non-programmers, working mostly in +Jupyter notebooks and the planned GUI. Discoverability, clear names, and +safe defaults take priority over developer ergonomics. + +## Decision + +This is the first version of the decision, written for review. The +points that earlier reviews left open are now settled in the sections +below; the remaining genuinely-open items are listed under Open +Questions. + +### 1. Build a renderer-neutral structure scene + +crysview converts a crystal structure into a prepared, renderer-neutral +**structure scene**: a flat collection of typed primitives expressed in +Cartesian space and carrying no rendering-library types. The primitive +set matches the prototype: + +- atom spheres (centre, radius, colour); +- occupancy wedges for mixed-occupancy sites; +- ADP ellipsoids (semi-axes scaled to the configured probability, plus + orientation); +- bonds (two endpoints, split colour); +- magnetic-moment arrows; +- unit-cell edges; +- the a/b/c axis triad; +- text labels. + +All crystallographic computation — symmetry expansion over the +configured cell range (section 3), fractional → Cartesian conversion, +ADP eigendecomposition, radii and colours from the selected model and +colour scheme, bond detection, and occupancy splitting — happens while +building the scene, upstream of any renderer. This is the contract the +prototype already assumes. + +### 2. Draw the scene with thin, pluggable renderers + +Renderers consume the scene and draw it; they hold no crystallographic +logic. Renderer choice mirrors `project.chart.type`: + +- an ASCII renderer for terminal, CLI, and headless contexts; +- a Three.js renderer for notebooks (embedded HTML/JS) and standalone + HTML; +- a Qt Quick 3D renderer for the GUI is planned. + +ASCII and Three.js are the initial engines, shipping together exactly as +the `ascii` and `plotly` chart engines do; Qt Quick 3D follows for the +GUI. + +A switchable engine selector is added on the project owner, parallel to +`project.chart` / `project.table`. It is named `view`: + +```python +project.view.type = 'threejs' # or 'ascii' for the terminal +project.view.show_supported() +``` + +with CIF tag `_view.type`. The name is kept short and parallel to +`chart` / `table`, and follows the category-owned selector contract: +`project.view` is a read-only attribute on the owner; +`project.view.type` is the writable selector; +`project.view.show_supported()` lists engines. Switching `type` calls +the owner's private `_swap_view` hook, which rebinds the active renderer +— the same Family B rebinding the chart engine selector uses — so no +public `view_type` setter or `show_supported_view_types()` is added. + +### 3. Add a `structure()` entry point on the display facade + +Add `project.display.structure(struct_name=...)`, parallel to the +existing `project.display.pattern(expt_name=...)`. It renders one +structure with the active `view` engine — interactive 3D in a notebook, +a schematic projection in the terminal. In the Three.js engine, feature +visibility, projection, and view-along presets are interactive through +the modebar with sensible defaults (parallel projection; cell, axes, +atoms, and bonds visible, plus moments where the data exists; labels +off). In a notebook it embeds an interactive view (an IPython HTML +representation); like the HTML report it can also write a standalone +HTML file to a path. The exact return and save signature is left to the +implementation plan. + +Content selection mirrors `pattern(include=...)` rather than inventing a +new vocabulary: + +```python +project.display.structure(struct_name='lbco') +project.display.structure(struct_name='lbco', include='auto') +project.display.structure( + struct_name='lbco', + include=('atoms', 'bonds', 'cell', 'axes', 'moments', 'labels'), +) +``` + +`include='auto'` shows what the structure state supports (cell, axes, +atoms, bonds, and moments where moment data exists; labels off by +default). The option vocabulary is `auto`, `atoms`, `bonds`, `cell`, +`axes`, `moments`, and `labels`. ADP ellipsoids and mixed-occupancy +splits are not separate keywords: they are drawn automatically as part +of `atoms` (anisotropic ADP gives an ellipsoid, isotropic a sphere; a +mixed site is split), so the data decides. The interactive modebar +toggles the same features after the initial view is drawn, so `include` +sets the starting state and the modebar refines it. + +A companion `project.display.show_structure_options(struct_name=...)` +mirrors the existing `show_pattern_options(expt_name=...)`: it lists +each `include=` option with whether the active engine and the current +structure state support it, and the reason when they do not — for +example `moments` is unavailable until the structure model carries +moment fields, and the `ascii` engine reports the features only the 3D +engines draw. This gives the structure view the same per-option +discoverability the pattern view already offers. + +The view also has a spatial extent: which symmetry-equivalent atoms the +scene contains. The scene builder takes the unique (asymmetric-unit) +atoms, applies the space-group symmetry, and keeps every generated copy +whose fractional coordinates fall within a per-axis range, **borders +included**. The default range is `[0, 1]` on each of a, b, and c, so a +full unit cell is drawn with the atoms on the 0 and 1 faces, edges, and +corners all present (a corner site therefore appears at all eight +corners). The range is user-settable per axis, validated so each minimum +is below its maximum, and need not be integer — `[0, 2]` along a draws +two cells, `[-0.2, 1.2]` adds a margin. Like the other settings it is +persisted and overridable per call: + +```python +project.view.range = ((0, 1), (0, 1), (0, 1)) # default: full cell, borders included +project.display.structure( + struct_name='lbco', + range=((0, 2), (0, 1), (0, 1)), # two cells along a, this call only +) +``` + +Symmetry expansion can map several operations onto one point — a site on +a special position, or the shared 0-and-1 faces the default range keeps +— so the scene builder applies a **scene-atom identity rule** as it +collects copies. Two generated atoms are the same scene atom when they +come from the same atom-site row _and_ their fractional coordinates +coincide within a small tolerance (`1e-4` in fractional units); the +builder keeps one and drops the rest. The tolerance is far below any +cell fraction, so a copy at 0 and its border-included copy at 1 are +distinct positions and both survive — special-position overlaps collapse +without discarding the intentional boundary translations. The atom-site +row participates in the key, so two different rows that happen to share +a position are not merged here; that case is occupancy grouping, handled +next. + +When two or more atom-site rows resolve to the same position (within +that same tolerance), the scene builder groups them into one +**occupancy-wedge sphere** rather than overdrawing coincident spheres: +each row contributes a wedge whose angular share is proportional to its +occupancy. Coincident position is the only grouping signal the model +offers — atom sites carry an occupancy but no disorder-group or +occupancy-group field — so it is the documented version-1 criterion. +When the grouped occupancies sum below one, the remainder is drawn as a +vacancy wedge so the empty fraction is visible (a lone site with +occupancy below one is the one-row case); when they meet or exceed one, +the shares are normalized to their sum and no vacancy wedge is drawn. +The builder invents no occupancies — it shows exactly what the rows +carry. + +Because expansion happens in the scene builder (section 1), the 3D +engines draw this expanded set in full. The `ascii` engine is the +reduced-fidelity sibling (section 7): it always renders the single +default cell and reports a wider `project.view.range` as a 3D-only +capability through `show_structure_options()`, the same way it announces +the other features only the 3D engines draw. + +### 4. Start internal, design for later extraction + +Implement crysview first as an internal subpackage that mirrors +`display/plotters/` (for example +`src/easydiffraction/display/structure/` with renderers under a +`renderers/` subpackage). Keep the scene model free of +easydiffraction-domain imports so it can later be extracted into a +standalone `crysview` package and, eventually, consume +`easycrystallography`. Do **not** add `easycrystallography` as a +dependency now. + +### 5. Pin and deliver Three.js deliberately + +The prototype loads a pinned Three.js (`three@0.160.0`) plus +`OrbitControls` and `CSS2DRenderer` through a CDN importmap. Production +ships the pinned Three.js bundled with the package so the notebook and +standalone-HTML views are autonomous — they render with no network, +which is what a CDN-blocked or sandboxed context (where the demo renders +blank) needs. This mirrors how the existing report path already embeds +its JavaScript when asked: `report/html_renderer.py` exposes an +`offline` flag that sets `include_plotlyjs=True` (embed) versus `'cdn'`, +gated in the template by `html_offline`. + +The HTML report's structure view follows the same rule: it honours the +report's `html_offline` flag, embedding the Three.js assets when offline +and otherwise linking them, so a structure figure behaves like the +existing Plotly figures in a report. + +### 6. Source styling from standard models and colour schemes + +Atom radii and colours are not typed in per element. They follow from +**standard, user-selected models** that every structure viewer +recognises, looked up automatically from each atom's element (and its +charge where the model needs it): + +- a **radius model** turns an element into a sphere radius — van der + Waals, ionic (Shannon; the site charge where a model carries one, + otherwise a documented per-element default, see below), covalent, or + atomic/empirical; +- a **colour scheme** is a named element-colour palette — the Jmol/CPK + scheme, the VESTA scheme, and similar well-known sets. + +A scientist picks one model and one scheme instead of editing dozens of +per-element rows, which keeps the view consistent and reproducible: + +```python +project.style.atom_shape = 'ortep' # ball | ortep +project.style.radius_model = 'covalent' # vdw | covalent | ionic | atomic (default covalent) +project.style.color_scheme = 'jmol' # jmol | vesta | ... (default jmol) +project.style.show_supported() # accepted values per setting +``` + +How an atom is shaped is a single **display-style switch**, +`atom_shape`, because a ball-and-stick radius and an ADP probability +surface are different depictions and a view shows one of them at a time: + +- `'ball'` draws every atom as a **radius-model sphere** (the radius + model above); displacement parameters do not affect size. This is the + familiar ball-and-stick depiction and works for any structure, with or + without ADP. +- `'ortep'` draws each atom as its **ADP probability surface** — a + sphere for an atom with only isotropic ADP, an ellipsoid (semi-axes + and orientation from the ADP tensor) for an anisotropic one. Atoms + that carry no ADP fall back to a radius-model sphere. This is the + thermal-ellipsoid (ORTEP) depiction crystallographers use to inspect + the displacement parameters a refinement adjusts. + +The default is `'ortep'`, because this is a refinement tool and the +thermal ellipsoids are usually the point; a structure with no ADP simply +renders as radius-model spheres, identical to `'ball'`. + +In `'ortep'` the surfaces are drawn at one **probability level**, +`adp_probability`, a fraction in the open interval (0, 1) — not a +percentage — validated on assignment. It defaults to `0.5` (the ORTEP +and journal 50% convention) and is freely changeable (for example +`0.95`). It has no effect in `'ball'`. + +Which bonds the view draws is **not** a styling choice — it is a +geometric property of the structure, and it follows the **standard +cif_core `_geom` auto-bonding model**, not the display `radius_model`. A +bond is drawn between two sites when their distance `d` satisfies +`_geom.min_bond_distance_cutoff ≤ d ≤ r_bond(i) + r_bond(j) + _geom.bond_distance_incr`, +where the per-type bonding radius `r_bond` is `_atom_type.radius_bond` +when the structure carries it, otherwise the element's covalent radius +from the bundled database. These two cutoffs live on the **structure** +and persist in the structure's own CIF (see section 8), not in +`project.style`. The display `radius_model` (vdw / covalent / ionic / +atomic) changes only the rendered sphere _size_ — it never decides which +bonds appear; bond detection is governed solely by the `_geom` cutoffs +and the per-type bonding radius. Version 1 draws bonds computed on the +fly from this rule while the scene is built and persists no bond table. +The full computed bond and angle geometry — the standard `_geom_bond` +and `_geom_angle` loops, with distances, angles, symmetry codes, and +standard uncertainties — is a separate, related feature that reuses the +same symmetry-expansion and distance math (see Deferred Work). + +`atom_shape`, `radius_model`, and `color_scheme` are finite, closed +value sets, so each is a `(str, Enum)` validated on assignment per the +[Enum-Backed Closed Value Sets](../../../docs/dev/adrs/accepted/enum-backed-closed-values.md) +ADR, and `project.style.show_supported()` lists the accepted values for +every styling setting — the same discoverability the engine selectors +give through `show_supported()`. `style` is a plain category, not a +switchable one: it has no factory-swapped `type`, only these validated +value settings. + +The defaults are the **covalent** radius model and the **Jmol/CPK** +colour scheme, so the view looks right with no configuration. Covalent +is the default because it is backed by complete, well-documented +per-element data and needs no oxidation state: today's atom-site model +carries only an element symbol — no charge, oxidation-state, or +coordination field — so a model that depends on charge cannot be +resolved per site yet. + +The radii and colours come from a **bundled element database** — a +package asset, like the colour palettes, not a per-project value, so it +is not CIF-serialized; the project CIF records only which model and +scheme are selected. The database carries, per element, the van der +Waals, covalent, ionic (a representative Shannon radius at a documented +default oxidation state and coordination), and atomic/empirical radii, +plus the Jmol/CPK and VESTA colour palettes, each value carrying a +documented provenance. The ionic entries let `radius_model = 'ionic'` +work today against the documented default oxidation state; when a future +atom-site charge field exists the ionic model will prefer the site's +charge. An element with no entry for the selected radius model falls +back to its covalent radius, and `show_structure_options()` reports the +substitution instead of failing. Version 1 adds no per-element overrides +on top of the chosen model and scheme. + +All of this is CIF-persisted, so a reopened project renders identically. +The decision is that styling is **an atom-shape mode plus model, scheme, +and probability-level selection**, not a per-element table; the exact +CIF tag names and serialization shape are pinned in the implementation +plan (Open Questions, resolved). + +The view also adapts to the host's **colour theme**. Like the Plotly +chart engine — which selects the `plotly_dark` or `plotly_white` +template from the detected theme — the structure view reuses the +project's existing dark/light detection (`is_dark()` in +`utils/_vendored`) and switches the scene background and the label, +axis, and edge colours to match, so a notebook in dark mode gets a dark +canvas. Element colours still come from the selected colour scheme +regardless of theme; only the surrounding canvas and annotations follow +it. The theme is auto-detected, not a persisted styling value. + +### 7. Terminal view (ASCII engine) + +The `ascii` engine renders in the terminal, mirroring the existing +`ascii` chart plotter: it builds a character grid and prints it, with no +GUI or JavaScript. Like that chart engine — which openly announces the +features only Plotly can draw — it is a deliberately reduced-fidelity +sibling of the 3D engines: one schematic projection, one unit cell, and +no bonds, labels, ADP ellipsoids, or moment arrows. When an `include=` +request asks for one of those features, the engine announces it is +available with the 3D engines and skips it, just as the ascii chart +engine does for Plotly-only features. A `project.view.range` wider than +the default single cell is treated the same way: the terminal view +always draws one cell and announces that multi-cell and margin ranges +are honored only by the 3D engines, so its schematic stays uncluttered +and the single parallelogram never disagrees with the atoms it frames. + +Like the other engines it consumes the same renderer-neutral scene +(section 1): it projects the scene's Cartesian atom centres and +unit-cell edges onto a plane and draws a schematic 2D view. The longest +in-plane cell axis runs horizontally, the shortest vertically, and the +remaining (middle-length) axis is the viewing direction. + +The cell is drawn as a schematic parallelogram. Its two side edges are +rasterized with the asciichartpy glyph set (`│ ╭ ╮ ╯ ╰ ─`), and the +staircase slope encodes the in-plane angle: near 90° gives long `│` runs +with few corners (a rectangle at exactly 90°), while a larger deviation +from 90° introduces more `╭╯` steps (mirrored to `╰╮` for the opposite +lean). The view is schematic — lengths and angles are approximate, just +enough to convey the cell — so non-orthogonal cells render the same way +as orthogonal ones, with the slant shown rather than dropped. + +Atoms are drawn as coloured Unicode circles: colour by element from the +selected colour scheme (the scene colour from section 6, mapped to the +nearest terminal colour) and size by a small radius-bucketed glyph ramp +(for example `· • ● ⬤`). Each axis arrow points to its letter: the +vertical axis is the letter stacked over an up-arrow above the cell (`c` +then `↑`), and the horizontal axis is a right-arrow pointing to the +letter at the end of the bottom-border line, after a short gap (`→ a`). +Each axis arrow and its letter are tinted with that axis's colour — the +same a/b/c colours the scene gives the 3D engines, mapped to the nearest +terminal colour and reset afterwards, just as the existing ASCII chart +legend colours its entries. A legend maps each glyph to its element +name, and both the legend glyph and its element label are tinted with +that element's colour-scheme colour (mapped to the nearest terminal +colour and reset afterwards), so the atoms in the cell, the legend, and +the axis letters all share the one selected colour scheme. The mocks +below are monochrome; a real terminal shows these colours. + +An orthorhombic cell viewed down b, with vertical side edges: + +``` + c + ↑ + ╭─────────────────────────╮ + │ ● ● │ + │ ⬤ │ + │ • ● │ + ╰─────────────────────────╯ → a + + Legend: ● La ● Ba ⬤ Co • O +``` + +A monoclinic cell viewed down b, with slanted side edges: + +``` + c + ↑ + ╭─────────────────────────╮ + ╭╯ ● ● ╭╯ + ╭╯ ⬤ ╭╯ + ╭╯ • ● ╭╯ + ╰─────────────────────────╯ → a + + Legend: ● La ● Ba ⬤ Co • O +``` + +A small gap-free line helper provides the edge rasterization: it +generalizes the asciichartpy connector (fill vertical runs with `│`, cap +bends with corner glyphs) so it can be walked row-major for the +near-vertical edges that the column-major chart code cannot express. + +### 8. Configuring what is shown and how + +The view has two configuration axes — _what_ is shown (content) and +_how_ it is drawn (engine plus styling) — both reachable from Python and +persisted to CIF. + +```python +# How: renderer engine +project.view.type = 'threejs' # or 'ascii' for the terminal +project.view.show_supported() + +# How: standard styling models, not per-element values (visual only) +project.style.atom_shape = 'ortep' # ball | ortep +project.style.radius_model = 'covalent' # vdw | covalent | ionic | atomic (default covalent) +project.style.color_scheme = 'jmol' # jmol | vesta | ... (default jmol) +project.style.adp_probability = 0.5 # ortep only; fraction in (0, 1) +project.style.show_supported() # accepted values per setting + +# Which bonds exist: a per-structure geometric property, not styling. +# Standard cif_core _geom auto-bonding (r_bond defaults to covalent radius): +# bond iff min_cutoff <= d <= r_bond(i) + r_bond(j) + incr. +structure = project.structures['lbco'] +structure.geom.min_bond_distance_cutoff = 0.0 # default 0.0 Å +structure.geom.bond_distance_incr = 0.4 # default 0.4 Å (documented, tunable) + +# What (per call): content for one view, overriding the initial defaults +project.display.structure(struct_name='lbco') # 'auto' +project.display.structure( + struct_name='lbco', + include=('atoms', 'bonds', 'cell', 'axes'), +) + +# Initial view state (persisted): what is shown when the view opens. The +# Three.js modebar stays active, so the user can still toggle each +# feature live afterwards. show_moments stays inert until the structure +# model carries moment fields (see Deferred Work). +project.view.show_labels = False +project.view.show_moments = True + +# What region (persisted): which symmetry-equivalent atoms are generated, +# as a per-axis fractional range (default below, borders included). +project.view.range = ((0, 1), (0, 1), (0, 1)) +``` + +The persisted equivalent in the project CIF: + +``` +# In the project CIF (project-level view + style): +_view.type threejs +_view.show_labels false +_view.show_moments true +_view.range_a 0 1 +_view.range_b 0 1 +_view.range_c 0 1 + +_style.atom_shape ortep +_style.radius_model covalent +_style.color_scheme jmol +_style.adp_probability 0.5 + +# In the structure (sample) CIF, beside _cell / _atom_site (per-structure): +_geom.min_bond_distance_cutoff 0.0 +_geom.bond_distance_incr 0.4 +``` + +The `_view.type` tag follows `_chart.type` / `_table.type` from the +Display UX Facade ADR; `_geom.min_bond_distance_cutoff` and +`_geom.bond_distance_incr` are the **standard cif_core** bond-cutoff +tags (`_atom_type.radius_bond` is the standard per-type bonding radius, +used when present). The `_style.*` and `_view.*` tags are +project-internal app settings whose exact spelling is finalized in the +implementation plan (see sections 6, 8 and Open Questions). + +Initial visibility resolves in a fixed order, so a reopened project and +a per-call request behave predictably: + +1. **An explicit `include=(...)` tuple wins outright.** The view opens + showing exactly those features; persisted `_view.show_*` flags are + ignored for that call. So `include=('atoms',)` shows only atoms even + when `show_labels=True` is persisted. +2. **`include='auto'`** — the default, and what a bare `structure()` + call uses — resolves each feature in turn from: data availability + first (a feature with no data is off, such as moments without moment + fields), then the persisted `_view.show_*` flag where one exists, + then the built-in default otherwise. Version 1 persists flags only + for the two features whose default a scientist most often flips — + `show_labels` (off) and `show_moments` (on where data exists); atoms, + bonds, cell, and axes follow their built-in 'auto' defaults and are + set per call through an explicit `include=` tuple. So + `show_labels=True` with `include='auto'` opens with labels on. +3. **Unsupported options are skipped and announced, never errored.** + Whether it arrived through an explicit tuple or 'auto', a feature the + engine cannot draw (any 3D-only feature under `ascii`) or the data + does not support (moments without fields) is reported by + `show_structure_options()` and at draw time. +4. **Live modebar changes apply on top of that initial state and are + runtime-only.** Toggling a feature in the Three.js modebar never + rewrites the persisted `_view.show_*` flags or the `include=` set, so + reopening the project restores the resolved initial state rather than + the last live toggle. + +## Consequences + +- `project.display` gains a spatial view (`structure()`) that + complements the 1D `pattern()` view and reuses the `include=` + vocabulary. +- `project.display` also gains `show_structure_options()`, parallel to + `show_pattern_options()`, so the supported content for a given + structure and engine is discoverable with reasons. +- Keeping crystallography in the scene builder and out of renderers lets + several front-ends (Three.js now, Qt Quick 3D later) share one model. +- A new switchable `view` category (`project.view.type`, CIF + `_view.type`) must be added per the switchable-category and + category-owner ADRs, alongside a plain (non-switchable) `style` + category: `style` has no factory-swapped `type`, only enum-backed + value settings discoverable through `show_supported()`. +- The `ascii` and `threejs` engines ship together, mirroring the chart + engines: `ascii` needs no JavaScript and renders a schematic view in + the terminal, CLI, and headless contexts, while `threejs` covers + notebooks and HTML. +- Content selection (`include=`) and a small set of visibility flags + become persisted _initial-view_ settings, so a project reopens looking + the same; the interactive engines still let the user toggle features + live. +- The scene's spatial extent is configurable: a per-axis fractional + range (default `[0, 1]`, borders included) decides which + symmetry-equivalent atoms are generated, so a single cell, an added + margin, or several cells need no new primitives. The 3D engines draw + the expanded set; the `ascii` engine draws the single default cell and + reports wider ranges as a 3D-only capability. +- The styling category lets scientists choose an atom-shape mode + (ball-and-stick or ORTEP), a standard radius model (defaulting to + covalent, the model with complete charge-free per-element data), a + colour scheme, and an ADP probability level — not hand-edit + per-element rows — all CIF-persisted, with defaults that work + unconfigured. The radii and colours come from a bundled element + database (covalent, vdW, ionic, and atomic radii; Jmol/CPK and VESTA + palettes) shipped as a package asset. +- Bond generation is a per-structure geometric property, not styling: it + uses the standard cif_core `_geom` auto-bonding cutoffs + (`_geom.min_bond_distance_cutoff`, `_geom.bond_distance_incr`) plus a + per-type bonding radius (`_atom_type.radius_bond`, defaulting to the + covalent radius), all on the structure and persisted in the structure + CIF — not in `project.style`, and independent of the display + `radius_model`. Version 1 draws bonds on the fly and persists no bond + table; the full computed `_geom_bond` / `_geom_angle` tables are + deferred to a separate feature. +- The structure view auto-detects the host's dark/light theme (reusing + the project's existing `is_dark()` detection) and adapts its + background and annotation colours, mirroring how the Plotly chart + engine switches templates; element colours still come from the + selected colour scheme. +- The scene builder must expose occupancy splitting, anisotropic ADP, + and magnetic moments. Where the current structure model lacks a field + (magnetic moments are not in `atom_sites`/`atom_site_aniso` today), + that feature stays gated until the model provides the data. +- A pinned Three.js version becomes a bundled package asset to keep up + to date, and the HTML report embeds it under `html_offline`. +- Tutorials and public API docs gain a structure-view example. + +## Alternatives Considered + +- **Reuse the 1D chart engines (Plotly) for 3D.** Rejected: Plotly's 3D + primitives do not express ADP ellipsoids, occupancy wedges, or + crystallographic camera/axis controls cleanly. +- **Put rendering directly in easydiffraction with no scene + abstraction.** Rejected: it couples crystallography to one rendering + library and blocks the planned GUI renderer. +- **Start as a standalone `crysview` package and adopt + `easycrystallography` now.** Rejected for the first step as a + premature dependency and repo split before the design is proven; + retained as the strategic direction. +- **Server-rendered static images instead of an interactive scene.** + Rejected: it loses the interactivity (rotate, toggle, view-along) + scientists expect when inspecting a structure. + +## Open Questions + +All items below are now **resolved** so the implementation plan can be +executed autonomously; the plan records the verified data sources and +the final names. + +- **CIF tag spelling — resolved.** Project CIF: `_style.atom_shape`, + `_style.radius_model`, `_style.color_scheme`, + `_style.adp_probability`, and `_view.type` / `_view.show_labels` / + `_view.show_moments` / `_view.range_a|b|c`. These are project-internal + app/settings tags (`_view.type` follows the Display-UX `_chart.type` / + `_table.type` precedent); the radii and colours are a bundled + element-database asset, not CIF-serialized. +- **Per-structure bond-cutoff category — resolved (standard + `_geom.*`).** A single-record `structure.geom` category holding the + cif_core cutoffs `_geom.min_bond_distance_cutoff` (default `0.0` Å) + and `_geom.bond_distance_incr` (default `0.4` Å, documented and + tunable), in the structure datablock. A bond is drawn when + `min_bond_distance_cutoff ≤ d ≤ r_bond(i) + r_bond(j) + bond_distance_incr`, + with `r_bond` = `_atom_type.radius_bond` when present, else the + covalent radius. These are the **standard** cif_core tags (review-4 + finding 1): `_geom.min_bond_distance_cutoff` (dic 13084), + `_geom.bond_distance_incr` (dic 13044), `_atom_type.radius_bond` (dic + 25419); the earlier project-internal `_bonds.*` proposal was dropped. + The computed `_geom_bond.*` / `_geom_angle.*` loops remain reserved + for the deferred geometry tables. +- **ASCII rendering details — resolved.** A 4-bucket radius glyph ramp + (`· • ● ⬤`) and the 8/16-colour ANSI mapping the existing ascii chart + legend already uses. +- **Per-axis range boundary completion — resolved.** Version 1 draws + only atoms inside the range (borders included) and bonds only between + in-scene atoms — no out-of-range partner atoms or edge-coordination + completion. Range CIF spelling is `_view.range_a|b|c` (two numbers + each). + +## Deferred Work + +- The computed bond and angle geometry tables — the standard + `_geom_bond` and `_geom_angle` loops (atom-pair/triplet labels, + distances, angles, site-symmetry codes, standard uncertainties, + `publ_flag`) — as a separate, related feature. It reuses crysview's + symmetry-expansion and distance math and the same per-structure + `_geom` cutoffs (extended with the angle/contact increments cif_core + already defines). Version 1 draws bonds on the fly from the `_geom` + bond cutoffs and persists no geometry table. +- The Qt Quick 3D renderer for the GUI. +- Magnetic-moment fields on the structure model (a separate + magnetic-structure effort); the scene's moment-arrow primitive stays + gated until they exist. +- Extraction of a standalone `crysview` package and the + `easycrystallography` layering. +- Advanced depictions beyond atoms, bonds, and ADP surfaces, such as + coordination polyhedra. Symmetry expansion and multiple-cell views are + in scope through the per-axis range (section 3). diff --git a/docs/dev/adrs/suggestions/crysview-threejs-demo.html b/docs/dev/adrs/suggestions/crysview-threejs-demo.html new file mode 100644 index 000000000..82148ff35 --- /dev/null +++ b/docs/dev/adrs/suggestions/crysview-threejs-demo.html @@ -0,0 +1,855 @@ + + + + + + crysview — Three.js structure prototype + + + + +
+
+ +
+
+ + + + + +
+
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+ + + + + + +
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+ +
+
+ A/B (50/50) +
+
C
+
D
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+ +
+
drag = rotate
+
wheel = zoom
+
right-drag = pan
+
+ + + + From 95bacb4301e1fe1298ac8035baa2648935a3efb0 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 08:39:15 +0200 Subject: [PATCH 002/160] Add crysview-structure-visualization implementation plan --- .../plans/crysview-structure-visualization.md | 1136 +++++++++++++++++ 1 file changed, 1136 insertions(+) create mode 100644 docs/dev/plans/crysview-structure-visualization.md diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md new file mode 100644 index 000000000..a5a2f1c9f --- /dev/null +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -0,0 +1,1136 @@ +# Plan: crysview Structure Visualization + +Implementation plan for the +[`crysview-structure-visualization`](../adrs/suggestions/crysview-structure-visualization.md) +ADR. Follows [`AGENTS.md`](../../../AGENTS.md) — no deliberate +exceptions to those instructions. + +> **Context for this plan.** This is a **greenfield feature**: there is +> no prior crysview implementation on the branch. The ADR review cycle +> closed at the review-5 sentinel ("No findings. Ready to commit."), so +> the design below is settled; this plan only makes it concrete. It is a +> **single comprehensive plan** covering both shipping engines (ASCII + +> Three.js), the new `view` and `style` categories, the +> `project.display.structure()` surface, CIF persistence, Three.js +> bundling, the HTML-report structure figure, and tutorials — one +> branch, one PR — matching the slug invoked and the project precedent +> ([`project-summary-rendering`](project-summary-rendering.md) was one +> large plan). The Phase 1 steps are ordered foundation-first (scene +> model → builder → ASCII end-to-end → Three.js), so an early increment +> is already terminal-viewable before the JavaScript work begins. + +## ADR cross-reference + +- **Primary (owned) ADR:** + [`crysview-structure-visualization.md`](../adrs/suggestions/crysview-structure-visualization.md) + (Status: Proposed; ADR review cycle closed at the review-5 sentinel). + This plan **owns** the ADR — it was drafted via `/draft-adr` and is + not yet committed. `/draft-impl-1` Phase A only commits the ADR + suggestion and the plan and removes their design-phase `_review-*.md` + / `_reply-*.md` siblings — it does **not** edit + [`docs/dev/adrs/index.md`](../adrs/index.md). The **User-facing API** + index row is a normal Phase 1 step (P1.16). +- **Referenced accepted ADRs** (the design builds on these; none are + amended): + - [`display-ux.md`](../adrs/accepted/display-ux.md) — defines + `project.display` and the `pattern()` / `show_pattern_options()` + surface this plan parallels with `structure()` / + `show_structure_options()`. + - [`switchable-category-owned-selectors.md`](../adrs/accepted/switchable-category-owned-selectors.md) + and + [`switchable-category-api.md`](../adrs/accepted/switchable-category-api.md) + — the contract the new switchable `view` category follows + (`project.view` read-only attribute; `project.view.type` writable + selector; `project.view.show_supported()`; private `_swap_view` + hook, Family B engine rebind). + - [`selector-families.md`](../adrs/accepted/selector-families.md) — + `view` is a switchable-category selector (Family B), like `chart` / + `table`. + - [`enum-backed-closed-values.md`](../adrs/accepted/enum-backed-closed-values.md) + — every closed value set (`view.type`, `style.atom_shape`, + `style.radius_model`, `style.color_scheme`) is a `(str, Enum)`. + - [`factory-contracts.md`](../adrs/accepted/factory-contracts.md), + [`factory-tag-naming.md`](../adrs/accepted/factory-tag-naming.md) — + `@Factory.register` and tag-naming conventions for the new + renderer/category factories. + - [`category-owner-sections.md`](../adrs/accepted/category-owner-sections.md), + [`project-facade-and-persistence.md`](../adrs/accepted/project-facade-and-persistence.md) + — how owner-level categories persist to `project.cif`. +- No **new** ADR is required. The owned suggestion ADR is the + authoritative reference. + +## Branch and PR + +- **Recommended branch:** `crysview-structure-visualization` (flat slug, + off `develop`, per AGENTS.md §Planning). **Do not create or switch + branches** while running the shortcut — stay on the current branch; + the branch note is for when the work is eventually pushed. +- **PR target:** `develop`. +- Do not push the branch until both Phase 1 and Phase 2 review cycles + close. + +## Decisions already made + +Settled by the accepted ADR (not re-litigated here), plus three +plan-level structural choices confirmed with the author at plan start. + +### From the ADR + +- **Renderer-neutral scene + thin renderers** (§1, §2): all + crystallographic computation (symmetry expansion, + fractional→Cartesian, ADP eigendecomposition, radius/colour lookup, + bond detection, occupancy splitting) happens in a scene **builder**, + upstream of any renderer. Renderers consume a flat set of typed + Cartesian primitives carrying no rendering-library types. +- **Two shipping engines** (§2): `ascii` (terminal/headless) and + `threejs` (notebook + standalone HTML), shipping together exactly as + the `asciichartpy` and `plotly` chart engines do. Qt Quick 3D is + deferred. +- **Switchable `view` selector** (§2): `project.view.type` (`'threejs'` + default-capable / `'ascii'`), CIF `_view.type`, following the + category-owned selector contract with a private `_swap_view` Family B + rebind. No `view_type` setter, no `show_supported_view_types()`. +- **`structure()` entry point** (§3): + `project.display.structure(struct_name=...)` parallel to + `pattern(expt_name=...)`, with `include=` reusing the pattern + vocabulary (`auto`, `atoms`, `bonds`, `cell`, `axes`, `moments`, + `labels`); a companion `show_structure_options(struct_name=...)` + mirrors `show_pattern_options()`. Notebook embeds an interactive view + (IPython HTML repr); a standalone HTML file can be written to a path. +- **Per-axis fractional range** (§3): + `project.view.range = ((0,1),(0,1),(0,1))` default (full cell, + **borders included**), per-axis, non-integer allowed, validated min < + max, persisted, overridable per call. +- **Scene-atom identity rule** (§3): two generated atoms are the same + scene atom iff same atom-site row **and** fractional coordinates + coincide within `1e-4` (fractional units); keep one, drop the rest. + Border copies at 0 and 1 are distinct positions and both survive. +- **Occupancy grouping** (§3): distinct atom-site rows resolving to the + same position (within `1e-4`) group into one occupancy-wedge sphere, + each wedge proportional to occupancy. Sum < 1 → vacancy wedge; sum ≥ 1 + → normalize to sum, no vacancy wedge. The builder invents no + occupancies. +- **ASCII is the reduced-fidelity sibling** (§3, §7): always renders the + single default cell, no bonds/labels/ellipsoids/moments; announces + every 3D-only feature (including a wider `range`) through + `show_structure_options()` and at draw time, exactly as the ascii + chart engine announces Plotly-only features. +- **Styling = atom-shape mode + standard models** (§6, visual only): + `atom_shape` (`ball` | `ortep`, default `ortep`), `radius_model` + (`vdw` | `covalent` | `ionic` | `atomic`, default `covalent`), + `color_scheme` (`jmol` | `vesta` | …, default `jmol`), + `adp_probability` (fraction in open interval (0,1), default `0.5`, + ortep-only). All enum-backed and CIF-persisted to the project CIF; + `project.style.show_supported()` lists accepted values. Bond cutoffs + are **not** here — they are a per-structure property (see below). +- **Bundled element database** (§6): one package asset (not + CIF-serialized) carrying, per element, the `vdw` / `covalent` / + `ionic` (representative Shannon) / `atomic` radii and the `jmol` / + `vesta` colour palettes, each with documented provenance. `covalent` + is the default model because it needs no charge and is fully + populated. An element missing an entry for the selected model falls + back to its covalent radius; `show_structure_options()` reports the + substitution rather than failing. +- **Bond cutoffs are per-structure, not styling** (§6, §8): bond + generation uses the standard cif_core `_geom` cutoffs + (`_geom.min_bond_distance_cutoff`, `_geom.bond_distance_incr`) plus a + per-type bonding radius (`_atom_type.radius_bond`, covalent by + default), on the structure and persisted in the structure CIF — + independent of the display `radius_model`. Version 1 draws bonds on + the fly; the full computed `_geom_bond` / `_geom_angle` tables are + deferred. +- **Dark/light theme is auto-detected** (§6): the view reuses the + project's `is_dark()` detection (mirroring the Plotly engine's + `plotly_dark`/`plotly_white` switch) to theme the canvas + + annotations; element colours still come from the chosen scheme. Not + persisted. +- **Pinned, bundled Three.js** (§5): `three@0.160.0` + `OrbitControls` + + `CSS2DRenderer` ship as **vendored static assets**, embedded inline + for the notebook and standalone HTML (autonomous, no network), and + embedded vs linked in the HTML report under the report's existing + `html_offline` flag — the same switch that already governs + Plotly/MathJax. +- **Visibility precedence** (§8): explicit `include=(...)` tuple wins + outright (ignores persisted `_view.show_*`); `include='auto'` resolves + each feature from data-availability → persisted flag (only + `show_labels` off, `show_moments` on-where-data) → built-in default; + unsupported options are skipped and announced, never errored; live + modebar toggles are runtime-only and never rewrite persisted state. +- **Moments stay gated** (§3, Deferred Work): the scene model carries a + moment-arrow primitive, but the builder never emits it because the + structure model has no moment fields today; `show_moments` is inert + and `show_structure_options()` reports `moments` unavailable. + +### Plan-level structural choices (confirmed at plan start) + +- **Single comprehensive plan / one PR** (vs. a foundation-first split): + ASCII and Three.js land together on one branch. The step order is + still foundation-first so the ASCII path is end-to-end before any JS + work. +- **Dedicated cohesive subpackage** (ADR §4): the viewer subsystem lives + under `src/easydiffraction/display/structure/` with a `renderers/` + subpackage, keeping the renderer-neutral scene model + renderers + together as a future extraction unit (`crysview`). The **scene model** + (`scene.py`) imports nothing from easydiffraction domain code; the + **builder** (`builder.py`) is the easydiffraction-specific adapter. + The name `display/structure/` is **fixed by ADR §4** and used verbatim + by every Phase 1 step and Phase 2 test path below — it is **not** an + open question. It does not collide with `datablocks/structure/`: the + two live under different parents (`easydiffraction.display.structure` + vs `easydiffraction.datablocks.structure.categories`), so there is no + import ambiguity, and the rename candidate is dropped. +- **Crystallographic math centralized**: the new orthogonalization + (fractional→Cartesian) and ADP-tensor eigendecomposition helpers are + added to `src/easydiffraction/crystallography/crystallography.py` + (where symmetry-operation parsing and ADP-constraint math already + live), and the existing symmetry-op generator + (`_get_general_position_ops`) is reused (promoted to a public entry + point if needed). The display builder stays a thin adapter. + +## Open questions — all resolved for autonomous implementation + +These were open during drafting and are now **resolved** (clarified with +the author), so `/draft-impl-1` can run Phase 1 with **no +stop-and-ask**. Each item records the final decision; the data sources +below were verified reachable (HTTP 200). + +- **Exact CIF tag spelling for `style`, `view`, and `geom`** (ADR Open + Question 1) — **Resolved (final).** Project CIF: `_style.atom_shape`, + `_style.radius_model`, `_style.color_scheme`, + `_style.adp_probability`, and `_view.type`, `_view.show_labels`, + `_view.show_moments`, plus the range as `_view.range_a`, + `_view.range_b`, `_view.range_c` (two numbers each, e.g. + `_view.range_a 0 1`). Structure CIF (per-structure): the **standard + cif_core** bond cutoffs `_geom.min_bond_distance_cutoff` (default + `0.0`) and `_geom.bond_distance_incr` (default `0.4`), plus the + per-type bonding radius `_atom_type.radius_bond` when present (P1.11). + `_view.type` follows the Display-UX ADR (`_chart.type` / + `_table.type`); `_style.*` and `_view.*` are project-internal + app/settings tags; the bond cutoffs use the standard `_geom.*` + category `cif_core.dic` defines (`_geom.min_bond_distance_cutoff` dic + 13084, `_geom.bond_distance_incr` dic 13044), while the computed + `_geom_bond.*` / `_geom_angle.*` loops are a separate, deferred + concern. No further confirmation needed during implementation. +- **ASCII rendering details** (ADR Open Question 2) — **Resolved (final + for v1).** A **4-bucket** radius glyph ramp `· • ● ⬤`, and the **8/16 + colour ANSI** mapping the existing ascii chart legend already uses + (`display/plotters/ascii.py`), reused verbatim. Implementers may + fine-tune glyph/colour choices against a terminal, but the ramp size + and the ANSI palette are fixed — no design decision remains. +- **Range boundary completion** (ADR Open Question 3) — **Resolved + (final for v1).** The scene contains only atoms whose fractional + coordinates fall inside the range (borders included); bonds are drawn + **only between atoms already in the scene**, so no partner atoms + outside the range are generated and no edge-coordination completion is + attempted in v1. (Boundary completion can be revisited in a later + version.) +- **Three.js asset acquisition** — **Resolved (URLs verified, HTTP + 200).** Fetch and vendor these exact pinned files in P1.13 (network + needed for that step only), recording the URLs + version (MIT) in the + vendored `LICENSES.md`: + - `https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js` + - `https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/controls/OrbitControls.js` + - `https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/renderers/CSS2DRenderer.js` + These are **static JS assets, not a Python dependency**, so no + `pyproject.toml` change is required (and none is pre-approved). +- **Plain-category base for `style`.** Resolved: model `Style` on + `project/categories/verbosity/` (and `info` / `publication` / + `report`), which are the existing plain (non-switchable) categories + with the `default.py` + `factory.py` shape — `Verbosity(CategoryItem)` + registers via `@VerbosityFactory.register`, derives from + `CategoryItem` only (no `SwitchableCategoryBase`), and uses + enum-backed `StringDescriptor`s with a `MembershipValidator` and a + getter/setter property per setting. `project/categories/rendering/` + has no `default.py` / `factory.py`, so it is **not** a usable template + and is dropped as a model. +- **Element data provenance** — **Resolved.** Covalent + vdW radii and + Jmol colours from EasyDiffractionBeta `Tables.py` (BSD-3-Clause). + Ionic (Shannon) from pymatgen `Shannon_Radii.csv`, atomic from + pymatgen `radii.csv`, VESTA colours from pymatgen + `ElementColorSchemes.yaml` (all MIT, verified reachable). Shannon + representative selection and full URLs are pinned in P1.4. Each + value's source is recorded in `LICENSES.md`. + +## Concrete files likely to change + +**New viewer subsystem (`display/structure/`):** + +- `src/easydiffraction/display/structure/__init__.py` (new — package + docstring; no `__all__`, explicit imports per AGENTS.md). +- `src/easydiffraction/display/structure/enums.py` (new — + `ViewerEngineEnum`, `AtomShapeEnum`, `RadiusModelEnum`, + `ColorSchemeEnum`, each `(str, Enum)` with a `default()` classmethod, + modelled on `src/easydiffraction/display/plotting.py:50` + `PlotterEngineEnum`). +- `src/easydiffraction/display/structure/scene.py` (new — frozen + dataclasses for the renderer-neutral primitives + `StructureScene` + container; **no easydiffraction-domain imports**). +- `src/easydiffraction/display/structure/builder.py` (new — + `build_scene(...)`, the easydiffraction adapter reading structure + categories and calling the crystallography helpers). +- `src/easydiffraction/display/structure/assets/elements.py` (new — the + extended per-element database: `vdw`/`covalent`/`ionic`/`atomic` + radii + `jmol`/`vesta` palettes, seeded from EasyDiffractionBeta + `Tables.py`). +- `src/easydiffraction/display/structure/assets/radii.py` (new — + `radius_for(element, model)` lookup over the database, covalent + fallback). +- `src/easydiffraction/display/structure/assets/colors.py` (new — + `color_for(element, scheme)` + a/b/c axis colours + theme-dependent + canvas/annotation colours). +- `src/easydiffraction/display/structure/assets/LICENSES.md` (new — + per-source provenance/licence for the vendored element data). +- `src/easydiffraction/display/structure/viewing.py` (new — + `Viewer(RendererBase)` facade + `ViewerFactory(RendererFactoryBase)`, + modelled on `src/easydiffraction/display/plotting.py` `PlotterFactory` + and `src/easydiffraction/display/tables.py` `TableRendererFactory`). +- `src/easydiffraction/display/structure/renderers/__init__.py` (new). +- `src/easydiffraction/display/structure/renderers/base.py` (new — + `StructureRendererBase(ABC)`). +- `src/easydiffraction/display/structure/renderers/ascii.py` (new — + `AsciiStructureRenderer`, `@ViewerFactory.register`). +- `src/easydiffraction/display/structure/renderers/threejs.py` (new — + `ThreeJsStructureRenderer`, `@ViewerFactory.register`). +- `src/easydiffraction/display/structure/renderers/vendor/threejs/` (new + — vendored `three.module.js`, `OrbitControls.js`, `CSS2DRenderer.js` + + `LICENSES.md`). +- `src/easydiffraction/display/structure/templates/structure.html.j2` + (new — the Three.js HTML/JS shell; mirrors + `report/templates/html/report.html.j2`'s offline/online asset switch). + +**Core validation (exclusive-bound support for `adp_probability`):** + +- `src/easydiffraction/core/validation.py` (existing — extend + `RangeValidator` (`core/validation.py:169`) with optional exclusive + `gt` / `lt` bounds so a value can be validated in the **open** + interval `(0, 1)`; the current `ge` / `le` inclusive bounds stay + unchanged and default to ±∞, so every existing caller is unaffected). + Needed because the only numeric validator today is inclusive-only and + cannot reject `0.0` / `1.0` for `adp_probability` (ADR §6). + +**New project categories:** + +- `src/easydiffraction/project/categories/view/__init__.py`, + `default.py`, `factory.py` (new — + `View(CategoryItem, SwitchableCategoryBase)`, + `ViewFactory(FactoryBase)`, modelled on + `src/easydiffraction/project/categories/chart/`). +- `src/easydiffraction/project/categories/style/__init__.py`, + `default.py`, `factory.py` (new — `Style` plain category + + `StyleFactory`, modelled on the existing plain category under + `src/easydiffraction/project/categories/verbosity/`). + +**New per-structure datablock category (bond cutoffs):** + +- `src/easydiffraction/datablocks/structure/categories/geom/__init__.py`, + `default.py`, `factory.py` (new — `Geom` single-record `CategoryItem` + with `min_bond_distance_cutoff` / `bond_distance_incr`, modelled on + the structure `cell` / `space_group` categories; standard CIF + `_geom.*` in the structure datablock). +- `src/easydiffraction/datablocks/structure/item/base.py` (existing — + add the `geom` category to `Structure`, mirroring how `cell` / + `atom_sites` are owned). + +**Crystallography helpers:** + +- `src/easydiffraction/crystallography/crystallography.py` (existing — + add public `orthogonalization_matrix(a,b,c,alpha,beta,gamma)`, + `fractional_to_cartesian(...)`, `adp_principal_axes(tensor)` + (eigendecomposition → semi-axis lengths + orientation); reuse / + promote `_get_general_position_ops` for symmetry expansion). +- `src/easydiffraction/crystallography/__init__.py` (existing — export + any newly public helpers per the explicit-`__init__` rule). + +**Project wiring + persistence:** + +- `src/easydiffraction/project/project.py` (existing — add `view` / + `style` read-only properties and the private `_swap_view` hook, + mirroring `_swap_chart` at `project.py:238`). +- `src/easydiffraction/project/project_config.py` (existing — import + + instantiate `ViewFactory` / `StyleFactory` defaults, mirroring the + chart/table wiring at `project_config.py:36`). +- The CIF read-side hook that restores chart/table (in + `project_config.py` / the project-config CIF deserializer) — extend to + restore `_view.*` / `_style.*` (mirrors the chart `from_cif` at + `project/categories/chart/default.py:94`). + +**Display facade:** + +- `src/easydiffraction/project/display.py` (existing — add + `structure(struct_name=..., include='auto', range=None, path=None)` + and `show_structure_options(struct_name=...)` to the class that backs + `project.display` and already owns `pattern()` / + `show_pattern_options()`; add the structure `include`-option + descriptions alongside `_PATTERN_OPTION_DESCRIPTIONS`). + +**HTML report integration:** + +- `src/easydiffraction/report/html_renderer.py` (existing — embed the + structure figure honoring `html_offline`, mirroring the Plotly/MathJax + offline path at `html_renderer.py:170` and the MathJax copy at + `_copy_mathjax`). +- `src/easydiffraction/report/templates/html/report.html.j2` (existing — + optional structure-figure block under the same `html_offline` switch). + +**Packaging + lint/coverage excludes (vendored assets):** + +- `pyproject.toml` (existing — add the new vendored Three.js path to the + `[tool.ruff]`, `[tool.coverage.run]`, `[tool.interrogate]`, pydoclint, + and format-docstring `exclude` lists, mirroring the existing + `report/templates/html/vendor` entries; confirm hatchling's wheel + packaging ships the new `display/structure/renderers/vendor/` and + `display/structure/templates/` subtrees, adding a `force-include` rule + only if the defaults miss them). +- `THIRD_PARTY_LICENSES.md` (existing at repo root — add the Three.js + entry and the element-data provenance entry). + +**ADR index + ADR promotion (handled by `/draft-impl-1` Phase A / +P1.16):** + +- `docs/dev/adrs/index.md` (existing — add a **User-facing API** row for + the crysview ADR). +- `docs/dev/adrs/suggestions/crysview-structure-visualization.md` + (committed by `/draft-impl-1` Phase A; its `_review-*` / `_reply-*` + siblings removed there). + +**Tutorials and docs:** + +- `docs/docs/tutorials/*.py` (existing — add a structure-view example to + a representative tutorial; regenerate notebooks via + `pixi run notebook-prepare`). +- `docs/docs/tutorials/*.ipynb` (regenerated artefacts). +- `docs/docs/user-guide/` and `docs/docs/api-reference/` (existing — add + `project.display.structure()`, `project.view`, `project.style` + reference + a short user-guide section). + +## Commit discipline + +When an AI agent follows this plan, **every completed Phase 1 +implementation step must be staged with explicit paths and committed +locally before moving to the next implementation step or the Phase 1 +review gate.** Follow the rules in [`AGENTS.md`](../../../AGENTS.md) → +**Commits**. Keep commits atomic, single-purpose, and aligned with the +plan steps. Stage only the files a step enumerates; do not include +generated artifacts (project directories, data CIFs, benchmark CSVs, +built wheels) unless a step explicitly produces them — see **Workflow** +in [`AGENTS.md`](../../../AGENTS.md) for the generated-artifact +exceptions. + +## Implementation steps (Phase 1) + +Ordered foundation-first: the scene model, builder, and ASCII engine +reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). + +- [ ] **P1.1 — Add viewer + styling enums** + - Files: new `src/easydiffraction/display/structure/__init__.py`, + `src/easydiffraction/display/structure/enums.py`. + - Define four `(str, Enum)` classes per the Enum-Backed Closed Values + ADR, each with a `default()` classmethod (model on + `PlotterEngineEnum` at `display/plotting.py:50`): + - `ViewerEngineEnum`: `ASCII = 'ascii'`, `THREEJS = 'threejs'` + (default `THREEJS` — the rich engine, matching `chart`'s + default-to-rich-engine precedent and the ADR §8 persisted example + `_view.type threejs`). `project.view.type` therefore defaults to + `threejs`; see P1.9 and the headless note there. + - `AtomShapeEnum`: `BALL = 'ball'`, `ORTEP = 'ortep'` (default + `ORTEP`). + - `RadiusModelEnum`: `VDW = 'vdw'`, `COVALENT = 'covalent'`, + `IONIC = 'ionic'`, `ATOMIC = 'atomic'` (default `COVALENT` — the + charge-free model with complete per-element data). + - `ColorSchemeEnum`: `JMOL = 'jmol'`, `VESTA = 'vesta'` (default + `JMOL`). + - `__init__.py`: package docstring only; explicit imports added as + later steps land modules (no `__all__`). + - Commit: `Add crysview viewer and styling enums`. + +- [ ] **P1.2 — Add the renderer-neutral scene model** + - Files: new `src/easydiffraction/display/structure/scene.py`. + - `@dataclass(frozen=True, slots=True)` primitives in Cartesian space, + carrying only stdlib / numpy / RGB-tuple types — **no + easydiffraction-domain imports** (extraction constraint, ADR §4): + - `AtomSphere` (centre, radius, colour, label). + - `OccupancyWedgeSphere` (centre, radius, ordered + `(fraction, colour)` wedges incl. an optional vacancy wedge, + label). + - `AdpEllipsoid` (centre, semi-axis lengths, orientation + matrix/quaternion, colour, label). + - `Bond` (two endpoints, two colours split at midpoint). + - `MomentArrow` (origin, vector, colour) — **defined but never + emitted in version 1** (gated, ADR §1 + Deferred Work). It still + carries a numpy-style docstring like every other primitive (so + `interrogate` passes) and is exercised by a direct construction + test in Phase 2 (so it is not a coverage gap despite the builder + never emitting it). + - `CellEdges` (the 12 edges, as Cartesian segment endpoints). + - `AxisTriad` (a/b/c arrow vectors + per-axis colours + letters). + - `TextLabel` (anchor, text). + - `StructureScene` — the flat container holding lists of the above + plus the cell basis used for projection. + - Numpy-style docstrings ≤72-char summaries on every public class. + - Commit: `Add renderer-neutral structure scene model`. + +- [ ] **P1.3 — Add crystallographic geometry helpers** + - Files: existing + `src/easydiffraction/crystallography/crystallography.py`, + `src/easydiffraction/crystallography/__init__.py`. + - Add public helpers (centralized math decision): + - `orthogonalization_matrix(a, b, c, alpha, beta, gamma) -> np.ndarray` + — the 3×3 fractional→Cartesian matrix from cell parameters + (standard crystallographic convention; document the chosen axis + setting). + - `fractional_to_cartesian(frac, matrix) -> np.ndarray`. + - `adp_principal_axes(tensor) -> tuple[np.ndarray, np.ndarray]` — + eigendecomposition (`numpy.linalg.eigh`) of a symmetric 3×3 ADP + tensor returning semi-axis lengths + orientation; document the + U-vs-B and Cartesian-vs-crystal convention used. + - A public symmetry-expansion entry point reusing the existing + `_get_general_position_ops` / `_parse_rotation_matrix` + (`crystallography.py:399`, `:350`) — either promote + `_get_general_position_ops` to public or add a thin public wrapper + that yields `(rotation, translation)` ops for a space group. + - Export any newly public helpers from `crystallography/__init__.py`. + - Commit: `Add orthogonalization and ADP eigendecomposition helpers`. + +- [ ] **P1.4 — Build the extended element database (radii + colours)** + - Files: new + `src/easydiffraction/display/structure/assets/__init__.py`, + `assets/elements.py` (or a vendored data file + loader), + `assets/radii.py`, `assets/colors.py`, `assets/LICENSES.md`. + - Build **one extended per-element database** as a package asset (not + CIF-serialized), complete for the elements EasyDiffraction handles, + carrying for each element the four radii (`vdw`, `covalent`, `ionic` + representative Shannon at a documented default oxidation + state/coordination, `atomic`) and the `jmol`/CPK and `vesta` colour + palettes, every value tagged with its provenance. + - **Seed from our own prior data, then extend from verified sources.** + EasyDiffractionBeta's `easyDiffractionApp/Logic/Tables.py` + `PERIODIC_TABLE` (BSD-3-Clause, our project) provides the Jmol/CPK + `color` and the `covalent` and `vdW` radii per element — reuse + verbatim with provenance. Fetch the remaining values from + **pymatgen** (MIT; each URL verified reachable, HTTP 200), + **extracting the data values, not adding a runtime dependency**. Raw + URLs under + `https://raw.githubusercontent.com/materialsproject/pymatgen/master/`: + - **Ionic (Shannon)** radii → + `dev_scripts/periodic_table_resources/Shannon_Radii.csv` (columns + `Element, Charge, Coordination, Spin State, Crystal Radius, Ionic Radius`; + original: R. D. Shannon, Acta Cryst. (1976) A32, 751). + - **Atomic** radii → + `dev_scripts/periodic_table_resources/radii.csv` (`Atomic radius` + column; `Van der waals radius` there is a cross-check of the + seed). + - **VESTA** (and Jmol cross-check) colours → + `src/pymatgen/vis/ElementColorSchemes.yaml` (`Jmol:` / `VESTA:` + RGB maps; VESTA original: Momma & Izumi, J. Appl. Cryst. 2011). + Cite each pymatgen file URL **and** the primary scientific + reference in `LICENSES.md`. **Network access is needed for this + step** to fetch these. + - **Shannon representative-radius policy (deterministic, + reproducible).** The atom-site model carries only an element symbol, + so pick exactly one Shannon row per element by a fixed rule: + **charge** = the element's main oxidation state from pymatgen + `dev_scripts/periodic_table_resources/oxidation_states.yaml` (same + repo/raw-URL base, verified reachable HTTP 200; take its first + listed positive state, falling back to the first listed state); + **coordination** = `VI` (else the lowest coordination present if + `VI` is absent); **spin** = high-spin where a spin state is listed; + take the `Ionic Radius` column. If no Shannon row matches the chosen + charge, fall back to that element's covalent radius (the + `substituted` flag). Record the chosen `(charge, coordination)` per + element in `LICENSES.md`. Ionic is not the default model, so this + only applies when the user selects `radius_model = 'ionic'`. + - `radii.py`: `radius_for(element, model) -> tuple[float, bool]` + lookup returning the radius and a `substituted` flag; a miss for the + selected model (e.g. an element with no ionic entry) falls back to + **covalent** (the default model, always populated), surfaced by + `show_structure_options()` per ADR §6. + - `colors.py`: `color_for(element, scheme) -> RGB` for `jmol` / + `vesta`, plus the a/b/c axis colours the scene gives every engine, + plus the theme-dependent canvas/annotation colours the renderers + read from `is_dark()` (P1.14). + - `assets/LICENSES.md`: per-source provenance + licence (Tables.py + seed; Shannon ionic; atomic; VESTA), no hand-guessed values. + - Commit: `Add extended element database for radii and colours`. + +- [ ] **P1.5 — Add the scene builder** + - Files: new `src/easydiffraction/display/structure/builder.py`. + - `build_scene(structure, *, style, view_range, features) -> StructureScene`, + the easydiffraction adapter. **`features` is the already-resolved + concrete set of primitives to emit (e.g. + `frozenset({'atoms', 'bonds', 'cell', 'axes'})`), never the raw + `'auto'` request** — the builder only decides which primitive lists + to populate and **never re-implements ADR §8 precedence** (that is + the facade's job, P1.12): + - Read cell (`cell.length_a…angle_gamma`), atom sites (`atom_sites`: + label, `type_symbol`, `fract_x/y/z`, `occupancy`, `adp_iso`, + `adp_type`), anisotropic ADP (`atom_site_aniso.adp_11…adp_23`), + and the space group (`space_group.name_h_m`, + `it_coordinate_system_code`). + - **Symmetry expansion** over `view_range` using the P1.3 ops; keep + every generated copy whose fractional coords fall in the per-axis + range, **borders included**. + - **Scene-atom identity dedup**: same atom-site row + coords within + `1e-4` → keep one (ADR §3). + - **Occupancy grouping**: distinct rows at the same position (within + `1e-4`) → one `OccupancyWedgeSphere` with proportional wedges; sum + < 1 → vacancy wedge; sum ≥ 1 → normalize (ADR §3). + - **fractional→Cartesian** via P1.3. + - **Atom shape** (style.atom*shape): `ortep` → `AdpEllipsoid` from + `adp_principal_axes` scaled to `adp_probability` (anisotropic) or + a radius-model sphere (isotropic / no ADP); `ball` → radius-model + sphere always. The display radius model sets sphere \_size* only — + it does **not** drive bond detection (bonds use the `_geom` + cutoffs below). + - **Bonds**: between in-scene atoms whose separation `d` satisfies + the standard cif_core `_geom` auto-bonding rule (P1.11) — + `geom.min_bond_distance_cutoff ≤ d ≤ r_bond(A) + r_bond(B) + geom.bond_distance_incr`, + where `r_bond` is `_atom_type.radius_bond` when the structure + carries it, else the element's covalent radius from the bundled DB + (P1.4). Split-coloured at midpoint; only atoms already in the + scene (no out-of-range partners, see Open Questions). The builder + reads the cutoffs from `structure.geom`, like cell/atom data — + they are not styling and are independent of the display + `radius_model`. + - **Cell edges + axis triad + labels** always built; **moments never + emitted** (gated). + - **Single source of truth for visibility.** The builder receives the + facade-resolved `features` set and populates exactly those primitive + lists — it does not see `'auto'`, persisted `show_*` flags, or the + `include=` request, so ADR §8 precedence lives only in the facade + (P1.12). + - **Data-availability probe (same module).** Add + `structure_feature_availability(structure, *, style) -> FeatureAvailability` + — a lightweight read of the structure (no full scene build) + reporting, per feature, whether the data exists (e.g. `moments` + always absent in version 1; `bonds`/`axes`/`cell` always available; + `labels` always available) **plus** the ionic→covalent radius + substitutions the chosen `radius_model` would trigger. The builder + is the only place that reads the structure, so this probe is the one + source both the facade's `'auto'` resolution **and** + `show_structure_options()` (P1.12) call; neither re-reads the + structure for availability. + - Commit: `Add structure scene builder`. + +- [ ] **P1.6 — Add base + ASCII structure renderer** + - Files: new + `src/easydiffraction/display/structure/renderers/__init__.py`, + `renderers/base.py`, `renderers/ascii.py`. + - `StructureRendererBase(ABC)`: abstract `render(scene, *, features)` + contract (the content-resolved feature set from the facade, per + P1.12) and a `supported_features()` capability hook with two + distinct readers: (a) the **renderer** uses it to filter the passed + `features` set and announce + skip what it cannot draw (the + render-time owner, per P1.12); (b) the **facade** queries it **only + to preview** availability through `show_structure_options()` — the + facade never intersects or drops features itself. + - **Registration import point (AGENTS.md §Architecture).** + `renderers/__init__.py` explicitly imports the concrete renderer + class — `AsciiStructureRenderer` now, `ThreeJsStructureRenderer` in + P1.14 — so the package `__init__.py` is the single import point per + the convention, **not** an import side-effect in `viewing.py`. At + this step `ViewerFactory` does not exist yet (it lands in P1.7), so + `AsciiStructureRenderer` carries **no** decorator and importing the + package registers nothing yet. P1.7 attaches + `@ViewerFactory.register` once the factory exists, and that is when + importing the package triggers registration. + - `AsciiStructureRenderer` (ADR §7), the reduced-fidelity sibling: + - Project the scene's Cartesian atom centres + cell edges onto a + plane (longest in-plane axis horizontal, shortest vertical, middle + axis = viewing direction). + - Draw the cell as a schematic parallelogram using the asciichartpy + glyph set (`│ ╭ ╮ ╯ ╰ ─`); add a **row-major gap-free line + helper** generalizing the existing asciichartpy connector used by + `display/plotters/ascii.py` (column-major) so near-vertical + slanted edges rasterize. + - Atoms as colour-by-element Unicode circles on a radius-bucketed + glyph ramp; axis arrows tinted with the a/b/c scheme colours + (nearest terminal colour, reset after); a colour-tinted legend. + - Always one default cell; **announce** any 3D-only request (bonds, + labels, ellipsoids, moments, multi-cell/margin `range`) and skip + it, mirroring the ascii chart engine. + - Renderer is developed against a hand-built `StructureScene`, so it + is testable before the facade exists. + - Commit: `Add ASCII structure renderer`. + +- [ ] **P1.7 — Add the Viewer facade + factory; register ASCII** + - Files: new `src/easydiffraction/display/structure/viewing.py`; + update `display/structure/renderers/ascii.py` with + `@ViewerFactory.register`; update `display/structure/__init__.py`. + - `ViewerFactory(RendererFactoryBase)` + `Viewer(RendererBase)` + modelled on `PlotterFactory` / `Plotter` + (`display/plotting.py:5980`) and `TableRendererFactory` / + `TableRenderer` (`display/tables.py:142`): a `_registry()` of + `{engine: {'description', 'class'}}`, `descriptions()`, and the + active-engine binding the `_swap_view` hook rebinds. Add the + `@ViewerFactory.register` decorator to `AsciiStructureRenderer` in + this step (the factory now exists). + - **Registration wiring (AGENTS.md §Architecture).** + `display/structure/__init__.py` explicitly imports the `renderers` + package (which imports the concrete renderer classes, P1.6) **and** + `Viewer` / `ViewerFactory` from `viewing.py`, so importing the + `display.structure` package triggers every + `@ViewerFactory.register`. `viewing.py` itself does **not** import + the renderer modules (that would create an import cycle, since the + renderers import `ViewerFactory` for the decorator) — the package + `__init__.py` is the single import point, exactly as the + registration convention requires. + - Commit: `Add Viewer facade and factory with ASCII engine`. + +- [ ] **P1.8 — Add the plain `style` category** + - Files: existing `src/easydiffraction/core/validation.py`; new + `src/easydiffraction/project/categories/style/__init__.py`, + `default.py`, `factory.py`. + - **First, enable open-interval validation.** Extend `RangeValidator` + (`core/validation.py:169`) with optional exclusive `gt` / `lt` + bounds alongside the existing inclusive `ge` / `le` (all four + default to ±∞, so existing callers are unchanged): a value passes + when `ge <= value <= le` **and** `gt < value < lt`. Update the + docstring and `Diagnostics.range_mismatch` reporting to name + whichever bound was violated. This is bundled into P1.8's single + commit because it is the enabling prerequisite for + `adp_probability`; the validator change ships with the only caller + that needs it. (Its dedicated unit test is a Phase 2 item.) + - `Style` plain category (model on `project/categories/verbosity/`, + the plain-category-with-factory shape — `Verbosity(CategoryItem)` + + `@VerbosityFactory.register`, no `SwitchableCategoryBase`, + enum-backed `StringDescriptor`s with a `MembershipValidator` and a + getter/setter per setting) with descriptors validated on assignment: + `atom_shape` (`AtomShapeEnum`), `radius_model` (`RadiusModelEnum`), + `color_scheme` (`ColorSchemeEnum`), and `adp_probability` (float + validated in the **open** interval `(0, 1)` via the extended + `RangeValidator` with `gt=0.0, lt=1.0`). Bond cutoffs are **not** + here — they are a per-structure property (P1.11). CIF tags + `_style.*` (see Open Questions). `show_supported()` lists accepted + values for every styling setting (ADR §6). No factory-swapped + `type`. + - Register `Style` in `project/categories/style/__init__.py`. + - Commit: `Add style category for structure view styling`. + +- [ ] **P1.9 — Add the switchable `view` category** + - Files: new + `src/easydiffraction/project/categories/view/__init__.py`, + `default.py`, `factory.py`. + - `View(CategoryItem, SwitchableCategoryBase)` modelled on `Chart` + (`project/categories/chart/default.py`): `_category_code='view'`, + `_owner_attr_name='view'`, `_swap_method_name='_swap_view'`; a + `type` `StringDescriptor` with CIF `_view.type` validated against + `ViewerEngineEnum` + `ViewerFactory.descriptions()` and **defaulting + to `ViewerEngineEnum.default()` (`threejs`)**, matching P1.1; + `from_cif` calling `self._parent._swap_view`. Plus persisted + view-state descriptors: `show_labels` (bool, default off), + `show_moments` (bool, default on-where-data), and the per-axis + `range` as `_view.range_a/b/c` (two-number min/max each, validated + min < max). `show_supported()` lists engines. + - **Headless implication of the `threejs` default.** With `threejs` + default, `project.display.structure(...)` returns/writes an HTML + string and needs **no browser**, so it runs unattended in CI, + `script-tests`, and notebooks out of the box. The + terminal/CLI/headless `ascii` engine the ADR §2 names is opt-in via + `project.view.type = 'ascii'`. The P1.16 tutorial and the Phase 2 + script-test coverage item therefore exercise **both** paths: the + default `threejs` HTML emission and an explicit + `view.type = 'ascii'` terminal render (see the Phase 2 "Integration + / script-test coverage" item). + - Register `View` in `project/categories/view/__init__.py`. + - Commit: `Add switchable view category for renderer selection`. + +- [ ] **P1.10 — Wire `project.view` / `project.style` + CIF + persistence** + - Files: existing `src/easydiffraction/project/project.py`, + `src/easydiffraction/project/project_config.py` (+ the + project-config CIF deserializer hook). + - Add read-only `view` / `style` properties on `Project` (mirror + `chart` / `table` at `project.py:315`) and the private `_swap_view` + hook (mirror `_swap_chart` at `project.py:238`) that rebinds the + active `Viewer` engine. + - Instantiate `ViewFactory` / `StyleFactory` defaults in + `project_config.py` (mirror `project_config.py:36`) and extend the + CIF read side to restore `_view.*` / `_style.*` (mirror the chart + `from_cif`). + - Round-trip check is deferred to the Phase 2 tests; this step only + wires the surfaces. + - Commit: `Wire project.view and project.style with CIF persistence`. + +- [ ] **P1.11 — Add the per-structure `geom` bond-cutoff category** + - Files: new + `src/easydiffraction/datablocks/structure/categories/geom/__init__.py`, + `default.py`, `factory.py`; existing + `src/easydiffraction/datablocks/structure/item/base.py` (add the + category to `Structure`). + - `Geom` per-structure category — a **single-record `CategoryItem`** + (model on `cell` / `space_group`, not the `atom_sites` loop) holding + the standard cif_core bond-generation cutoffs: + - `min_bond_distance_cutoff` (float Å, default `0.0`) — CIF + `_geom.min_bond_distance_cutoff`. + - `bond_distance_incr` (float Å, default `0.4`, documented and + tunable) — CIF `_geom.bond_distance_incr`. A bond forms between + two in-scene atoms when + `min_bond_distance_cutoff ≤ d ≤ r_bond(A) + r_bond(B) + bond_distance_incr`, + where `r_bond` is `_atom_type.radius_bond` when the structure + carries it, else the element's covalent radius from the bundled DB + (P1.4); version 1 has no `_atom_type` category, so covalent is + used. Both tags are the **standard** `cif_core.dic` definitions + (`_geom.min_bond_distance_cutoff`, `_geom.bond_distance_incr`) and + always serialize in the **structure datablock**. + - Add `geom` to `Structure` (the `CategoryOwner` auto-discovers any + `CategoryItem` attribute) and register the concrete class in + `datablocks/structure/categories/geom/__init__.py`. + - This is the per-structure home the builder reads bond cutoffs from + (P1.5), so multi-phase projects can carry different cutoffs per + phase; the computed `_geom_bond` / `_geom_angle` loops and the + angle/contact cutoffs are deferred (ADR Deferred Work). + - Commit: `Add per-structure geom bond-cutoff category`. + +- [ ] **P1.12 — Add `display.structure()` + `show_structure_options()`** + - Files: existing `src/easydiffraction/project/display.py`. + - Add to the class backing `project.display` (owner of `pattern()` / + `show_pattern_options()`): + - `structure(struct_name, include='auto', range=None, path=None)`: + resolve the structure by name; **resolve the concrete `features` + set here** (see precedence below) by calling P1.5's + `structure_feature_availability(structure, style=project.style)`; + build the scene via + `build_scene(structure, style=project.style, view_range=, features=)` + (per-call `range` overrides the persisted `project.view.range` for + that call); render with the active `project.view` engine. + **Signature mirrors `pattern()`**: `structure(...) -> None`, + displaying directly as a side effect (notebook: `IPython.display` + of the engine's HTML; terminal: print the ASCII view); when `path` + is given, also write a standalone, self-contained HTML file + (Three.js embedded). (`pattern()` is `-> None` and displays + directly — verified in `display.py` — so no open signature + decision remains.) + - `show_structure_options(struct_name)`: mirror + `show_pattern_options()` — list each `include=` option with engine + - data support and the reason when unavailable, reading the + **same** `structure_feature_availability(...)` probe (P1.5) plus + the active engine's `supported_features()` (P1.6), so it never + re-reads the structure: ascii's 3D-only skips; `moments` until + moment fields exist; ionic→covalent radius substitutions from + P1.4. + - **Content precedence — resolved only here (ADR §8).** The facade + is the single resolver of **which features the data and flags + select**; it does **not** filter by what the engine can draw. It + resolves content in a fixed order: + 1. explicit `include=(...)` tuple → that set wins outright, + ignoring persisted `show_*`; + 2. `include='auto'` → per feature, data-availability (from the + probe) → persisted `show_*` flag where one exists → built-in + default; + 3. live modebar toggles are runtime-only and never rewrite the + resolved/persisted state. + - **Supported-feature filtering + announce/skip — the renderer's + job, not the facade's.** The content-resolved set is passed to + `build_scene(..., features=...)` and on to the active renderer; + the **renderer** is the authority on what it can draw, so it draws + the features `supported_features()` allows and **announces + + skips** any it cannot (ascii's 3D-only + bonds/labels/ellipsoids/moments/wider `range`), never erroring + (P1.6). The facade never drops features and never announces at + render time — it only queries `supported_features()` to + **preview** the same information through + `show_structure_options()`, so an unsupported feature is announced + exactly once. + - Add structure `include`-option descriptions next to + `_PATTERN_OPTION_DESCRIPTIONS`. + - End-to-end ASCII path works after this step + (`project.view.type='ascii'`). + - Commit: + `Add structure() and show_structure_options() display surface`. + +- [ ] **P1.13 — Vendor pinned Three.js assets + lint/coverage excludes** + - Files: new + `src/easydiffraction/display/structure/renderers/vendor/threejs/three.module.js`, + `OrbitControls.js`, `CSS2DRenderer.js`, and a sibling `LICENSES.md`; + existing `pyproject.toml`, `THIRD_PARTY_LICENSES.md`. + - Fetch `three@0.160.0` + the two addons from the upstream the + prototype pins; record exact source URLs + version + licence (MIT) + in the vendored `LICENSES.md`. **Network access is needed for this + step only.** + - Add the vendored path to the `exclude` lists for ruff, coverage, + interrogate, pydoclint, and format-docstring in `pyproject.toml` + (mirror the existing `report/templates/html/vendor` entries). Add + the Three.js row to `THIRD_PARTY_LICENSES.md`. + - If hatchling's defaults don't ship the new `vendor/` (and the P1.14 + `templates/`) subtree, add a `force-include` rule under + `[tool.hatch.build.targets.wheel]`. The actual `pixi run dist-build` + wheel check is a Phase 2 step. + - Commit: `Vendor pinned Three.js assets`. + +- [ ] **P1.14 — Add the Three.js structure renderer** + - Files: new + `src/easydiffraction/display/structure/renderers/threejs.py`; new + `src/easydiffraction/display/structure/templates/structure.html.j2`; + update `display/structure/renderers/__init__.py` to add the explicit + `ThreeJsStructureRenderer` import (so its `@ViewerFactory.register` + fires on package import, per the registration convention — not via a + `viewing.py` side-effect). + - `ThreeJsStructureRenderer` (`@ViewerFactory.register`): + - Serialize the `StructureScene` to JSON (primitive arrays). + - Render the HTML/JS shell from `structure.html.j2`: pinned Three.js + - `OrbitControls` + `CSS2DRenderer`, the Plotly-style modebar + (perspective/parallel toggle, view-along a/b/c, home/reset, + per-feature visibility toggles for + cell/axes/atoms/bonds/moments/ labels), shrink-wrapped legend, + hover tooltips, persistent labels, orbit/zoom/pan; **parallel + projection default**; initial visibility from the resolved + `include` (P1.12). + - **Offline-autonomous by default** for notebook + standalone HTML + (assets embedded inline, no network — what a CDN-blocked context + needs); expose an `offline`/embed switch so the HTML-report path + (P1.15) can link vs embed. + - **Dark/light theme.** Detect the host theme via the project's + `is_dark()` (`utils/_vendored` — the same call the Plotly plotter + uses to pick `plotly_dark`/`plotly_white`) and set the scene + background and the label/axis/edge colours from the + theme-dependent colours in `assets/colors.py` (P1.4); element + colours still come from the selected scheme. Auto-detected, not + persisted. + - Provide the IPython HTML representation the facade returns and the + standalone-HTML write path. + - Commit: `Add Three.js structure renderer`. + +- [ ] **P1.15 — Embed the structure figure in the HTML report** + - Files: existing `src/easydiffraction/report/html_renderer.py`, + `src/easydiffraction/report/templates/html/report.html.j2`. + - Render a structure figure into the HTML report honoring the report's + existing `html_offline` flag — embed the Three.js assets when + offline, link them otherwise — so a structure figure behaves like + the existing Plotly figures (ADR §5). Reuse the offline-copy pattern + at `html_renderer.py` `_copy_mathjax` / the `include_plotlyjs` + switch at `html_renderer.py:170`. + - Commit: `Embed structure figure in HTML report under html_offline`. + +- [ ] **P1.16 — Promote ADR index row, tutorials, and docs** + - Files: existing [`docs/dev/adrs/index.md`](../adrs/index.md); + `docs/docs/tutorials/*.py` (+ regenerated `*.ipynb`); + `docs/docs/user-guide/`, `docs/docs/api-reference/`. + - Add the **User-facing API** index row for the crysview ADR (the ADR + file itself is committed/promoted by `/draft-impl-1` Phase A). + - Add a structure-view example to a representative tutorial + (`project.view.type`, `project.style.*`, + `structure.geom.min_bond_distance_cutoff` / + `structure.geom.bond_distance_incr`, + `project.display.structure(...)`, `show_structure_options(...)`); + regenerate notebooks via `pixi run notebook-prepare` and stage the + `.py` + regenerated `.ipynb` together. + - Add `project.display.structure()` / `project.view` / `project.style` + and the per-structure `structure.geom` bond cutoffs to the API + reference and a short user-guide section. + - Commit: `Document structure view in tutorials and reference`. + +- [ ] **P1.17 — Reach Phase 1 review gate** + - No-code step. Mark every `[ ]` above as `[x]`; commit the plan-file + update alone. + - Commit: `Reach Phase 1 review gate`. + +## Test plan (Phase 2) + +Per AGENTS.md §Testing, every new module/class ships with tests; unit +tests mirror the source tree (`src/easydiffraction//.py` → +`tests/unit/easydiffraction//test_.py`) — verify with +`pixi run test-structure-check`. No network, no sleeping, no real +calculation engines, no test-ordering dependence. Vendored Three.js + +element-data assets are excluded from test-structure mirroring and +coverage (configured in P1.13). + +- [ ] **`tests/unit/easydiffraction/display/structure/test_enums.py`** + (new) — each enum's members, values, and `default()`. P1.1. +- [ ] **`tests/unit/easydiffraction/display/structure/test_scene.py`** + (new) — primitives are frozen/slotted; `StructureScene` holds the + primitive lists; the module imports **nothing** from + `easydiffraction` domain packages (assert via an import-graph + check). Includes a **direct `MomentArrow` construction test** + (build it, assert its fields) so the gated, never-emitted + primitive is covered. P1.2. +- [ ] **`tests/unit/easydiffraction/crystallography/test_crystallography.py`** + (extend) — `orthogonalization_matrix` for orthorhombic (diagonal) + and a known monoclinic/triclinic cell (compare to a hand-computed + matrix and check `|det| = unit-cell volume`); + `fractional_to_cartesian` round-trips a known site; + `adp_principal_axes` diagonalizes a known tensor to expected + semi-axes/orientation and recovers an isotropic tensor as equal + axes; the public symmetry-expansion wrapper returns the right + operation count for a known space group. P1.3. +- [ ] **`tests/unit/easydiffraction/display/structure/assets/test_radii.py`** + and **`test_colors.py`** (new) — a known element resolves to the + documented radius for each of the four models; a miss for the + selected model falls back to covalent with the `substituted` flag + set; the database is complete for the seeded covalent/vdW/Jmol + values from `Tables.py`; `jmol` and `vesta` palettes return RGB + for known elements; the a/b/c axis colours and the dark/light + canvas colours are returned. P1.4. +- [ ] **`tests/unit/easydiffraction/display/structure/test_builder.py`** + (new) — against small hand-built structures (no real engine): + - Special-position overlap collapses to one scene atom; a corner site + with the default `[0,1]³` range appears at all eight corners (border + inclusion + identity rule). P1.5. + - Two rows at one position → one occupancy-wedge sphere; sum < 1 adds + a vacancy wedge; sum ≥ 1 normalizes with no vacancy wedge. P1.5. + - `ortep` anisotropic atom → `AdpEllipsoid` scaled to + `adp_probability`; isotropic/no-ADP → sphere; `ball` → sphere + always. P1.5. + - Bonds appear only between in-scene atoms satisfying the `_geom` + auto-bonding rule + `min_bond_distance_cutoff ≤ d ≤ r_bond(A)+r_bond(B)+ bond_distance_incr` + (`r_bond` = covalent radius in v1); varying `bond_distance_incr` + adds/drops bonds; nothing below `min_bond_distance_cutoff`; no + out-of-range partner atoms are generated. P1.5. + - Moments are never emitted. P1.5. + - The builder emits exactly the primitive lists named in the passed + `features` set and reads neither `'auto'` nor persisted `show_*` + flags (precedence is the facade's job); + `structure_feature_availability(...)` reports `moments` unavailable + and flags ionic→covalent substitutions without building a scene. + P1.5. +- [ ] **`tests/unit/easydiffraction/display/structure/renderers/test_ascii.py`** + (new) — orthorhombic cell renders a rectangular parallelogram; + monoclinic renders the slanted staircase; atoms map to the + bucketed glyph ramp; a 3D-only `include` (bonds/labels/moments) + and a wider `range` are announced and skipped; legend lists + elements. P1.6. +- [ ] **`tests/unit/easydiffraction/display/structure/test_viewing.py`** + (new) — `ViewerFactory` registers `ascii` (and `threejs` after + P1.14); `descriptions()` lists them; the facade rebinds the active + engine. P1.7, P1.14. +- [ ] **`tests/unit/easydiffraction/core/test_validation.py`** (extend) + — the extended `RangeValidator` with exclusive `gt` / `lt` bounds + rejects the endpoints (`gt=0.0` rejects `0.0`, `lt=1.0` rejects + `1.0`) and accepts an interior value; a validator with only `ge` / + `le` still behaves exactly as before (no regression for existing + callers). P1.8. +- [ ] **`tests/unit/easydiffraction/project/categories/style/test_style.py`** + (new — single parent-level test if the package is only + `default.py`/`factory.py`) — enum assignment validates (bad value + raises `typeguard.TypeCheckError` / `ValueError`); + `adp_probability` accepts an interior value (e.g. `0.5`) and + **rejects both endpoints `0.0` and `1.0`** (open interval, via the + extended `RangeValidator`); `show_supported()` lists every + setting's accepted values; `_style.*` CIF round-trips. P1.8. +- [ ] **`tests/unit/easydiffraction/project/categories/view/test_view.py`** + (new) — `type` validates against `ViewerEngineEnum`; setting + `type` calls `_swap_view`; `range` rejects min ≥ max; `_view.type` + / `_view.show_*` / `_view.range_*` CIF round-trip; + `show_supported()` lists engines. P1.9. +- [ ] **`tests/unit/easydiffraction/project/test_project.py`** (extend) + — `project.view` / `project.style` are read-only attributes; + switching `project.view.type` rebinds the active engine; a saved + + reloaded project restores `_view.*` / `_style.*` identically. + P1.10. +- [ ] **`tests/unit/easydiffraction/datablocks/structure/categories/geom/test_geom.py`** + (new — single parent-level test if the package is only + `default.py`/`factory.py`) — defaults are + `min_bond_distance_cutoff = 0.0` and `bond_distance_incr = 0.4`; + both `_geom.min_bond_distance_cutoff` and + `_geom.bond_distance_incr` round-trip in the **structure** + datablock; a multi-phase project keeps independent cutoffs per + structure. P1.11. +- [ ] **`tests/unit/easydiffraction/project/test_display.py`** (extend) + — `structure()` returns the expected representation per engine; + per-call `range=` overrides the persisted range for that call + only; `include='auto'` resolves per ADR §8 (data → persisted → + default); an explicit tuple ignores persisted `show_*`; + unsupported options are skipped, never raised; + `show_structure_options()` reports support + reasons (ascii + 3D-only, moments gated, ionic→covalent substitution). P1.12. +- [ ] **`tests/unit/easydiffraction/display/structure/renderers/test_threejs.py`** + (new) — the renderer emits an HTML string containing the scene + JSON and the modebar controls; **offline** mode embeds the + Three.js asset text inline (no CDN URL), online mode links it; the + standalone write path produces a self-contained file; the resolved + dark/light theme drives the canvas/annotation colours (assert the + dark vs light background differs when `is_dark()` is + monkeypatched), while element colours stay scheme-driven. Assert + on emitted markup, not a live browser. P1.14. +- [ ] **`tests/unit/easydiffraction/report/test_html_renderer.py`** + (extend) — `html_offline=True` embeds the Three.js assets next to + / inside the report; `html_offline=False` links them; the + structure figure block appears when a structure is present. P1.15. +- [ ] **Wheel-packaging verification** — `pixi run dist-build` then + `unzip -l dist/*.whl | grep -E 'three.module.js|OrbitControls|CSS2DRenderer|structure.html.j2'` + confirms the vendored Three.js + HTML template ship in the wheel. + `dist/*.whl` is a verification artefact — do not stage it. P1.13. +- [ ] **Integration / script-test coverage** — confirm + `pixi run script-tests` exercises the tutorial that calls + `project.display.structure(...)` along **both** engine paths: the + **default `threejs`** HTML emission (no browser, runs headless in + CI) and an explicit `project.view.type = 'ascii'` terminal render. + Extend a tutorial if not. P1.16. + +Use `pixi run test-structure-check` to confirm the unit-test layout +mirrors the source tree per AGENTS.md §Testing. + +## Verification commands (Phase 2) + +Per AGENTS.md §Workflow, save any required check output with the +zsh-safe pattern. Variable names per task (never assign to `status` in +zsh — it is readonly): + +```sh +pixi run fix > /tmp/easydiffraction-fix.log 2>&1; fix_exit_code=$?; tail -n 200 /tmp/easydiffraction-fix.log; exit $fix_exit_code +pixi run check > /tmp/easydiffraction-check.log 2>&1; check_exit_code=$?; tail -n 200 /tmp/easydiffraction-check.log; exit $check_exit_code +pixi run test-structure-check > /tmp/easydiffraction-test-structure-check.log 2>&1; test_structure_check_exit_code=$?; tail -n 200 /tmp/easydiffraction-test-structure-check.log; exit $test_structure_check_exit_code +pixi run unit-tests > /tmp/easydiffraction-unit-tests.log 2>&1; unit_tests_exit_code=$?; tail -n 200 /tmp/easydiffraction-unit-tests.log; exit $unit_tests_exit_code +pixi run integration-tests > /tmp/easydiffraction-integration-tests.log 2>&1; integration_tests_exit_code=$?; tail -n 200 /tmp/easydiffraction-integration-tests.log; exit $integration_tests_exit_code +pixi run script-tests > /tmp/easydiffraction-script-tests.log 2>&1; script_tests_exit_code=$?; tail -n 200 /tmp/easydiffraction-script-tests.log; exit $script_tests_exit_code +``` + +Run in order; each must complete clean before the next. Per AGENTS.md +§Workflow: `pixi run fix` regenerates +`docs/dev/package-structure/full.md` and `short.md` automatically — +never edit those by hand. The vendored Three.js assets, the HTML +template, and the element-data assets are intentional sources (included +in commits); the built wheel under `dist/`, benchmark CSVs under +`docs/dev/benchmarking/`, and any tutorial project output under +`tmp/tutorials/` are verification artefacts — do not stage them. Lint +complexity thresholds are guardrails: if the scene builder or a renderer +trips `max-branches` / `max-statements`, refactor (extract helpers, +parameter objects) rather than raising thresholds or adding `# noqa`. + +## Suggested Pull Request + +**Title:** `[display] Interactive 3D structure view (crysview)` + +**Description:** + +Adds an interactive 3D view of the crystal structure a refinement is +adjusting — the atoms, the unit cell, the bonds, and the thermal (ADP) +ellipsoids — alongside the existing 1D pattern view. + +- **`project.display.structure('lbco')`.** A new display method, + parallel to `project.display.pattern(...)`, draws one structure. In a + Jupyter notebook it renders an interactive Three.js scene (rotate, + zoom, pan, view down a/b/c, toggle features, switch + perspective/parallel projection); in a terminal it prints a schematic, + colour-coded ASCII view. + `project.display.show_structure_options('lbco')` lists what each + engine and the current structure can show, with reasons when something + is unavailable. +- **Choose the engine and the styling, once.** `project.view.type` + selects `threejs` or `ascii`; `project.style` picks the depiction + (`ortep` thermal ellipsoids — the default — or `ball`-and-stick), a + standard radius model (covalent by default, or vdw/ionic/atomic), and + a colour scheme (Jmol/CPK, VESTA) and ADP probability level — standard + models drawn from a built-in element database, not dozens of + per-element rows. The view also follows your notebook's dark or light + theme automatically. It all persists to `project.cif`, so a reopened + project looks the same. +- **Tune which bonds are drawn, per structure.** `structure.geom` sets + the standard bond cut-offs (a minimum distance and a tolerance added + to the atoms' bonding radii) for each structure, saved in that + structure's own file, so different phases can use different cut-offs. +- **See a single cell, a margin, or several cells.** + `project.view.range` sets a per-axis fractional range (default: the + full cell with border atoms drawn); widen it for a margin or multiple + cells. +- **Works offline.** The notebook and standalone-HTML views embed a + pinned Three.js so they render with no network, and a structure figure + can be embedded in the HTML report under the existing + `html_offline = True` switch — just like the Plotly figures. + +Full bond/angle geometry tables (`_geom_bond` / `_geom_angle`), +magnetic-moment arrows, the Qt Quick 3D GUI renderer, and extraction of +a standalone `crysview` package are intentionally deferred (see the +ADR's Deferred Work). + +**Scope label:** `[display]`. From 9ae8c80ee8565c394afe691fd99f0fbb54c6842c Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 08:42:29 +0200 Subject: [PATCH 003/160] Add crysview viewer and styling enums --- .../plans/crysview-structure-visualization.md | 2 +- .../display/structure/__init__.py | 5 + .../display/structure/enums.py | 93 +++++++++++++++++++ 3 files changed, 99 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/display/structure/__init__.py create mode 100644 src/easydiffraction/display/structure/enums.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index a5a2f1c9f..57794c744 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -421,7 +421,7 @@ exceptions. Ordered foundation-first: the scene model, builder, and ASCII engine reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). -- [ ] **P1.1 — Add viewer + styling enums** +- [x] **P1.1 — Add viewer + styling enums** - Files: new `src/easydiffraction/display/structure/__init__.py`, `src/easydiffraction/display/structure/enums.py`. - Define four `(str, Enum)` classes per the Enum-Backed Closed Values diff --git a/src/easydiffraction/display/structure/__init__.py b/src/easydiffraction/display/structure/__init__.py new file mode 100644 index 000000000..9cf6ab941 --- /dev/null +++ b/src/easydiffraction/display/structure/__init__.py @@ -0,0 +1,5 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""crysview structure-visualization subsystem.""" + +from __future__ import annotations diff --git a/src/easydiffraction/display/structure/enums.py b/src/easydiffraction/display/structure/enums.py new file mode 100644 index 000000000..2813beb1a --- /dev/null +++ b/src/easydiffraction/display/structure/enums.py @@ -0,0 +1,93 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Enumerations for the crysview structure view.""" + +from __future__ import annotations + +from enum import StrEnum + + +class ViewerEngineEnum(StrEnum): + """Available structure-view renderer engines.""" + + ASCII = 'ascii' + THREEJS = 'threejs' + + @classmethod + def default(cls) -> ViewerEngineEnum: + """Select the default engine (rich Three.js, headless-friendly).""" + return cls.THREEJS + + def description(self) -> str: + """Human-readable description for UI listings.""" + if self is ViewerEngineEnum.ASCII: + return 'Console ASCII schematic structure view' + if self is ViewerEngineEnum.THREEJS: + return 'Interactive Three.js 3D structure view' + return '' + + +class AtomShapeEnum(StrEnum): + """How each atom is depicted in the structure view.""" + + BALL = 'ball' + ORTEP = 'ortep' + + @classmethod + def default(cls) -> AtomShapeEnum: + """Select the default atom shape (ORTEP thermal surfaces).""" + return cls.ORTEP + + def description(self) -> str: + """Human-readable description for UI listings.""" + if self is AtomShapeEnum.BALL: + return 'Ball-and-stick radius-model spheres' + if self is AtomShapeEnum.ORTEP: + return 'ORTEP ADP probability surfaces (ellipsoids)' + return '' + + +class RadiusModelEnum(StrEnum): + """Standard per-element radius model for atom sphere size.""" + + VDW = 'vdw' + COVALENT = 'covalent' + IONIC = 'ionic' + ATOMIC = 'atomic' + + @classmethod + def default(cls) -> RadiusModelEnum: + """Select the default radius model (covalent; charge-free).""" + return cls.COVALENT + + def description(self) -> str: + """Human-readable description for UI listings.""" + if self is RadiusModelEnum.VDW: + return 'Van der Waals radii' + if self is RadiusModelEnum.COVALENT: + return 'Covalent radii' + if self is RadiusModelEnum.IONIC: + return 'Ionic (Shannon) radii' + if self is RadiusModelEnum.ATOMIC: + return 'Atomic (empirical) radii' + return '' + + +class ColorSchemeEnum(StrEnum): + """Standard element colour palette.""" + + JMOL = 'jmol' + VESTA = 'vesta' + + @classmethod + def default(cls) -> ColorSchemeEnum: + """Select the default colour scheme (Jmol/CPK).""" + return cls.JMOL + + def description(self) -> str: + """Human-readable description for UI listings.""" + if self is ColorSchemeEnum.JMOL: + return 'Jmol / CPK colour scheme' + if self is ColorSchemeEnum.VESTA: + return 'VESTA colour scheme' + return '' From 890122e61e56c94db7dd3ae612d9e2922aca75cf Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 08:46:02 +0200 Subject: [PATCH 004/160] Add renderer-neutral structure scene model --- .../plans/crysview-structure-visualization.md | 2 +- .../display/structure/scene.py | 133 ++++++++++++++++++ 2 files changed, 134 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/display/structure/scene.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 57794c744..aed1d78ee 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -443,7 +443,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). later steps land modules (no `__all__`). - Commit: `Add crysview viewer and styling enums`. -- [ ] **P1.2 — Add the renderer-neutral scene model** +- [x] **P1.2 — Add the renderer-neutral scene model** - Files: new `src/easydiffraction/display/structure/scene.py`. - `@dataclass(frozen=True, slots=True)` primitives in Cartesian space, carrying only stdlib / numpy / RGB-tuple types — **no diff --git a/src/easydiffraction/display/structure/scene.py b/src/easydiffraction/display/structure/scene.py new file mode 100644 index 000000000..79bbdbe58 --- /dev/null +++ b/src/easydiffraction/display/structure/scene.py @@ -0,0 +1,133 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +""" +Renderer-neutral structure scene primitives. + +A :class:`StructureScene` is a flat set of typed primitives expressed in +Cartesian space, carrying no rendering-library or easydiffraction-domain +types. The scene builder produces it; renderers consume it. Keeping this +module free of domain imports lets the scene model be extracted into a +standalone ``crysview`` package later. +""" + +from __future__ import annotations + +from dataclasses import dataclass + +# Plain, serialisable coordinate/colour aliases (no numpy, no domain types). +Vec3 = tuple[float, float, float] +Rgb = tuple[int, int, int] +Mat3 = tuple[Vec3, Vec3, Vec3] + + +@dataclass(frozen=True, slots=True) +class AtomSphere: + """A single-occupancy atom drawn as a coloured sphere.""" + + centre: Vec3 + radius: float + colour: Rgb + label: str + + +@dataclass(frozen=True, slots=True) +class OccupancyWedge: + """One occupancy share (or vacancy) of a mixed site.""" + + fraction: float + colour: Rgb + + +@dataclass(frozen=True, slots=True) +class OccupancyWedgeSphere: + """A mixed-occupancy site drawn as a sphere split into wedges.""" + + centre: Vec3 + radius: float + wedges: tuple[OccupancyWedge, ...] + label: str + + +@dataclass(frozen=True, slots=True) +class AdpEllipsoid: + """An anisotropic ADP probability ellipsoid for one atom.""" + + centre: Vec3 + semi_axes: Vec3 + orientation: Mat3 + colour: Rgb + label: str + + +@dataclass(frozen=True, slots=True) +class Bond: + """A bond between two atoms, split-coloured at its midpoint.""" + + start: Vec3 + end: Vec3 + start_colour: Rgb + end_colour: Rgb + + +@dataclass(frozen=True, slots=True) +class MomentArrow: + """A magnetic-moment arrow (defined but unused in version 1).""" + + origin: Vec3 + vector: Vec3 + colour: Rgb + + +@dataclass(frozen=True, slots=True) +class CellEdge: + """One unit-cell edge as a Cartesian segment.""" + + start: Vec3 + end: Vec3 + + +@dataclass(frozen=True, slots=True) +class CellEdges: + """The twelve unit-cell edges as Cartesian segments.""" + + edges: tuple[CellEdge, ...] + + +@dataclass(frozen=True, slots=True) +class AxisArrow: + """One crystallographic axis arrow (a, b, or c).""" + + vector: Vec3 + colour: Rgb + letter: str + + +@dataclass(frozen=True, slots=True) +class AxisTriad: + """The a/b/c axis triad drawn from the cell origin.""" + + origin: Vec3 + axes: tuple[AxisArrow, AxisArrow, AxisArrow] + + +@dataclass(frozen=True, slots=True) +class TextLabel: + """A text label anchored at a Cartesian point.""" + + anchor: Vec3 + text: str + + +@dataclass(frozen=True, slots=True) +class StructureScene: + """Renderer-neutral Cartesian primitives for one structure.""" + + cell_basis: Mat3 + atoms: tuple[AtomSphere, ...] = () + occupancy_spheres: tuple[OccupancyWedgeSphere, ...] = () + ellipsoids: tuple[AdpEllipsoid, ...] = () + bonds: tuple[Bond, ...] = () + moments: tuple[MomentArrow, ...] = () + cell_edges: CellEdges | None = None + axes: AxisTriad | None = None + labels: tuple[TextLabel, ...] = () From 17ed15fcd669182ef72acdbd51c76a78329e0090 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 08:49:43 +0200 Subject: [PATCH 005/160] Add orthogonalization and ADP eigendecomposition helpers --- .../plans/crysview-structure-visualization.md | 2 +- .../crystallography/crystallography.py | 129 ++++++++++++++++++ 2 files changed, 130 insertions(+), 1 deletion(-) diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index aed1d78ee..a24f6f8d4 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -469,7 +469,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - Numpy-style docstrings ≤72-char summaries on every public class. - Commit: `Add renderer-neutral structure scene model`. -- [ ] **P1.3 — Add crystallographic geometry helpers** +- [x] **P1.3 — Add crystallographic geometry helpers** - Files: existing `src/easydiffraction/crystallography/crystallography.py`, `src/easydiffraction/crystallography/__init__.py`. diff --git a/src/easydiffraction/crystallography/crystallography.py b/src/easydiffraction/crystallography/crystallography.py index 4bc0dba5c..0e694900c 100644 --- a/src/easydiffraction/crystallography/crystallography.py +++ b/src/easydiffraction/crystallography/crystallography.py @@ -649,3 +649,132 @@ def apply_atom_site_aniso_symmetry_constraints( atom_site_aniso.update(dict(zip(keys, param_i, strict=False))) return atom_site_aniso, ref_i + + +def orthogonalization_matrix( + a: float, + b: float, + c: float, + alpha: float, + beta: float, + gamma: float, +) -> np.ndarray: + """ + Build the fractional-to-Cartesian orthogonalization matrix. + + Uses the standard crystallographic convention with the Cartesian x + axis along **a** and **b** in the x-y plane (the IUCr / Busing-Levy + setting). Edge lengths are in angstrom and angles in degrees. + + Parameters + ---------- + a, b, c : float + Unit-cell edge lengths (angstrom). + alpha, beta, gamma : float + Unit-cell angles (degrees). + + Returns + ------- + np.ndarray + The ``(3, 3)`` matrix ``M`` with ``r_cartesian = M @ r_fractional``. + """ + al, be, ga = np.radians([alpha, beta, gamma]) + cos_al, cos_be, cos_ga = np.cos([al, be, ga]) + sin_ga = np.sin(ga) + volume_factor = np.sqrt( + 1.0 + - cos_al**2 + - cos_be**2 + - cos_ga**2 + + 2.0 * cos_al * cos_be * cos_ga + ) + return np.array( + [ + [a, b * cos_ga, c * cos_be], + [0.0, b * sin_ga, c * (cos_al - cos_be * cos_ga) / sin_ga], + [0.0, 0.0, c * volume_factor / sin_ga], + ] + ) + + +def fractional_to_cartesian(frac: object, matrix: np.ndarray) -> np.ndarray: + """ + Convert fractional coordinates to Cartesian using a cell matrix. + + Parameters + ---------- + frac : array-like + A single ``(3,)`` fractional vector or an ``(n, 3)`` stack. + matrix : np.ndarray + The ``(3, 3)`` orthogonalization matrix from + :func:`orthogonalization_matrix`. + + Returns + ------- + np.ndarray + Cartesian coordinates with the same shape as *frac*. + """ + return np.asarray(frac, dtype=float) @ np.asarray(matrix, dtype=float).T + + +def adp_principal_axes(tensor: np.ndarray) -> tuple[np.ndarray, np.ndarray]: + """ + Diagonalise a Cartesian ADP tensor into principal axes. + + Expects a symmetric ``(3, 3)`` **U-type** (mean-square displacement) + tensor already in the Cartesian frame; conversion from the crystal + frame and from B to U (``U = B / (8 pi**2)``) is the caller's + responsibility. Returned semi-axes are RMS displacements + (sqrt-eigenvalue); scaling to a probability level is done by the + caller. + + Parameters + ---------- + tensor : np.ndarray + Symmetric ``(3, 3)`` Cartesian U tensor. + + Returns + ------- + tuple[np.ndarray, np.ndarray] + semi_axes : ``(3,)`` RMS principal semi-axis lengths. orientation + : ``(3, 3)`` matrix whose columns are the principal directions. + """ + eigenvalues, eigenvectors = np.linalg.eigh(np.asarray(tensor, dtype=float)) + semi_axes = np.sqrt(np.clip(eigenvalues, 0.0, None)) + return semi_axes, eigenvectors + + +def symmetry_operators( + name_hm: str, + coord_code: str | None = None, +) -> list[tuple[np.ndarray, np.ndarray]]: + """ + Return general-position symmetry operators for a space group. + + Thin public wrapper over the general-position lookup, resolving the + International Tables number from the Hermann-Mauguin symbol. Falls + back to the identity operator (so the asymmetric unit is still drawn) + when the space group cannot be resolved. + + Parameters + ---------- + name_hm : str + Hermann-Mauguin symbol of the space group. + coord_code : str | None + IT coordinate system code, when one applies. + + Returns + ------- + list[tuple[np.ndarray, np.ndarray]] + ``(rotation, translation)`` pairs; rotation a ``(3, 3)`` integer + array, translation a ``(3,)`` fractional vector. + """ + identity = [(np.eye(3, dtype=int), np.zeros(3))] + it_number = get_it_number_by_name_hm_short(name_hm) + if it_number is None: + log.warning(f"Unknown space group '{name_hm}'; showing asymmetric unit only") + return identity + ops = _get_general_position_ops(it_number, coord_code) + if ops is None: + return identity + return ops From 777f0fc37d1c152559583dcd766da9c91b8c8e92 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:02:33 +0200 Subject: [PATCH 006/160] Add extended element database for radii and colours --- .../plans/crysview-structure-visualization.md | 26 +- .../display/structure/assets/LICENSES.md | 58 ++++ .../display/structure/assets/__init__.py | 5 + .../display/structure/assets/colors.py | 67 +++++ .../display/structure/assets/elements.py | 249 ++++++++++++++++++ .../display/structure/assets/radii.py | 44 ++++ 6 files changed, 438 insertions(+), 11 deletions(-) create mode 100644 src/easydiffraction/display/structure/assets/LICENSES.md create mode 100644 src/easydiffraction/display/structure/assets/__init__.py create mode 100644 src/easydiffraction/display/structure/assets/colors.py create mode 100644 src/easydiffraction/display/structure/assets/elements.py create mode 100644 src/easydiffraction/display/structure/assets/radii.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index a24f6f8d4..fbfd3a76e 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -491,7 +491,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - Export any newly public helpers from `crystallography/__init__.py`. - Commit: `Add orthogonalization and ADP eigendecomposition helpers`. -- [ ] **P1.4 — Build the extended element database (radii + colours)** +- [x] **P1.4 — Build the extended element database (radii + colours)** - Files: new `src/easydiffraction/display/structure/assets/__init__.py`, `assets/elements.py` (or a vendored data file + loader), @@ -528,17 +528,21 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - **Shannon representative-radius policy (deterministic, reproducible).** The atom-site model carries only an element symbol, so pick exactly one Shannon row per element by a fixed rule: - **charge** = the element's main oxidation state from pymatgen + **charge** = walk the element's oxidation states from pymatgen `dev_scripts/periodic_table_resources/oxidation_states.yaml` (same - repo/raw-URL base, verified reachable HTTP 200; take its first - listed positive state, falling back to the first listed state); - **coordination** = `VI` (else the lowest coordination present if - `VI` is absent); **spin** = high-spin where a spin state is listed; - take the `Ionic Radius` column. If no Shannon row matches the chosen - charge, fall back to that element's covalent radius (the - `substituted` flag). Record the chosen `(charge, coordination)` per - element in `LICENSES.md`. Ionic is not the default model, so this - only applies when the user selects `radius_model = 'ionic'`. + repo/raw-URL base, verified reachable HTTP 200) in listed order, + keeping those that have a Shannon entry, then any remaining Shannon + charges (lowest `|charge|` first) — this keeps anions such as O²⁻ / + F⁻, not just cations; **coordination** = `VI` (else the lowest + coordination present); **spin** = high-spin where a spin state is + listed; take the `Ionic Radius` column, skipping non-physical + (non-positive) entries such as the H⁺ value. The first charge that + yields a positive radius wins; if none does, fall back to the + covalent radius (the `substituted` flag). Record the chosen + `(charge, coordination)` per element in `LICENSES.md`. Ionic is not + the default model, so this only applies when the user selects + `radius_model = 'ionic'`. (Result: 93/118 elements carry a Shannon + radius; the rest fall back to covalent.) - `radii.py`: `radius_for(element, model) -> tuple[float, bool]` lookup returning the radius and a `substituted` flag; a miss for the selected model (e.g. an element with no ionic entry) falls back to diff --git a/src/easydiffraction/display/structure/assets/LICENSES.md b/src/easydiffraction/display/structure/assets/LICENSES.md new file mode 100644 index 000000000..b63af1830 --- /dev/null +++ b/src/easydiffraction/display/structure/assets/LICENSES.md @@ -0,0 +1,58 @@ +# Element data provenance + +`elements.py` is generated from the sources below. All are reused under +permissive licences; the underlying values are scientific data. + +## Sources + +| Data | Source | Licence | +| --- | --- | --- | +| Jmol/CPK colours, covalent radii, van der Waals radii | EasyDiffractionBeta `easyDiffractionApp/Logic/Tables.py` `PERIODIC_TABLE` (github.com/easyscience/EasyDiffractionBeta) | BSD-3-Clause | +| Ionic (Shannon) radii | pymatgen `dev_scripts/periodic_table_resources/Shannon_Radii.csv` | MIT | +| Atomic radii | pymatgen `dev_scripts/periodic_table_resources/radii.csv` (`Atomic radius`) | MIT | +| VESTA colours | pymatgen `src/pymatgen/vis/ElementColorSchemes.yaml` (`VESTA`) | MIT | +| Oxidation states (for Shannon selection) | pymatgen `dev_scripts/periodic_table_resources/oxidation_states.yaml` | MIT | + +Primary scientific references: + +- R. D. Shannon, *Revised effective ionic radii and systematic studies of + interatomic distances in halides and chalcogenides*, Acta Cryst. (1976) + **A32**, 751. +- K. Momma and F. Izumi, *VESTA 3*, J. Appl. Cryst. (2011) **44**, 1272 + (element colour palette). + +pymatgen raw files were fetched from +`https://raw.githubusercontent.com/materialsproject/pymatgen/master/`. + +## Shannon representative-radius selection + +The atom-site model carries only an element symbol, so one representative +Shannon row is chosen per element by a fixed, reproducible rule: + +1. consider the element's oxidation states from `oxidation_states.yaml`, in + listed order, keeping those that have a Shannon entry; then any + remaining Shannon charges, lowest `|charge|` first; +2. for the first such charge, prefer coordination `VI`, else the lowest + coordination present; prefer high-spin where a spin state is listed; +3. take the `Ionic Radius` column; skip non-physical entries (e.g. the + negative H+ value) and fall back to the covalent radius. + +Elements with no usable Shannon entry (noble gases and a few others) carry +`ionic = None` and fall back to the covalent radius at lookup time. + +## Chosen (charge / coordination) per element + +``` +Li:+1/VI Be:+2/VI B:+3/VI C:+4/VI N:-3/IV O:-2/VI F:-1/VI Na:+1/VI +Mg:+2/VI Al:+3/VI Si:+4/VI P:+3/VI S:-2/VI Cl:-1/VI K:+1/VI Ca:+2/VI +Sc:+3/VI Ti:+2/VI V:+2/VI Cr:+2/VI Mn:+2/VI Fe:+2/VI Co:+2/VI Ni:+2/VI +Cu:+1/VI Zn:+2/VI Ga:+3/VI Ge:+2/VI As:+3/VI Se:-2/VI Br:-1/VI Rb:+1/VI +Sr:+2/VI Y:+3/VI Zr:+4/VI Nb:+3/VI Mo:+3/VI Tc:+4/VI Ru:+3/VI Rh:+3/VI +Pd:+2/VI Ag:+1/VI Cd:+2/VI In:+3/VI Sn:+4/VI Sb:+3/VI Te:-2/VI I:-1/VI +Xe:+8/VI Cs:+1/VI Ba:+2/VI La:+3/VI Ce:+3/VI Pr:+3/VI Nd:+2/VIII +Pm:+3/VI Sm:+2/VII Eu:+2/VI Gd:+3/VI Tb:+3/VI Dy:+2/VI Ho:+3/VI Er:+3/VI +Tm:+2/VI Yb:+2/VI Lu:+3/VI Hf:+4/VI Ta:+3/VI W:+4/VI Re:+4/VI Os:+4/VI +Ir:+3/VI Pt:+2/VI Au:+1/VI Hg:+1/VI Tl:+1/VI Pb:+2/VI Bi:+3/VI Po:+4/VI +At:+7/VI Fr:+1/VI Ra:+2/VIII Ac:+3/VI Th:+4/VI Pa:+3/VI U:+3/VI Np:+3/VI +Pu:+3/VI Am:+2/VII Cm:+3/VI Bk:+3/VI Cf:+3/VI No:+2/VI +``` diff --git a/src/easydiffraction/display/structure/assets/__init__.py b/src/easydiffraction/display/structure/assets/__init__.py new file mode 100644 index 000000000..556ff93ec --- /dev/null +++ b/src/easydiffraction/display/structure/assets/__init__.py @@ -0,0 +1,5 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Bundled element data and lookups for the structure view.""" + +from __future__ import annotations diff --git a/src/easydiffraction/display/structure/assets/colors.py b/src/easydiffraction/display/structure/assets/colors.py new file mode 100644 index 000000000..3e71aee3f --- /dev/null +++ b/src/easydiffraction/display/structure/assets/colors.py @@ -0,0 +1,67 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Per-element colours, axis colours, and theme-dependent canvas colours.""" + +from __future__ import annotations + +from easydiffraction.display.structure.assets.elements import ELEMENT_COLORS + +Rgb = tuple[int, int, int] + +# Fallback element colour (pale pink) for an unknown element. +DEFAULT_COLOR: Rgb = (255, 192, 203) + +# Crystallographic axis colours (a=red, b=green, c=blue), as in VESTA. +AXIS_COLORS: dict[str, Rgb] = {'a': (220, 40, 40), 'b': (40, 180, 40), 'c': (40, 80, 220)} + +# Neutral wedge colour for the vacant fraction of a mixed-occupancy site. +VACANCY_COLOR: Rgb = (210, 210, 210) + +# Canvas + annotation colours selected by the detected light/dark theme. +LIGHT_THEME: dict[str, Rgb] = {'background': (255, 255, 255), 'foreground': (33, 33, 33)} +DARK_THEME: dict[str, Rgb] = {'background': (20, 20, 24), 'foreground': (235, 235, 235)} + + +def color_for(element: str, scheme: str) -> Rgb: + """ + Return the RGB colour for an element under a colour scheme. + + Falls back to the element's Jmol colour when the scheme has no entry, + and to :data:`DEFAULT_COLOR` when the element is unknown. + + Parameters + ---------- + element : str + Bare element symbol, e.g. ``'Fe'``. + scheme : str + One of ``'jmol'``, ``'vesta'``. + + Returns + ------- + tuple[int, int, int] + RGB triple in the 0-255 range. + """ + entry = ELEMENT_COLORS.get(element) + if entry is None: + return DEFAULT_COLOR + value = entry.get(scheme) + if value is not None: + return value + return entry.get('jmol') or DEFAULT_COLOR + + +def theme_colors(dark: bool) -> dict[str, Rgb]: + """ + Return canvas/annotation colours for the detected theme. + + Parameters + ---------- + dark : bool + ``True`` for a dark host theme, ``False`` for light. + + Returns + ------- + dict[str, tuple[int, int, int]] + Mapping with ``'background'`` and ``'foreground'`` colours. + """ + return DARK_THEME if dark else LIGHT_THEME diff --git a/src/easydiffraction/display/structure/assets/elements.py b/src/easydiffraction/display/structure/assets/elements.py new file mode 100644 index 000000000..92b32601c --- /dev/null +++ b/src/easydiffraction/display/structure/assets/elements.py @@ -0,0 +1,249 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Bundled per-element radii and colour palettes (generated; see LICENSES.md).""" + +from __future__ import annotations + +# Radii in angstrom; None where the model has no value for the element. +ELEMENT_RADII: dict[str, dict[str, float | None]] = { + 'H': {'vdw': 1.1, 'covalent': 0.31, 'ionic': None, 'atomic': 0.25}, + 'He': {'vdw': 1.4, 'covalent': 0.28, 'ionic': None, 'atomic': None}, + 'Li': {'vdw': 1.82, 'covalent': 1.28, 'ionic': 0.76, 'atomic': 1.45}, + 'Be': {'vdw': 1.53, 'covalent': 0.96, 'ionic': 0.45, 'atomic': 1.05}, + 'B': {'vdw': 1.92, 'covalent': 0.84, 'ionic': 0.27, 'atomic': 0.85}, + 'C': {'vdw': 1.7, 'covalent': 0.76, 'ionic': 0.16, 'atomic': 0.7}, + 'N': {'vdw': 1.55, 'covalent': 0.71, 'ionic': 1.46, 'atomic': 0.65}, + 'O': {'vdw': 1.52, 'covalent': 0.66, 'ionic': 1.4, 'atomic': 0.6}, + 'F': {'vdw': 1.47, 'covalent': 0.57, 'ionic': 1.33, 'atomic': 0.5}, + 'Ne': {'vdw': 1.54, 'covalent': 0.58, 'ionic': None, 'atomic': None}, + 'Na': {'vdw': 2.27, 'covalent': 1.66, 'ionic': 1.02, 'atomic': 1.8}, + 'Mg': {'vdw': 1.73, 'covalent': 1.41, 'ionic': 0.72, 'atomic': 1.5}, + 'Al': {'vdw': 2.11, 'covalent': 1.21, 'ionic': 0.535, 'atomic': 1.25}, + 'Si': {'vdw': 2.03, 'covalent': 1.11, 'ionic': 0.4, 'atomic': 1.1}, + 'P': {'vdw': 1.8, 'covalent': 1.07, 'ionic': 0.44, 'atomic': 1.0}, + 'S': {'vdw': 1.8, 'covalent': 1.05, 'ionic': 1.84, 'atomic': 1.0}, + 'Cl': {'vdw': 1.75, 'covalent': 1.02, 'ionic': 1.81, 'atomic': 1.0}, + 'Ar': {'vdw': 1.88, 'covalent': 1.06, 'ionic': None, 'atomic': 0.71}, + 'K': {'vdw': 2.75, 'covalent': 2.03, 'ionic': 1.38, 'atomic': 2.2}, + 'Ca': {'vdw': 2.31, 'covalent': 1.76, 'ionic': 1.0, 'atomic': 1.8}, + 'Sc': {'vdw': 2.11, 'covalent': 1.7, 'ionic': 0.745, 'atomic': 1.6}, + 'Ti': {'vdw': 2.0, 'covalent': 1.6, 'ionic': 0.86, 'atomic': 1.4}, + 'V': {'vdw': 1.92, 'covalent': 1.53, 'ionic': 0.79, 'atomic': 1.35}, + 'Cr': {'vdw': 1.85, 'covalent': 1.39, 'ionic': 0.8, 'atomic': 1.4}, + 'Mn': {'vdw': 1.79, 'covalent': 1.39, 'ionic': 0.83, 'atomic': 1.4}, + 'Fe': {'vdw': 1.72, 'covalent': 1.32, 'ionic': 0.78, 'atomic': 1.4}, + 'Co': {'vdw': 1.67, 'covalent': 1.26, 'ionic': 0.745, 'atomic': 1.35}, + 'Ni': {'vdw': 1.62, 'covalent': 1.24, 'ionic': 0.69, 'atomic': 1.35}, + 'Cu': {'vdw': 1.57, 'covalent': 1.32, 'ionic': 0.77, 'atomic': 1.35}, + 'Zn': {'vdw': 1.53, 'covalent': 1.22, 'ionic': 0.74, 'atomic': 1.35}, + 'Ga': {'vdw': 1.87, 'covalent': 1.22, 'ionic': 0.62, 'atomic': 1.3}, + 'Ge': {'vdw': 2.11, 'covalent': 1.2, 'ionic': 0.73, 'atomic': 1.25}, + 'As': {'vdw': 1.85, 'covalent': 1.19, 'ionic': 0.58, 'atomic': 1.15}, + 'Se': {'vdw': 1.9, 'covalent': 1.2, 'ionic': 1.98, 'atomic': 1.15}, + 'Br': {'vdw': 1.85, 'covalent': 1.2, 'ionic': 1.96, 'atomic': 1.15}, + 'Kr': {'vdw': 2.02, 'covalent': 1.16, 'ionic': None, 'atomic': None}, + 'Rb': {'vdw': 3.03, 'covalent': 2.2, 'ionic': 1.52, 'atomic': 2.35}, + 'Sr': {'vdw': 2.49, 'covalent': 1.95, 'ionic': 1.18, 'atomic': 2.0}, + 'Y': {'vdw': 2.27, 'covalent': 1.9, 'ionic': 0.9, 'atomic': 1.8}, + 'Zr': {'vdw': 2.16, 'covalent': 1.75, 'ionic': 0.72, 'atomic': 1.55}, + 'Nb': {'vdw': 2.08, 'covalent': 1.64, 'ionic': 0.72, 'atomic': 1.45}, + 'Mo': {'vdw': 2.01, 'covalent': 1.54, 'ionic': 0.69, 'atomic': 1.45}, + 'Tc': {'vdw': 1.95, 'covalent': 1.47, 'ionic': 0.645, 'atomic': 1.35}, + 'Ru': {'vdw': 1.89, 'covalent': 1.46, 'ionic': 0.68, 'atomic': 1.3}, + 'Rh': {'vdw': 1.83, 'covalent': 1.42, 'ionic': 0.665, 'atomic': 1.35}, + 'Pd': {'vdw': 1.79, 'covalent': 1.39, 'ionic': 0.86, 'atomic': 1.4}, + 'Ag': {'vdw': 1.75, 'covalent': 1.45, 'ionic': 1.15, 'atomic': 1.6}, + 'Cd': {'vdw': 1.71, 'covalent': 1.44, 'ionic': 0.95, 'atomic': 1.55}, + 'In': {'vdw': 1.66, 'covalent': 1.42, 'ionic': 0.8, 'atomic': 1.55}, + 'Sn': {'vdw': 1.62, 'covalent': 1.39, 'ionic': 0.69, 'atomic': 1.45}, + 'Sb': {'vdw': 1.59, 'covalent': 1.39, 'ionic': 0.76, 'atomic': 1.45}, + 'Te': {'vdw': 1.57, 'covalent': 1.38, 'ionic': 2.21, 'atomic': 1.4}, + 'I': {'vdw': 1.56, 'covalent': 1.39, 'ionic': 2.2, 'atomic': 1.4}, + 'Xe': {'vdw': 2.16, 'covalent': 1.4, 'ionic': 0.48, 'atomic': None}, + 'Cs': {'vdw': 3.43, 'covalent': 2.44, 'ionic': 1.67, 'atomic': 2.6}, + 'Ba': {'vdw': 2.68, 'covalent': 2.15, 'ionic': 1.35, 'atomic': 2.15}, + 'La': {'vdw': 2.57, 'covalent': 2.07, 'ionic': 1.032, 'atomic': 1.95}, + 'Ce': {'vdw': 2.58, 'covalent': 2.04, 'ionic': 1.01, 'atomic': 1.85}, + 'Pr': {'vdw': 2.47, 'covalent': 2.03, 'ionic': 0.99, 'atomic': 1.85}, + 'Nd': {'vdw': 2.49, 'covalent': 2.01, 'ionic': 1.29, 'atomic': 1.85}, + 'Pm': {'vdw': 2.43, 'covalent': 1.99, 'ionic': 0.97, 'atomic': 1.85}, + 'Sm': {'vdw': 2.46, 'covalent': 1.98, 'ionic': 1.22, 'atomic': 1.85}, + 'Eu': {'vdw': 2.4, 'covalent': 1.98, 'ionic': 1.17, 'atomic': 1.85}, + 'Gd': {'vdw': 2.38, 'covalent': 1.96, 'ionic': 0.938, 'atomic': 1.8}, + 'Tb': {'vdw': 2.33, 'covalent': 1.94, 'ionic': 0.923, 'atomic': 1.75}, + 'Dy': {'vdw': 2.31, 'covalent': 1.92, 'ionic': 1.07, 'atomic': 1.75}, + 'Ho': {'vdw': 2.33, 'covalent': 1.92, 'ionic': 0.901, 'atomic': 1.75}, + 'Er': {'vdw': 2.31, 'covalent': 1.89, 'ionic': 0.89, 'atomic': 1.75}, + 'Tm': {'vdw': 2.33, 'covalent': 1.9, 'ionic': 1.03, 'atomic': 1.75}, + 'Yb': {'vdw': 2.32, 'covalent': 1.87, 'ionic': 1.02, 'atomic': 1.75}, + 'Lu': {'vdw': 2.25, 'covalent': 1.87, 'ionic': 0.861, 'atomic': 1.75}, + 'Hf': {'vdw': 2.16, 'covalent': 1.75, 'ionic': 0.71, 'atomic': 1.55}, + 'Ta': {'vdw': 2.09, 'covalent': 1.7, 'ionic': 0.72, 'atomic': 1.45}, + 'W': {'vdw': 2.02, 'covalent': 1.62, 'ionic': 0.66, 'atomic': 1.35}, + 'Re': {'vdw': 1.96, 'covalent': 1.51, 'ionic': 0.63, 'atomic': 1.35}, + 'Os': {'vdw': 1.9, 'covalent': 1.44, 'ionic': 0.63, 'atomic': 1.3}, + 'Ir': {'vdw': 1.83, 'covalent': 1.41, 'ionic': 0.68, 'atomic': 1.35}, + 'Pt': {'vdw': 1.79, 'covalent': 1.36, 'ionic': 0.8, 'atomic': 1.35}, + 'Au': {'vdw': 1.75, 'covalent': 1.36, 'ionic': 1.37, 'atomic': 1.35}, + 'Hg': {'vdw': 1.71, 'covalent': 1.32, 'ionic': 1.19, 'atomic': 1.5}, + 'Tl': {'vdw': 1.56, 'covalent': 1.45, 'ionic': 1.5, 'atomic': 1.9}, + 'Pb': {'vdw': 1.54, 'covalent': 1.46, 'ionic': 1.19, 'atomic': 1.8}, + 'Bi': {'vdw': 1.51, 'covalent': 1.48, 'ionic': 1.03, 'atomic': 1.6}, + 'Po': {'vdw': 1.5, 'covalent': 1.4, 'ionic': 0.94, 'atomic': 1.9}, + 'At': {'vdw': 1.62, 'covalent': 1.5, 'ionic': 0.62, 'atomic': None}, + 'Rn': {'vdw': 2.2, 'covalent': 1.5, 'ionic': None, 'atomic': None}, + 'Fr': {'vdw': 3.48, 'covalent': 2.6, 'ionic': 1.8, 'atomic': None}, + 'Ra': {'vdw': 2.83, 'covalent': 2.21, 'ionic': 1.48, 'atomic': 2.15}, + 'Ac': {'vdw': 2.835, 'covalent': 2.15, 'ionic': 1.12, 'atomic': 1.95}, + 'Th': {'vdw': 2.81, 'covalent': 2.06, 'ionic': 0.94, 'atomic': 1.8}, + 'Pa': {'vdw': 2.82, 'covalent': 2, 'ionic': 1.04, 'atomic': 1.8}, + 'U': {'vdw': 2.82, 'covalent': 1.96, 'ionic': 1.025, 'atomic': 1.75}, + 'Np': {'vdw': 2.81, 'covalent': 1.9, 'ionic': 1.01, 'atomic': 1.75}, + 'Pu': {'vdw': 2.84, 'covalent': 1.87, 'ionic': 1.0, 'atomic': 1.75}, + 'Am': {'vdw': 2.83, 'covalent': 1.8, 'ionic': 1.21, 'atomic': 1.75}, + 'Cm': {'vdw': 2.8, 'covalent': 1.69, 'ionic': 0.97, 'atomic': None}, + 'Bk': {'vdw': 2.8, 'covalent': 1.69, 'ionic': 0.96, 'atomic': None}, + 'Cf': {'vdw': 2.8, 'covalent': 1.68, 'ionic': 0.95, 'atomic': None}, + 'Es': {'vdw': 2.8, 'covalent': 1.65, 'ionic': None, 'atomic': None}, + 'Fm': {'vdw': 2.8, 'covalent': 1.67, 'ionic': None, 'atomic': None}, + 'Md': {'vdw': 2.8, 'covalent': 1.73, 'ionic': None, 'atomic': None}, + 'No': {'vdw': 2.8, 'covalent': 1.76, 'ionic': 1.1, 'atomic': None}, + 'Lr': {'vdw': 2.7, 'covalent': 1.61, 'ionic': None, 'atomic': None}, + 'Rf': {'vdw': 2.5, 'covalent': 1.57, 'ionic': None, 'atomic': None}, + 'Db': {'vdw': 2.4, 'covalent': 1.49, 'ionic': None, 'atomic': None}, + 'Sg': {'vdw': 2.3, 'covalent': 1.43, 'ionic': None, 'atomic': None}, + 'Bh': {'vdw': 2.25, 'covalent': 1.41, 'ionic': None, 'atomic': None}, + 'Hs': {'vdw': 2.2, 'covalent': 1.34, 'ionic': None, 'atomic': None}, + 'Mt': {'vdw': 2.1, 'covalent': 1.29, 'ionic': None, 'atomic': None}, + 'Ds': {'vdw': 2.1, 'covalent': 1.28, 'ionic': None, 'atomic': None}, + 'Rg': {'vdw': 2.05, 'covalent': 1.21, 'ionic': None, 'atomic': None}, + 'Cn': {'vdw': 2, 'covalent': 1.22, 'ionic': None, 'atomic': None}, + 'Nh': {'vdw': 2, 'covalent': 1.36, 'ionic': None, 'atomic': None}, + 'Fl': {'vdw': 2, 'covalent': 1.42, 'ionic': None, 'atomic': None}, + 'Mc': {'vdw': 2, 'covalent': 1.47, 'ionic': None, 'atomic': None}, + 'Lv': {'vdw': 2, 'covalent': 1.6, 'ionic': None, 'atomic': None}, + 'Ts': {'vdw': 2, 'covalent': 1.6, 'ionic': None, 'atomic': None}, + 'Og': {'vdw': 2, 'covalent': 1.6, 'ionic': None, 'atomic': None}, +} + +# RGB 0-255; vesta is None where VESTA lacks an entry (falls back to jmol). +ELEMENT_COLORS: dict[str, dict[str, tuple[int, int, int] | None]] = { + 'H': {'jmol': (255, 255, 255), 'vesta': (255, 204, 204)}, + 'He': {'jmol': (217, 255, 255), 'vesta': (252, 232, 206)}, + 'Li': {'jmol': (204, 128, 255), 'vesta': (134, 223, 115)}, + 'Be': {'jmol': (194, 255, 0), 'vesta': (94, 215, 123)}, + 'B': {'jmol': (255, 181, 181), 'vesta': (31, 162, 15)}, + 'C': {'jmol': (144, 144, 144), 'vesta': (76, 76, 76)}, + 'N': {'jmol': (48, 80, 248), 'vesta': (176, 185, 230)}, + 'O': {'jmol': (255, 13, 13), 'vesta': (254, 3, 0)}, + 'F': {'jmol': (144, 224, 80), 'vesta': (176, 185, 230)}, + 'Ne': {'jmol': (179, 227, 245), 'vesta': (254, 55, 181)}, + 'Na': {'jmol': (171, 92, 242), 'vesta': (249, 220, 60)}, + 'Mg': {'jmol': (138, 255, 0), 'vesta': (251, 123, 21)}, + 'Al': {'jmol': (191, 166, 166), 'vesta': (129, 178, 214)}, + 'Si': {'jmol': (240, 200, 160), 'vesta': (27, 59, 250)}, + 'P': {'jmol': (255, 128, 0), 'vesta': (192, 156, 194)}, + 'S': {'jmol': (255, 255, 48), 'vesta': (255, 250, 0)}, + 'Cl': {'jmol': (31, 240, 31), 'vesta': (49, 252, 2)}, + 'Ar': {'jmol': (128, 209, 227), 'vesta': (207, 254, 196)}, + 'K': {'jmol': (143, 64, 212), 'vesta': (161, 33, 246)}, + 'Ca': {'jmol': (61, 255, 0), 'vesta': (90, 150, 189)}, + 'Sc': {'jmol': (230, 230, 230), 'vesta': (181, 99, 171)}, + 'Ti': {'jmol': (191, 194, 199), 'vesta': (120, 202, 255)}, + 'V': {'jmol': (166, 166, 171), 'vesta': (229, 25, 0)}, + 'Cr': {'jmol': (138, 153, 199), 'vesta': (0, 0, 158)}, + 'Mn': {'jmol': (156, 122, 199), 'vesta': (167, 8, 157)}, + 'Fe': {'jmol': (224, 102, 51), 'vesta': (181, 113, 0)}, + 'Co': {'jmol': (240, 144, 160), 'vesta': (0, 0, 175)}, + 'Ni': {'jmol': (80, 208, 80), 'vesta': (183, 187, 189)}, + 'Cu': {'jmol': (200, 128, 51), 'vesta': (34, 71, 220)}, + 'Zn': {'jmol': (125, 128, 176), 'vesta': (143, 143, 129)}, + 'Ga': {'jmol': (194, 143, 143), 'vesta': (158, 227, 115)}, + 'Ge': {'jmol': (102, 143, 143), 'vesta': (126, 110, 166)}, + 'As': {'jmol': (189, 128, 227), 'vesta': (116, 208, 87)}, + 'Se': {'jmol': (255, 161, 0), 'vesta': (154, 239, 15)}, + 'Br': {'jmol': (166, 41, 41), 'vesta': (126, 49, 2)}, + 'Kr': {'jmol': (92, 184, 209), 'vesta': (250, 193, 243)}, + 'Rb': {'jmol': (112, 46, 176), 'vesta': (112, 46, 176)}, + 'Sr': {'jmol': (0, 255, 0), 'vesta': (0, 255, 0)}, + 'Y': {'jmol': (148, 255, 255), 'vesta': (148, 255, 255)}, + 'Zr': {'jmol': (148, 224, 224), 'vesta': (0, 255, 0)}, + 'Nb': {'jmol': (115, 194, 201), 'vesta': (115, 194, 201)}, + 'Mo': {'jmol': (84, 181, 181), 'vesta': (84, 181, 181)}, + 'Tc': {'jmol': (59, 158, 158), 'vesta': (59, 158, 158)}, + 'Ru': {'jmol': (36, 143, 143), 'vesta': (36, 143, 143)}, + 'Rh': {'jmol': (10, 125, 140), 'vesta': (10, 125, 140)}, + 'Pd': {'jmol': (0, 105, 133), 'vesta': (0, 105, 133)}, + 'Ag': {'jmol': (192, 192, 192), 'vesta': (192, 192, 192)}, + 'Cd': {'jmol': (255, 217, 143), 'vesta': (255, 217, 143)}, + 'In': {'jmol': (166, 117, 115), 'vesta': (166, 117, 115)}, + 'Sn': {'jmol': (102, 128, 128), 'vesta': (154, 142, 185)}, + 'Sb': {'jmol': (158, 99, 181), 'vesta': (158, 99, 181)}, + 'Te': {'jmol': (212, 122, 0), 'vesta': (212, 122, 0)}, + 'I': {'jmol': (148, 0, 148), 'vesta': (148, 0, 148)}, + 'Xe': {'jmol': (66, 158, 176), 'vesta': (66, 158, 176)}, + 'Cs': {'jmol': (87, 23, 143), 'vesta': (87, 23, 143)}, + 'Ba': {'jmol': (0, 201, 0), 'vesta': (0, 201, 0)}, + 'La': {'jmol': (112, 212, 255), 'vesta': (90, 196, 73)}, + 'Ce': {'jmol': (255, 255, 199), 'vesta': (255, 255, 199)}, + 'Pr': {'jmol': (217, 255, 199), 'vesta': (217, 255, 199)}, + 'Nd': {'jmol': (199, 255, 199), 'vesta': (199, 255, 199)}, + 'Pm': {'jmol': (163, 255, 199), 'vesta': (163, 255, 199)}, + 'Sm': {'jmol': (143, 255, 199), 'vesta': (143, 255, 199)}, + 'Eu': {'jmol': (97, 255, 199), 'vesta': (97, 255, 199)}, + 'Gd': {'jmol': (69, 255, 199), 'vesta': (69, 255, 199)}, + 'Tb': {'jmol': (48, 255, 199), 'vesta': (48, 255, 199)}, + 'Dy': {'jmol': (31, 255, 199), 'vesta': (31, 255, 199)}, + 'Ho': {'jmol': (0, 255, 156), 'vesta': (0, 255, 156)}, + 'Er': {'jmol': (0, 230, 117), 'vesta': (0, 230, 117)}, + 'Tm': {'jmol': (0, 212, 82), 'vesta': (0, 212, 82)}, + 'Yb': {'jmol': (0, 191, 56), 'vesta': (0, 191, 56)}, + 'Lu': {'jmol': (0, 171, 36), 'vesta': (0, 171, 36)}, + 'Hf': {'jmol': (77, 194, 255), 'vesta': (77, 194, 255)}, + 'Ta': {'jmol': (77, 166, 255), 'vesta': (77, 166, 255)}, + 'W': {'jmol': (33, 148, 214), 'vesta': (33, 148, 214)}, + 'Re': {'jmol': (38, 125, 171), 'vesta': (38, 125, 171)}, + 'Os': {'jmol': (38, 102, 150), 'vesta': (38, 102, 150)}, + 'Ir': {'jmol': (23, 84, 135), 'vesta': (23, 84, 135)}, + 'Pt': {'jmol': (208, 208, 224), 'vesta': (208, 208, 224)}, + 'Au': {'jmol': (255, 209, 35), 'vesta': (255, 209, 35)}, + 'Hg': {'jmol': (184, 184, 208), 'vesta': (184, 184, 208)}, + 'Tl': {'jmol': (166, 84, 77), 'vesta': (166, 84, 77)}, + 'Pb': {'jmol': (87, 89, 97), 'vesta': (87, 89, 97)}, + 'Bi': {'jmol': (158, 79, 181), 'vesta': (158, 79, 181)}, + 'Po': {'jmol': (171, 92, 0), 'vesta': (171, 92, 0)}, + 'At': {'jmol': (117, 79, 69), 'vesta': (117, 79, 69)}, + 'Rn': {'jmol': (66, 130, 150), 'vesta': (66, 130, 150)}, + 'Fr': {'jmol': (66, 0, 102), 'vesta': (66, 0, 102)}, + 'Ra': {'jmol': (0, 125, 0), 'vesta': (0, 125, 0)}, + 'Ac': {'jmol': (112, 171, 250), 'vesta': (112, 171, 250)}, + 'Th': {'jmol': (0, 186, 255), 'vesta': (0, 186, 255)}, + 'Pa': {'jmol': (0, 161, 255), 'vesta': (0, 161, 255)}, + 'U': {'jmol': (0, 143, 255), 'vesta': (0, 143, 255)}, + 'Np': {'jmol': (0, 128, 255), 'vesta': (0, 128, 255)}, + 'Pu': {'jmol': (0, 107, 255), 'vesta': (0, 107, 255)}, + 'Am': {'jmol': (84, 92, 242), 'vesta': (84, 92, 242)}, + 'Cm': {'jmol': (120, 92, 227), 'vesta': (120, 92, 227)}, + 'Bk': {'jmol': (138, 79, 227), 'vesta': (138, 79, 227)}, + 'Cf': {'jmol': (161, 54, 212), 'vesta': (161, 54, 212)}, + 'Es': {'jmol': (179, 31, 212), 'vesta': (179, 31, 212)}, + 'Fm': {'jmol': (179, 31, 186), 'vesta': (179, 31, 186)}, + 'Md': {'jmol': (179, 13, 166), 'vesta': (179, 13, 166)}, + 'No': {'jmol': (189, 13, 135), 'vesta': None}, + 'Lr': {'jmol': (199, 0, 102), 'vesta': (199, 0, 102)}, + 'Rf': {'jmol': (204, 0, 89), 'vesta': (204, 0, 89)}, + 'Db': {'jmol': (209, 0, 79), 'vesta': (209, 0, 79)}, + 'Sg': {'jmol': (217, 0, 69), 'vesta': (217, 0, 69)}, + 'Bh': {'jmol': (224, 0, 56), 'vesta': (224, 0, 56)}, + 'Hs': {'jmol': (230, 0, 46), 'vesta': (230, 0, 46)}, + 'Mt': {'jmol': (235, 0, 38), 'vesta': (235, 0, 38)}, + 'Ds': {'jmol': (238, 0, 38), 'vesta': None}, + 'Rg': {'jmol': (241, 0, 20), 'vesta': None}, + 'Cn': {'jmol': (246, 0, 2), 'vesta': None}, + 'Nh': {'jmol': (255, 79, 0), 'vesta': None}, + 'Fl': {'jmol': (255, 112, 0), 'vesta': None}, + 'Mc': {'jmol': (255, 140, 0), 'vesta': None}, + 'Lv': {'jmol': (255, 161, 0), 'vesta': None}, + 'Ts': {'jmol': (255, 186, 0), 'vesta': None}, + 'Og': {'jmol': (255, 209, 0), 'vesta': None}, +} diff --git a/src/easydiffraction/display/structure/assets/radii.py b/src/easydiffraction/display/structure/assets/radii.py new file mode 100644 index 000000000..458f46f28 --- /dev/null +++ b/src/easydiffraction/display/structure/assets/radii.py @@ -0,0 +1,44 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Per-element radius lookup with covalent fallback.""" + +from __future__ import annotations + +from easydiffraction.display.structure.assets.elements import ELEMENT_RADII + +# Last-resort radius (angstrom) for an element absent from the database. +DEFAULT_RADIUS = 1.0 + + +def radius_for(element: str, model: str) -> tuple[float, bool]: + """ + Return a sphere radius for an element under a radius model. + + Falls back to the element's covalent radius when the selected model + has no value for it, and to :data:`DEFAULT_RADIUS` when the element is + unknown. + + Parameters + ---------- + element : str + Bare element symbol, e.g. ``'Fe'``. + model : str + One of ``'vdw'``, ``'covalent'``, ``'ionic'``, ``'atomic'``. + + Returns + ------- + tuple[float, bool] + The radius (angstrom) and a ``substituted`` flag that is ``True`` + when the requested model's value was unavailable and a fallback + was used. + """ + entry = ELEMENT_RADII.get(element) + if entry is None: + return DEFAULT_RADIUS, True + value = entry.get(model) + if value is not None: + return value, False + covalent = entry.get('covalent') + if covalent is not None: + return covalent, True + return DEFAULT_RADIUS, True From a959553719f90735aaea170b7ac8c3ab73161eb9 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:13:14 +0200 Subject: [PATCH 007/160] Add structure scene builder --- .../plans/crysview-structure-visualization.md | 2 +- .../display/structure/builder.py | 343 ++++++++++++++++++ 2 files changed, 344 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/display/structure/builder.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index fbfd3a76e..976654fae 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -556,7 +556,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). seed; Shannon ionic; atomic; VESTA), no hand-guessed values. - Commit: `Add extended element database for radii and colours`. -- [ ] **P1.5 — Add the scene builder** +- [x] **P1.5 — Add the scene builder** - Files: new `src/easydiffraction/display/structure/builder.py`. - `build_scene(structure, *, style, view_range, features) -> StructureScene`, the easydiffraction adapter. **`features` is the already-resolved diff --git a/src/easydiffraction/display/structure/builder.py b/src/easydiffraction/display/structure/builder.py new file mode 100644 index 000000000..1b5499ba2 --- /dev/null +++ b/src/easydiffraction/display/structure/builder.py @@ -0,0 +1,343 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +""" +Scene builder: crystal structure to renderer-neutral scene. + +The easydiffraction-specific adapter. It reads the structure categories, +performs symmetry expansion, fractional-to-Cartesian conversion, ADP +eigendecomposition, radius/colour lookup, occupancy splitting, and bond +detection, and emits a :class:`StructureScene`. All crystallographic +computation lives here so renderers stay thin. +""" + +from __future__ import annotations + +import re +from dataclasses import dataclass +from itertools import product + +import numpy as np +from scipy.stats import chi + +from easydiffraction.crystallography import crystallography as ecr +from easydiffraction.datablocks.structure.categories.atom_sites.enums import AdpTypeEnum +from easydiffraction.display.structure.assets.colors import AXIS_COLORS +from easydiffraction.display.structure.assets.colors import VACANCY_COLOR +from easydiffraction.display.structure.assets.colors import color_for +from easydiffraction.display.structure.assets.radii import radius_for +from easydiffraction.display.structure.scene import AdpEllipsoid +from easydiffraction.display.structure.scene import AtomSphere +from easydiffraction.display.structure.scene import AxisArrow +from easydiffraction.display.structure.scene import AxisTriad +from easydiffraction.display.structure.scene import Bond +from easydiffraction.display.structure.scene import CellEdge +from easydiffraction.display.structure.scene import CellEdges +from easydiffraction.display.structure.scene import OccupancyWedge +from easydiffraction.display.structure.scene import OccupancyWedgeSphere +from easydiffraction.display.structure.scene import StructureScene +from easydiffraction.display.structure.scene import TextLabel + +# Tolerance (fractional units) for scene-atom identity and occupancy grouping. +IDENTITY_TOL = 1e-4 +EIGHT_PI_SQ = 8.0 * np.pi**2 +DEFAULT_BOND_INCR = 0.4 +ALL_FEATURES = ('atoms', 'bonds', 'cell', 'axes', 'moments', 'labels') + + +@dataclass(frozen=True) +class FeatureAvailability: + """What a structure's data supports, for 'auto' resolution + options.""" + + available: frozenset[str] + radius_substitutions: tuple[str, ...] + + +@dataclass(frozen=True) +class _SceneAtom: + """An emitted atom primitive plus data needed for bonds and labels.""" + + primitive: object + centre: np.ndarray + element: str + colour: tuple[int, int, int] + label: str + + +def _element_symbol(type_symbol: str) -> str: + """Extract the bare element symbol from a CIF type symbol.""" + match = re.match(r'[A-Z][a-z]?', type_symbol.strip()) + return match.group() if match else type_symbol.strip() + + +def _vec3(values) -> tuple[float, float, float]: + return (float(values[0]), float(values[1]), float(values[2])) + + +def _cell_lengths_angles(cell) -> tuple[float, float, float, float, float, float]: + return ( + cell.length_a.value, cell.length_b.value, cell.length_c.value, + cell.angle_alpha.value, cell.angle_beta.value, cell.angle_gamma.value, + ) + + +def _reciprocal_lengths(cell) -> np.ndarray: + a, b, c, alpha, beta, gamma = _cell_lengths_angles(cell) + al, be, ga = np.radians([alpha, beta, gamma]) + ca, cb, cg = np.cos([al, be, ga]) + omega = np.sqrt(1.0 - ca * ca - cb * cb - cg * cg + 2.0 * ca * cb * cg) + return np.array([np.sin(al) / (a * omega), np.sin(be) / (b * omega), np.sin(cg) / (c * omega)]) + + +def _lattice_shifts(pos: np.ndarray, view_range): + axis_ranges = [] + for i in range(3): + lo, hi = view_range[i] + n_lo = int(np.ceil(lo - pos[i] - IDENTITY_TOL)) + n_hi = int(np.floor(hi - pos[i] + IDENTITY_TOL)) + axis_ranges.append(range(n_lo, n_hi + 1)) + for shift in product(*axis_ranges): + yield np.array(shift, dtype=float) + + +def _pos_key(pos: np.ndarray) -> tuple[int, int, int]: + return tuple(int(round(v / IDENTITY_TOL)) for v in pos) + + +def _expand_positions(sites, ops, view_range): + """Generate (row_index, fractional position) for every in-range copy.""" + generated = [] + for idx, atom in enumerate(sites): + base = np.array([atom.fract_x.value, atom.fract_y.value, atom.fract_z.value], dtype=float) + for rot, trans in ops: + image = rot @ base + trans + for shift in _lattice_shifts(image, view_range): + generated.append((idx, image + shift)) + return generated + + +def _group_by_position(generated): + """Dedup scene atoms (row + position) and cluster coincident positions.""" + seen: dict = {} + for idx, pos in generated: + seen.setdefault((idx, _pos_key(pos)), (idx, pos)) + clusters: dict = {} + for idx, pos in seen.values(): + clusters.setdefault(_pos_key(pos), []).append((idx, pos)) + return clusters + + +def _cartesian_u(atom, aniso, matrix: np.ndarray, cell) -> np.ndarray: + """Cartesian U tensor for an anisotropic atom (CIF U^ij convention).""" + comps = np.array([ + [aniso.adp_11.value, aniso.adp_12.value, aniso.adp_13.value], + [aniso.adp_12.value, aniso.adp_22.value, aniso.adp_23.value], + [aniso.adp_13.value, aniso.adp_23.value, aniso.adp_33.value], + ], dtype=float) + if AdpTypeEnum(atom.adp_type.value) is AdpTypeEnum.BANI: + comps = comps / EIGHT_PI_SQ + mn = matrix @ np.diag(_reciprocal_lengths(cell)) + return mn @ comps @ mn.T + + +def _atom_primitive(atom, centre, *, style, matrix, cell, aniso_collection): + """Build the sphere/ellipsoid primitive for a single full-occupancy atom.""" + element = _element_symbol(atom.type_symbol.value) + colour = color_for(element, style.color_scheme.value) + radius, substituted = radius_for(element, style.radius_model.value) + label = atom.label.value + adp_type = AdpTypeEnum(atom.adp_type.value) + scale = float(chi.ppf(style.adp_probability.value, 3)) + if style.atom_shape.value == 'ortep' and adp_type in {AdpTypeEnum.UANI, AdpTypeEnum.BANI} \ + and label in aniso_collection: + u_cart = _cartesian_u(atom, aniso_collection[label], matrix, cell) + semi, orient = ecr.adp_principal_axes(u_cart) + primitive = AdpEllipsoid( + _vec3(centre), _vec3(semi * scale), + tuple(_vec3(orient[:, i]) for i in range(3)), colour, label, + ) + elif style.atom_shape.value == 'ortep' and adp_type in {AdpTypeEnum.UISO, AdpTypeEnum.BISO}: + u_iso = atom.adp_iso.value + if adp_type is AdpTypeEnum.BISO: + u_iso = u_iso / EIGHT_PI_SQ + iso_radius = float(np.sqrt(max(u_iso, 0.0))) * scale + primitive = AtomSphere(_vec3(centre), iso_radius or radius, colour, label) + else: + primitive = AtomSphere(_vec3(centre), radius, colour, label) + return _SceneAtom(primitive, centre, element, colour, label), substituted + + +def _wedge_sphere(rows, centre, *, style): + """Build an occupancy-wedge sphere for coincident atom-site rows.""" + total = sum(occ for _, occ, _, _, _ in rows) + wedges = [] + if total >= 1.0: + wedges = [OccupancyWedge(occ / total, colour) for _, occ, _, colour, _ in rows] + else: + wedges = [OccupancyWedge(occ, colour) for _, occ, _, colour, _ in rows] + wedges.append(OccupancyWedge(1.0 - total, VACANCY_COLOR)) + radius = max(radius for _, _, _, _, radius in rows) + major = max(rows, key=lambda r: r[1]) + label = '/'.join(r[0].label.value for r in rows) + primitive = OccupancyWedgeSphere(_vec3(centre), radius, tuple(wedges), label) + return _SceneAtom(primitive, centre, major[2], major[3], label) + + +def _build_atoms(sites, clusters, *, style, matrix, cell, aniso_collection): + """Return the scene atoms (one per position cluster) and substitutions.""" + scene_atoms = [] + substitutions: set = set() + for members in clusters.values(): + centre = ecr.fractional_to_cartesian(members[0][1], matrix) + if len(members) == 1: + atom = sites[members[0][0]] + occ = atom.occupancy.value + if occ >= 1.0 - IDENTITY_TOL: + scene_atom, substituted = _atom_primitive( + atom, centre, style=style, matrix=matrix, cell=cell, + aniso_collection=aniso_collection, + ) + scene_atoms.append(scene_atom) + if substituted: + substitutions.add(_element_symbol(atom.type_symbol.value)) + continue + rows = [] + for idx, _ in members: + atom = sites[idx] + element = _element_symbol(atom.type_symbol.value) + colour = color_for(element, style.color_scheme.value) + radius, substituted = radius_for(element, style.radius_model.value) + rows.append((atom, atom.occupancy.value, element, colour, radius)) + if substituted: + substitutions.add(element) + scene_atoms.append(_wedge_sphere(rows, centre, style=style)) + return scene_atoms, substitutions + + +def _build_bonds(scene_atoms, geom_min: float, geom_incr: float): + """Detect bonds between in-scene atoms via the cif_core _geom rule.""" + bonds = [] + radii = [radius_for(a.element, 'covalent')[0] for a in scene_atoms] + for i, atom_i in enumerate(scene_atoms): + for j in range(i + 1, len(scene_atoms)): + atom_j = scene_atoms[j] + distance = float(np.linalg.norm(atom_i.centre - atom_j.centre)) + if geom_min <= distance <= radii[i] + radii[j] + geom_incr: + bonds.append(Bond(_vec3(atom_i.centre), _vec3(atom_j.centre), + atom_i.colour, atom_j.colour)) + return bonds + + +def _cell_edges(matrix: np.ndarray) -> CellEdges: + corners = {tuple(c): _vec3(matrix @ np.array(c, dtype=float)) + for c in product((0, 1), repeat=3)} + edges = [] + for c in corners: + for axis in range(3): + if c[axis] == 0: + neighbour = tuple(1 if k == axis else c[k] for k in range(3)) + edges.append(CellEdge(corners[c], corners[neighbour])) + return CellEdges(tuple(edges)) + + +def _axis_triad(matrix: np.ndarray) -> AxisTriad: + length = 1.3 * max(float(np.linalg.norm(matrix[:, i])) for i in range(3)) + arrows = [] + for i, letter in enumerate('abc'): + direction = matrix[:, i] / float(np.linalg.norm(matrix[:, i])) + arrows.append(AxisArrow(_vec3(direction * length), AXIS_COLORS[letter], letter)) + return AxisTriad((0.0, 0.0, 0.0), (arrows[0], arrows[1], arrows[2])) + + +def build_scene(structure, *, style, view_range, features) -> StructureScene: + """ + Build a renderer-neutral scene from a structure and resolved features. + + Parameters + ---------- + structure : object + A structure datablock with ``cell``, ``atom_sites``, + ``atom_site_aniso``, ``space_group`` and ``geom`` categories. + style : object + The ``project.style`` category (atom shape, radius model, colour + scheme, ADP probability). + view_range : tuple + Per-axis ``((min, max), (min, max), (min, max))`` fractional range. + features : frozenset[str] + The already-resolved set of primitives to emit (never ``'auto'``); + the builder never re-implements visibility precedence. + + Returns + ------- + StructureScene + The flat Cartesian primitive set for the renderers. + """ + cell = structure.cell + matrix = ecr.orthogonalization_matrix(*_cell_lengths_angles(cell)) + sg = structure.space_group + ops = ecr.symmetry_operators(sg.name_h_m.value, sg.it_coordinate_system_code.value) + sites = list(structure.atom_sites) + + clusters = _group_by_position(_expand_positions(sites, ops, view_range)) + scene_atoms, _ = _build_atoms( + sites, clusters, style=style, matrix=matrix, cell=cell, + aniso_collection=structure.atom_site_aniso, + ) + + bonds: tuple = () + if 'bonds' in features: + geom = getattr(structure, 'geom', None) + geom_min = geom.min_bond_distance_cutoff.value if geom is not None else 0.0 + geom_incr = geom.bond_distance_incr.value if geom is not None else DEFAULT_BOND_INCR + bonds = tuple(_build_bonds(scene_atoms, geom_min, geom_incr)) + + show_atoms = 'atoms' in features + return StructureScene( + cell_basis=tuple(_vec3(matrix[:, i]) for i in range(3)), + atoms=tuple(a.primitive for a in scene_atoms + if show_atoms and isinstance(a.primitive, AtomSphere)), + occupancy_spheres=tuple(a.primitive for a in scene_atoms + if show_atoms and isinstance(a.primitive, OccupancyWedgeSphere)), + ellipsoids=tuple(a.primitive for a in scene_atoms + if show_atoms and isinstance(a.primitive, AdpEllipsoid)), + bonds=bonds, + moments=(), + cell_edges=_cell_edges(matrix) if 'cell' in features else None, + axes=_axis_triad(matrix) if 'axes' in features else None, + labels=tuple(TextLabel(_vec3(a.centre), a.label) for a in scene_atoms) + if 'labels' in features else (), + ) + + +def structure_feature_availability(structure, *, style) -> FeatureAvailability: + """ + Report which features a structure supports, without building a scene. + + Used by the display facade for ``include='auto'`` resolution and by + ``show_structure_options()``; the builder is the only reader of the + structure, so availability is computed once here. + + Parameters + ---------- + structure : object + A structure datablock. + style : object + The ``project.style`` category (its radius model drives the + covalent-substitution report). + + Returns + ------- + FeatureAvailability + Available feature names and the elements whose radius fell back to + covalent under the selected model. + """ + sites = list(structure.atom_sites) + available = {'cell', 'axes'} + if sites: + available |= {'atoms', 'bonds', 'labels'} + substitutions = set() + for atom in sites: + element = _element_symbol(atom.type_symbol.value) + _, substituted = radius_for(element, style.radius_model.value) + if substituted: + substitutions.add(element) + return FeatureAvailability(frozenset(available), tuple(sorted(substitutions))) From df333e8df4c91a5bcdcf175154ee7292df889f7c Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:17:00 +0200 Subject: [PATCH 008/160] Add ASCII structure renderer --- .../plans/crysview-structure-visualization.md | 2 +- .../display/structure/renderers/__init__.py | 8 + .../display/structure/renderers/ascii.py | 166 ++++++++++++++++++ .../display/structure/renderers/base.py | 47 +++++ 4 files changed, 222 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/display/structure/renderers/__init__.py create mode 100644 src/easydiffraction/display/structure/renderers/ascii.py create mode 100644 src/easydiffraction/display/structure/renderers/base.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 976654fae..26478ca29 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -615,7 +615,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). structure for availability. - Commit: `Add structure scene builder`. -- [ ] **P1.6 — Add base + ASCII structure renderer** +- [x] **P1.6 — Add base + ASCII structure renderer** - Files: new `src/easydiffraction/display/structure/renderers/__init__.py`, `renderers/base.py`, `renderers/ascii.py`. diff --git a/src/easydiffraction/display/structure/renderers/__init__.py b/src/easydiffraction/display/structure/renderers/__init__.py new file mode 100644 index 000000000..7faed819a --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/__init__.py @@ -0,0 +1,8 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Structure-scene renderer engines.""" + +from __future__ import annotations + +from easydiffraction.display.structure.renderers.ascii import AsciiStructureRenderer +from easydiffraction.display.structure.renderers.base import StructureRendererBase diff --git a/src/easydiffraction/display/structure/renderers/ascii.py b/src/easydiffraction/display/structure/renderers/ascii.py new file mode 100644 index 000000000..b2f8d1b07 --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/ascii.py @@ -0,0 +1,166 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""ASCII terminal renderer: a schematic single-cell structure view.""" + +from __future__ import annotations + +import numpy as np + +from easydiffraction.display.structure.renderers.base import StructureRendererBase +from easydiffraction.display.structure.scene import StructureScene + +Rgb = tuple[int, int, int] + +GLYPH_RAMP = ('·', '•', '●', '⬤') +GRID_WIDTH = 56 +PAD = 2 +CHAR_ASPECT = 0.5 # terminal cells are roughly twice as tall as wide + + +def _ansi256(rgb: Rgb) -> int: + """Map an RGB triple to the nearest xterm-256 cube colour.""" + return 16 + 36 * round(rgb[0] / 255 * 5) + 6 * round(rgb[1] / 255 * 5) + round(rgb[2] / 255 * 5) + + +def _tint(rgb: Rgb, text: str) -> str: + return f'\x1b[38;5;{_ansi256(rgb)}m{text}\x1b[0m' + + +def _collect_atoms(scene: StructureScene): + """Flatten every drawable atom to (centre, radius, colour, label).""" + atoms = [(a.centre, a.radius, a.colour, a.label) for a in scene.atoms] + atoms += [(s.centre, s.radius, s.wedges[0].colour, s.label) for s in scene.occupancy_spheres] + atoms += [(e.centre, float(np.mean(e.semi_axes)) or 0.4, e.colour, e.label) + for e in scene.ellipsoids] + return atoms + + +class AsciiStructureRenderer(StructureRendererBase): + """Reduced-fidelity terminal renderer (one schematic cell).""" + + SUPPORTED = frozenset({'atoms', 'cell', 'axes'}) + + def supported_features(self) -> frozenset[str]: + """Return the features the ASCII engine can draw.""" + return self.SUPPORTED + + def render(self, scene: StructureScene, *, features: frozenset[str]) -> str: + """Render a schematic ASCII view and announce 3D-only features.""" + atoms = _collect_atoms(scene) + basis = np.array(scene.cell_basis, dtype=float) + lengths = [float(np.linalg.norm(v)) for v in basis] + h_vec = basis[int(np.argmax(lengths))] + v_vec = basis[int(np.argmin(lengths))] + h_hat = h_vec / (np.linalg.norm(h_vec) or 1.0) + v_hat = v_vec / (np.linalg.norm(v_vec) or 1.0) + + def project(point) -> tuple[float, float]: + p = np.array(point, dtype=float) + return float(p @ h_hat), float(p @ v_hat) + + corners = [project((0, 0, 0)), project(h_vec), project(v_vec), project(h_vec + v_vec)] + points = [project(a[0]) for a in atoms] + corners + grid, place = _make_grid(points) + + if 'cell' in features: + _draw_cell(grid, place, corners) + if 'atoms' in features and atoms: + _draw_atoms(grid, place, atoms) + + lines = _grid_to_lines(grid) + if 'axes' in features: + lines = _annotate_axes(lines) + text = '\n'.join(lines) + if 'atoms' in features and atoms: + text += '\n\n' + _legend(atoms) + notes = _announcements(scene, features, self.SUPPORTED) + if notes: + text += '\n\n' + '\n'.join(notes) + return text + + +def _make_grid(points): + xs = [p[0] for p in points] or [0.0] + ys = [p[1] for p in points] or [0.0] + min_x, max_x, min_y, max_y = min(xs), max(xs), min(ys), max(ys) + span_x = (max_x - min_x) or 1.0 + span_y = (max_y - min_y) or 1.0 + width = GRID_WIDTH + height = max(8, int((width - 2 * PAD) * span_y / span_x * CHAR_ASPECT)) + grid: dict = {} + + def place(point) -> tuple[int, int]: + col = PAD + int((point[0] - min_x) / span_x * (width - 1 - 2 * PAD)) + row = PAD + int((max_y - point[1]) / span_y * (height - 1 - 2 * PAD)) + return row, col + + grid['_size'] = (height, width) + return grid, place + + +def _draw_line(grid, p0, p1, glyph, colour): + (r0, c0), (r1, c1) = p0, p1 + steps = max(abs(r1 - r0), abs(c1 - c0)) or 1 + for i in range(steps + 1): + row = round(r0 + (r1 - r0) * i / steps) + col = round(c0 + (c1 - c0) * i / steps) + grid.setdefault((row, col), (glyph, colour)) + + +def _draw_cell(grid, place, corners): + grey = (150, 150, 150) + c00, c10, c01, c11 = (place(c) for c in corners) + for a, b in ((c00, c10), (c01, c11)): + _draw_line(grid, a, b, '─', grey) + for a, b in ((c00, c01), (c10, c11)): + _draw_line(grid, a, b, '│', grey) + + +def _draw_atoms(grid, place, atoms): + max_radius = max(a[1] for a in atoms) or 1.0 + for centre, radius, colour, _label in atoms: + bucket = min(len(GLYPH_RAMP) - 1, int(radius / max_radius * len(GLYPH_RAMP))) + grid[place(centre)] = (GLYPH_RAMP[bucket], colour) + + +def _grid_to_lines(grid): + height, width = grid['_size'] + lines = [] + for row in range(height): + chars = [] + for col in range(width): + cell = grid.get((row, col)) + chars.append(_tint(cell[1], cell[0]) if cell else ' ') + lines.append(''.join(chars).rstrip()) + return lines + + +def _annotate_axes(lines): + if lines: + lines[0] = ' c ↑' + lines[0][5:] if len(lines[0]) > 5 else ' c ↑' + lines[-1] = lines[-1] + ' → a' + return lines + + +def _legend(atoms) -> str: + seen: dict = {} + for _centre, radius, colour, label in atoms: + element = ''.join(ch for ch in label if ch.isalpha()) or label + seen.setdefault(element, (radius, colour)) + max_radius = max(r for r, _ in seen.values()) or 1.0 + items = [] + for element, (radius, colour) in seen.items(): + bucket = min(len(GLYPH_RAMP) - 1, int(radius / max_radius * len(GLYPH_RAMP))) + items.append(_tint(colour, f'{GLYPH_RAMP[bucket]} {element}')) + return 'Legend: ' + ' '.join(items) + + +def _announcements(scene, features, supported) -> list[str]: + notes = [] + skipped = [f for f in ('bonds', 'labels', 'moments') if f in features and f not in supported] + if skipped: + notes.append('Shown only by the 3D engines: ' + ', '.join(skipped) + '.') + if scene.ellipsoids: + notes.append('ADP ellipsoids are flattened to dots; use a 3D engine for ellipsoids.') + notes.append('Schematic single-cell view; wider ranges are shown only by the 3D engines.') + return notes diff --git a/src/easydiffraction/display/structure/renderers/base.py b/src/easydiffraction/display/structure/renderers/base.py new file mode 100644 index 000000000..5f6173524 --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/base.py @@ -0,0 +1,47 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Abstract base for structure-scene renderer engines.""" + +from __future__ import annotations + +from abc import ABC +from abc import abstractmethod + +from easydiffraction.display.structure.scene import StructureScene + + +class StructureRendererBase(ABC): + """Base class an engine implements to draw a structure scene.""" + + @abstractmethod + def render(self, scene: StructureScene, *, features: frozenset[str]) -> str: + """ + Draw the scene and return the engine-specific output. + + Parameters + ---------- + scene : StructureScene + The renderer-neutral primitives to draw. + features : frozenset[str] + The content-resolved feature set from the facade. The renderer + draws the features it supports and announces + skips the rest. + + Returns + ------- + str + ASCII text or an HTML document, depending on the engine. + """ + raise NotImplementedError + + @abstractmethod + def supported_features(self) -> frozenset[str]: + """ + Return the feature names this engine can draw. + + Returns + ------- + frozenset[str] + Subset of ``atoms``, ``bonds``, ``cell``, ``axes``, + ``moments``, ``labels``. + """ + raise NotImplementedError From fe1e19617d2f132edbabf4a4d1a506a552035623 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:19:21 +0200 Subject: [PATCH 009/160] Add Viewer facade and factory with ASCII engine --- .../plans/crysview-structure-visualization.md | 2 +- .../display/structure/__init__.py | 7 ++ .../display/structure/viewing.py | 64 +++++++++++++++++++ 3 files changed, 72 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/display/structure/viewing.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 26478ca29..58381ff60 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -656,7 +656,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). is testable before the facade exists. - Commit: `Add ASCII structure renderer`. -- [ ] **P1.7 — Add the Viewer facade + factory; register ASCII** +- [x] **P1.7 — Add the Viewer facade + factory; register ASCII** - Files: new `src/easydiffraction/display/structure/viewing.py`; update `display/structure/renderers/ascii.py` with `@ViewerFactory.register`; update `display/structure/__init__.py`. diff --git a/src/easydiffraction/display/structure/__init__.py b/src/easydiffraction/display/structure/__init__.py index 9cf6ab941..d22b6ca41 100644 --- a/src/easydiffraction/display/structure/__init__.py +++ b/src/easydiffraction/display/structure/__init__.py @@ -3,3 +3,10 @@ """crysview structure-visualization subsystem.""" from __future__ import annotations + +from easydiffraction.display.structure.enums import AtomShapeEnum +from easydiffraction.display.structure.enums import ColorSchemeEnum +from easydiffraction.display.structure.enums import RadiusModelEnum +from easydiffraction.display.structure.enums import ViewerEngineEnum +from easydiffraction.display.structure.viewing import Viewer +from easydiffraction.display.structure.viewing import ViewerFactory diff --git a/src/easydiffraction/display/structure/viewing.py b/src/easydiffraction/display/structure/viewing.py new file mode 100644 index 000000000..bdaee0f5e --- /dev/null +++ b/src/easydiffraction/display/structure/viewing.py @@ -0,0 +1,64 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Viewer facade and engine factory for the structure view.""" + +from __future__ import annotations + +from easydiffraction.display.base import RendererBase +from easydiffraction.display.base import RendererFactoryBase +from easydiffraction.display.structure.enums import ViewerEngineEnum +from easydiffraction.display.structure.renderers.ascii import AsciiStructureRenderer +from easydiffraction.display.structure.scene import StructureScene + + +class ViewerFactory(RendererFactoryBase): + """Factory for structure-view renderer engines.""" + + @classmethod + def _registry(cls) -> dict: + return { + ViewerEngineEnum.ASCII.value: { + 'description': ViewerEngineEnum.ASCII.description(), + 'class': AsciiStructureRenderer, + }, + } + + +class Viewer(RendererBase): + """Switchable facade that draws a scene with the active engine.""" + + @classmethod + def _factory(cls) -> type[RendererFactoryBase]: + """Return the structure-view engine factory.""" + return ViewerFactory + + @classmethod + def _default_engine(cls) -> str: + """Return the default engine name (Three.js).""" + return ViewerEngineEnum.default().value + + def show_config(self) -> None: + """Display the active structure-view engine.""" + self.show_current_engine() + + def render(self, scene: StructureScene, *, features: frozenset[str]) -> str: + """ + Draw the scene with the active engine. + + Parameters + ---------- + scene : StructureScene + The renderer-neutral primitives to draw. + features : frozenset[str] + The content-resolved feature set from the display facade. + + Returns + ------- + str + ASCII text or an HTML document, depending on the active engine. + """ + return self._backend.render(scene, features=features) + + def supported_features(self) -> frozenset[str]: + """Return the feature names the active engine can draw.""" + return self._backend.supported_features() From b2211b7449ce254b9d2aa71a29f4a1968a357639 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:22:21 +0200 Subject: [PATCH 010/160] Add style category for structure view styling --- .../plans/crysview-structure-visualization.md | 2 +- src/easydiffraction/core/validation.py | 12 +- .../project/categories/style/__init__.py | 8 ++ .../project/categories/style/default.py | 129 ++++++++++++++++++ .../project/categories/style/factory.py | 17 +++ 5 files changed, 162 insertions(+), 6 deletions(-) create mode 100644 src/easydiffraction/project/categories/style/__init__.py create mode 100644 src/easydiffraction/project/categories/style/default.py create mode 100644 src/easydiffraction/project/categories/style/factory.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 58381ff60..9008fff5a 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -680,7 +680,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). registration convention requires. - Commit: `Add Viewer facade and factory with ASCII engine`. -- [ ] **P1.8 — Add the plain `style` category** +- [x] **P1.8 — Add the plain `style` category** - Files: existing `src/easydiffraction/core/validation.py`; new `src/easydiffraction/project/categories/style/__init__.py`, `default.py`, `factory.py`. diff --git a/src/easydiffraction/core/validation.py b/src/easydiffraction/core/validation.py index b937ac081..546719fe9 100644 --- a/src/easydiffraction/core/validation.py +++ b/src/easydiffraction/core/validation.py @@ -167,15 +167,17 @@ def validated( class RangeValidator(ValidatorBase): - """Ensure a numeric value lies within [ge, le].""" + """Ensure a numeric value lies within [ge, le] and (gt, lt).""" def __init__( self, *, ge: float = -np.inf, le: float = np.inf, + gt: float = -np.inf, + lt: float = np.inf, ) -> None: - self.ge, self.le = ge, le + self.ge, self.le, self.gt, self.lt = ge, le, gt, lt def validated( self, @@ -185,12 +187,12 @@ def validated( current: object = None, ) -> object: """Validate range and return value or fallback.""" - if not (self.ge <= value <= self.le): + if not (self.ge <= value <= self.le and self.gt < value < self.lt): Diagnostics.range_mismatch( name, value, - self.ge, - self.le, + max(self.ge, self.gt), + min(self.le, self.lt), current=current, default=default, ) diff --git a/src/easydiffraction/project/categories/style/__init__.py b/src/easydiffraction/project/categories/style/__init__.py new file mode 100644 index 000000000..736c97652 --- /dev/null +++ b/src/easydiffraction/project/categories/style/__init__.py @@ -0,0 +1,8 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Project style category exports.""" + +from __future__ import annotations + +from easydiffraction.project.categories.style.default import Style +from easydiffraction.project.categories.style.factory import StyleFactory diff --git a/src/easydiffraction/project/categories/style/default.py b/src/easydiffraction/project/categories/style/default.py new file mode 100644 index 000000000..3530bed4c --- /dev/null +++ b/src/easydiffraction/project/categories/style/default.py @@ -0,0 +1,129 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Project structure-view styling category.""" + +from __future__ import annotations + +from easydiffraction.core.category import CategoryItem +from easydiffraction.core.metadata import TypeInfo +from easydiffraction.core.validation import AttributeSpec +from easydiffraction.core.validation import MembershipValidator +from easydiffraction.core.validation import RangeValidator +from easydiffraction.core.variable import NumericDescriptor +from easydiffraction.core.variable import StringDescriptor +from easydiffraction.display.structure.enums import AtomShapeEnum +from easydiffraction.display.structure.enums import ColorSchemeEnum +from easydiffraction.display.structure.enums import RadiusModelEnum +from easydiffraction.io.cif.handler import CifHandler +from easydiffraction.project.categories.style.factory import StyleFactory +from easydiffraction.utils.logging import console + + +@StyleFactory.register +class Style(CategoryItem): + """Visual styling for the structure view (not per-element).""" + + _category_code = 'style' + + type_info = TypeInfo( + tag='default', + description='Project structure-view style category', + ) + + def __init__(self) -> None: + super().__init__() + + self._atom_shape = StringDescriptor( + name='atom_shape', + description='Atom depiction mode for the structure view.', + value_spec=AttributeSpec( + default=AtomShapeEnum.default().value, + validator=MembershipValidator( + allowed=[member.value for member in AtomShapeEnum], + ), + ), + cif_handler=CifHandler(names=['_style.atom_shape']), + ) + self._radius_model = StringDescriptor( + name='radius_model', + description='Standard per-element radius model.', + value_spec=AttributeSpec( + default=RadiusModelEnum.default().value, + validator=MembershipValidator( + allowed=[member.value for member in RadiusModelEnum], + ), + ), + cif_handler=CifHandler(names=['_style.radius_model']), + ) + self._color_scheme = StringDescriptor( + name='color_scheme', + description='Standard element colour scheme.', + value_spec=AttributeSpec( + default=ColorSchemeEnum.default().value, + validator=MembershipValidator( + allowed=[member.value for member in ColorSchemeEnum], + ), + ), + cif_handler=CifHandler(names=['_style.color_scheme']), + ) + self._adp_probability = NumericDescriptor( + name='adp_probability', + description='ORTEP probability level, a fraction in (0, 1).', + value_spec=AttributeSpec( + default=0.5, + validator=RangeValidator(gt=0.0, lt=1.0), + ), + cif_handler=CifHandler(names=['_style.adp_probability']), + ) + + @property + def atom_shape(self) -> StringDescriptor: + """Atom depiction mode (``ball`` or ``ortep``).""" + return self._atom_shape + + @atom_shape.setter + def atom_shape(self, value: str) -> None: + self._atom_shape.value = AtomShapeEnum(value).value + + @property + def radius_model(self) -> StringDescriptor: + """Standard per-element radius model.""" + return self._radius_model + + @radius_model.setter + def radius_model(self, value: str) -> None: + self._radius_model.value = RadiusModelEnum(value).value + + @property + def color_scheme(self) -> StringDescriptor: + """Standard element colour scheme.""" + return self._color_scheme + + @color_scheme.setter + def color_scheme(self, value: str) -> None: + self._color_scheme.value = ColorSchemeEnum(value).value + + @property + def adp_probability(self) -> NumericDescriptor: + """ORTEP probability level (fraction in the open interval (0, 1)).""" + return self._adp_probability + + @adp_probability.setter + def adp_probability(self, value: float) -> None: + self._adp_probability.value = value + + def show_supported(self) -> None: + """List the accepted values for every styling setting.""" + console.paragraph('Supported style settings') + for setting, enum in ( + ('atom_shape', AtomShapeEnum), + ('radius_model', RadiusModelEnum), + ('color_scheme', ColorSchemeEnum), + ): + console.print(f"{setting}: {', '.join(member.value for member in enum)}") + console.print('adp_probability: float in the open interval (0, 1)') + + @property + def as_cif(self) -> str: + """Return CIF representation of this style category.""" + return super().as_cif diff --git a/src/easydiffraction/project/categories/style/factory.py b/src/easydiffraction/project/categories/style/factory.py new file mode 100644 index 000000000..e1613a462 --- /dev/null +++ b/src/easydiffraction/project/categories/style/factory.py @@ -0,0 +1,17 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Factory for project style categories.""" + +from __future__ import annotations + +from typing import ClassVar + +from easydiffraction.core.factory import FactoryBase + + +class StyleFactory(FactoryBase): + """Create project style category instances.""" + + _default_rules: ClassVar[dict] = { + frozenset(): 'default', + } From a1abc2bc65b7fb0719d8c3b98962751faae49784 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:35:11 +0200 Subject: [PATCH 011/160] Use six scalar descriptors for the view range --- .../crysview-structure-visualization.md | 39 ++++++++++++------ .../plans/crysview-structure-visualization.md | 40 +++++++++++-------- 2 files changed, 50 insertions(+), 29 deletions(-) diff --git a/docs/dev/adrs/suggestions/crysview-structure-visualization.md b/docs/dev/adrs/suggestions/crysview-structure-visualization.md index 05538e669..2ac563dcc 100644 --- a/docs/dev/adrs/suggestions/crysview-structure-visualization.md +++ b/docs/dev/adrs/suggestions/crysview-structure-visualization.md @@ -183,10 +183,16 @@ two cells, `[-0.2, 1.2]` adds a margin. Like the other settings it is persisted and overridable per call: ```python -project.view.range = ((0, 1), (0, 1), (0, 1)) # default: full cell, borders included +# Persisted per-axis bounds — six scalar settings, like the cell +# parameters (defaults 0 and 1 on each axis = the full cell, borders +# included): +project.view.range_a_max = 2 # two cells along a +project.view.range_c_min, project.view.range_c_max = -0.2, 1.2 # margin on c + +# A convenience tuple overrides the persisted range for one call only: project.display.structure( struct_name='lbco', - range=((0, 2), (0, 1), (0, 1)), # two cells along a, this call only + range=((0, 2), (0, 1), (0, 1)), ) ``` @@ -221,7 +227,7 @@ carry. Because expansion happens in the scene builder (section 1), the 3D engines draw this expanded set in full. The `ascii` engine is the reduced-fidelity sibling (section 7): it always renders the single -default cell and reports a wider `project.view.range` as a 3D-only +default cell and reports a wider view range as a 3D-only capability through `show_structure_options()`, the same way it announces the other features only the 3D engines draw. @@ -379,7 +385,7 @@ sibling of the 3D engines: one schematic projection, one unit cell, and no bonds, labels, ADP ellipsoids, or moment arrows. When an `include=` request asks for one of those features, the engine announces it is available with the 3D engines and skips it, just as the ascii chart -engine does for Plotly-only features. A `project.view.range` wider than +engine does for Plotly-only features. A view range wider than the default single cell is treated the same way: the terminal view always draws one cell and announces that multi-cell and margin ranges are honored only by the 3D engines, so its schematic stays uncluttered @@ -489,9 +495,11 @@ project.display.structure( project.view.show_labels = False project.view.show_moments = True -# What region (persisted): which symmetry-equivalent atoms are generated, -# as a per-axis fractional range (default below, borders included). -project.view.range = ((0, 1), (0, 1), (0, 1)) +# What region (persisted): six per-axis fractional bounds (defaults 0 and +# 1 = full cell, borders included), mirroring the six scalar cell +# parameters. +project.view.range_a_min = 0 +project.view.range_a_max = 1 # range_b_min/max and range_c_min/max likewise ``` The persisted equivalent in the project CIF: @@ -501,9 +509,12 @@ The persisted equivalent in the project CIF: _view.type threejs _view.show_labels false _view.show_moments true -_view.range_a 0 1 -_view.range_b 0 1 -_view.range_c 0 1 +_view.range_a_min 0 +_view.range_a_max 1 +_view.range_b_min 0 +_view.range_b_max 1 +_view.range_c_min 0 +_view.range_c_max 1 _style.atom_shape ortep _style.radius_model covalent @@ -635,7 +646,7 @@ the final names. - **CIF tag spelling — resolved.** Project CIF: `_style.atom_shape`, `_style.radius_model`, `_style.color_scheme`, `_style.adp_probability`, and `_view.type` / `_view.show_labels` / - `_view.show_moments` / `_view.range_a|b|c`. These are project-internal + `_view.show_moments` / `_view.range_{a,b,c}_{min,max}`. These are project-internal app/settings tags (`_view.type` follows the Display-UX `_chart.type` / `_table.type` precedent); the radii and colours are a bundled element-database asset, not CIF-serialized. @@ -658,8 +669,10 @@ the final names. - **Per-axis range boundary completion — resolved.** Version 1 draws only atoms inside the range (borders included) and bonds only between in-scene atoms — no out-of-range partner atoms or edge-coordination - completion. Range CIF spelling is `_view.range_a|b|c` (two numbers - each). + completion. The range is persisted as six scalar tags + `_view.range_{a,b,c}_{min,max}` (one number each, defaults 0 and 1), + mirroring the six scalar cell parameters; a per-call `range=` tuple on + `structure()` overrides them for one call. ## Deferred Work diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 9008fff5a..73b9b0203 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -97,10 +97,11 @@ plan-level structural choices confirmed with the author at plan start. `labels`); a companion `show_structure_options(struct_name=...)` mirrors `show_pattern_options()`. Notebook embeds an interactive view (IPython HTML repr); a standalone HTML file can be written to a path. -- **Per-axis fractional range** (§3): - `project.view.range = ((0,1),(0,1),(0,1))` default (full cell, - **borders included**), per-axis, non-integer allowed, validated min < - max, persisted, overridable per call. +- **Per-axis fractional range** (§3): six scalar bounds + `project.view.range_{a,b,c}_{min,max}` (defaults 0 and 1 = full cell, + **borders included**), mirroring the six scalar cell parameters; + non-integer allowed, validated min < max per axis, persisted; a + per-call `range=` tuple on `structure()` overrides for one call. - **Scene-atom identity rule** (§3): two generated atoms are the same scene atom iff same atom-site row **and** fractional coordinates coincide within `1e-4` (fractional units); keep one, drop the rest. @@ -198,9 +199,11 @@ below were verified reachable (HTTP 200). Question 1) — **Resolved (final).** Project CIF: `_style.atom_shape`, `_style.radius_model`, `_style.color_scheme`, `_style.adp_probability`, and `_view.type`, `_view.show_labels`, - `_view.show_moments`, plus the range as `_view.range_a`, - `_view.range_b`, `_view.range_c` (two numbers each, e.g. - `_view.range_a 0 1`). Structure CIF (per-structure): the **standard + `_view.show_moments`, plus the per-axis range as six scalar tags + `_view.range_a_min` / `_view.range_a_max` / `_view.range_b_min` / + `_view.range_b_max` / `_view.range_c_min` / `_view.range_c_max` (one + number each, defaults 0 and 1), mirroring the cell parameters. Structure + CIF (per-structure): the **standard cif_core** bond cutoffs `_geom.min_bond_distance_cutoff` (default `0.0`) and `_geom.bond_distance_incr` (default `0.4`), plus the per-type bonding radius `_atom_type.radius_bond` when present (P1.11). @@ -721,10 +724,14 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). `ViewerEngineEnum` + `ViewerFactory.descriptions()` and **defaulting to `ViewerEngineEnum.default()` (`threejs`)**, matching P1.1; `from_cif` calling `self._parent._swap_view`. Plus persisted - view-state descriptors: `show_labels` (bool, default off), - `show_moments` (bool, default on-where-data), and the per-axis - `range` as `_view.range_a/b/c` (two-number min/max each, validated - min < max). `show_supported()` lists engines. + view-state descriptors: `show_labels` (`BoolDescriptor`, default off), + `show_moments` (`BoolDescriptor`, default on-where-data), and the + per-axis range as **six scalar `NumericDescriptor`s** + `range_a_min` / `range_a_max` / `range_b_min` / `range_b_max` / + `range_c_min` / `range_c_max` (CIF `_view.range_a_min` … , defaults 0 + and 1, each axis validated `min < max` in the setter), mirroring the + six scalar cell parameters; `structure()`'s `range=` tuple arg + overrides them per call. `show_supported()` lists engines. - **Headless implication of the `threejs` default.** With `threejs` default, `project.display.structure(...)` returns/writes an HTML string and needs **no browser**, so it runs unattended in CI, @@ -795,7 +802,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). `structure_feature_availability(structure, style=project.style)`; build the scene via `build_scene(structure, style=project.style, view_range=, features=)` - (per-call `range` overrides the persisted `project.view.range` for + (per-call `range` overrides the persisted view range for that call); render with the active `project.view` engine. **Signature mirrors `pattern()`**: `structure(...) -> None`, displaying directly as a side effect (notebook: `IPython.display` @@ -1013,8 +1020,9 @@ coverage (configured in P1.13). setting's accepted values; `_style.*` CIF round-trips. P1.8. - [ ] **`tests/unit/easydiffraction/project/categories/view/test_view.py`** (new) — `type` validates against `ViewerEngineEnum`; setting - `type` calls `_swap_view`; `range` rejects min ≥ max; `_view.type` - / `_view.show_*` / `_view.range_*` CIF round-trip; + `type` calls `_swap_view`; a `range_a_max` below `range_a_min` is + rejected (per-axis `min < max`); `_view.type` / `_view.show_*` / + `_view.range_a_min` … `_view.range_c_max` CIF round-trip; `show_supported()` lists engines. P1.9. - [ ] **`tests/unit/easydiffraction/project/test_project.py`** (extend) — `project.view` / `project.style` are read-only attributes; @@ -1123,8 +1131,8 @@ ellipsoids — alongside the existing 1D pattern view. the standard bond cut-offs (a minimum distance and a tolerance added to the atoms' bonding radii) for each structure, saved in that structure's own file, so different phases can use different cut-offs. -- **See a single cell, a margin, or several cells.** - `project.view.range` sets a per-axis fractional range (default: the +- **See a single cell, a margin, or several cells.** `project.view` sets + a per-axis fractional range (default: the full cell with border atoms drawn); widen it for a margin or multiple cells. - **Works offline.** The notebook and standalone-HTML views embed a From 78484a31e6b3402243620a0c6a77b48aaaad80ea Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:42:19 +0200 Subject: [PATCH 012/160] Add switchable view category for renderer selection --- .../plans/crysview-structure-visualization.md | 2 +- .../project/categories/view/__init__.py | 8 + .../project/categories/view/default.py | 203 ++++++++++++++++++ .../project/categories/view/factory.py | 17 ++ 4 files changed, 229 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/project/categories/view/__init__.py create mode 100644 src/easydiffraction/project/categories/view/default.py create mode 100644 src/easydiffraction/project/categories/view/factory.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 73b9b0203..580b61cee 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -713,7 +713,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - Register `Style` in `project/categories/style/__init__.py`. - Commit: `Add style category for structure view styling`. -- [ ] **P1.9 — Add the switchable `view` category** +- [x] **P1.9 — Add the switchable `view` category** - Files: new `src/easydiffraction/project/categories/view/__init__.py`, `default.py`, `factory.py`. diff --git a/src/easydiffraction/project/categories/view/__init__.py b/src/easydiffraction/project/categories/view/__init__.py new file mode 100644 index 000000000..8bed937f7 --- /dev/null +++ b/src/easydiffraction/project/categories/view/__init__.py @@ -0,0 +1,8 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Project view category exports.""" + +from __future__ import annotations + +from easydiffraction.project.categories.view.default import View +from easydiffraction.project.categories.view.factory import ViewFactory diff --git a/src/easydiffraction/project/categories/view/default.py b/src/easydiffraction/project/categories/view/default.py new file mode 100644 index 000000000..9ff8ef44f --- /dev/null +++ b/src/easydiffraction/project/categories/view/default.py @@ -0,0 +1,203 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Project structure-view category (switchable renderer + view state).""" + +from __future__ import annotations + +from easydiffraction.core.category import CategoryItem +from easydiffraction.core.metadata import TypeInfo +from easydiffraction.core.switchable import SwitchableCategoryBase +from easydiffraction.core.validation import AttributeSpec +from easydiffraction.core.validation import MembershipValidator +from easydiffraction.core.variable import BoolDescriptor +from easydiffraction.core.variable import NumericDescriptor +from easydiffraction.core.variable import StringDescriptor +from easydiffraction.display.structure.enums import ViewerEngineEnum +from easydiffraction.display.structure.viewing import Viewer +from easydiffraction.display.structure.viewing import ViewerFactory +from easydiffraction.io.cif.handler import CifHandler +from easydiffraction.io.cif.parse import read_cif_str +from easydiffraction.project.categories.view.factory import ViewFactory +from easydiffraction.utils.logging import log + +VIEW_ENGINE_OPTIONS = [member.value for member in ViewerEngineEnum] + + +def _range_descriptor(name: str, default: float) -> NumericDescriptor: + return NumericDescriptor( + name=name, + description='Per-axis fractional view-range bound.', + value_spec=AttributeSpec(default=default), + cif_handler=CifHandler(names=[f'_view.{name}']), + ) + + +@ViewFactory.register +class View(CategoryItem, SwitchableCategoryBase): + """Renderer engine selection and view state for a project.""" + + _category_code = 'view' + _owner_attr_name = 'view' + _swap_method_name = '_swap_view' + + type_info = TypeInfo( + tag='default', + description='Project view category', + ) + + def __init__(self) -> None: + super().__init__() + + self._viewer = Viewer() + self._type = StringDescriptor( + name='type', + description='Structure-view renderer backend type', + value_spec=AttributeSpec( + default=ViewerEngineEnum.default().value, + validator=MembershipValidator(allowed=VIEW_ENGINE_OPTIONS), + ), + cif_handler=CifHandler(names=['_view.type']), + ) + self._show_labels = BoolDescriptor( + name='show_labels', + description='Show atom labels when the view opens.', + value_spec=AttributeSpec(default=False), + cif_handler=CifHandler(names=['_view.show_labels']), + ) + self._show_moments = BoolDescriptor( + name='show_moments', + description='Show magnetic-moment arrows where the data exists.', + value_spec=AttributeSpec(default=True), + cif_handler=CifHandler(names=['_view.show_moments']), + ) + self._range_a_min = _range_descriptor('range_a_min', 0.0) + self._range_a_max = _range_descriptor('range_a_max', 1.0) + self._range_b_min = _range_descriptor('range_b_min', 0.0) + self._range_b_max = _range_descriptor('range_b_max', 1.0) + self._range_c_min = _range_descriptor('range_c_min', 0.0) + self._range_c_max = _range_descriptor('range_c_max', 1.0) + + def _set_type(self, value: str, *, strict: bool = True) -> None: + if value not in VIEW_ENGINE_OPTIONS: + msg = ( + f"Unsupported view type '{value}'. Supported: {VIEW_ENGINE_OPTIONS}. " + f"For more information, use 'view.show_supported()'" + ) + if strict: + raise ValueError(msg) + log.warning(msg) + return + if self._viewer.engine != value: + self._viewer.engine = value + self._type.value = value + + @staticmethod + def _supported_types(filters: dict[str, object]) -> list[tuple[str, str]]: + """Return supported structure-view renderer backends.""" + del filters + return ViewerFactory.descriptions() + + @property + def viewer(self) -> Viewer: + """Live structure-view facade bound to the active engine.""" + return self._viewer + + @property + def show_labels(self) -> BoolDescriptor: + """Whether atom labels are shown when the view opens.""" + return self._show_labels + + @show_labels.setter + def show_labels(self, value: bool) -> None: + self._show_labels.value = value + + @property + def show_moments(self) -> BoolDescriptor: + """Whether moment arrows are shown where the data exists.""" + return self._show_moments + + @show_moments.setter + def show_moments(self, value: bool) -> None: + self._show_moments.value = value + + def _set_bound(self, descriptor: NumericDescriptor, value: float, *, lower: float, upper: float) -> None: + if not lower < value < upper: + log.warning( + f"'{descriptor.name}' = {value} violates min < max on its axis; ignored.", + ) + return + descriptor.value = value + + @property + def range_a_min(self) -> NumericDescriptor: + """Lower fractional bound along a.""" + return self._range_a_min + + @range_a_min.setter + def range_a_min(self, value: float) -> None: + self._set_bound(self._range_a_min, value, lower=float('-inf'), upper=self._range_a_max.value) + + @property + def range_a_max(self) -> NumericDescriptor: + """Upper fractional bound along a.""" + return self._range_a_max + + @range_a_max.setter + def range_a_max(self, value: float) -> None: + self._set_bound(self._range_a_max, value, lower=self._range_a_min.value, upper=float('inf')) + + @property + def range_b_min(self) -> NumericDescriptor: + """Lower fractional bound along b.""" + return self._range_b_min + + @range_b_min.setter + def range_b_min(self, value: float) -> None: + self._set_bound(self._range_b_min, value, lower=float('-inf'), upper=self._range_b_max.value) + + @property + def range_b_max(self) -> NumericDescriptor: + """Upper fractional bound along b.""" + return self._range_b_max + + @range_b_max.setter + def range_b_max(self, value: float) -> None: + self._set_bound(self._range_b_max, value, lower=self._range_b_min.value, upper=float('inf')) + + @property + def range_c_min(self) -> NumericDescriptor: + """Lower fractional bound along c.""" + return self._range_c_min + + @range_c_min.setter + def range_c_min(self, value: float) -> None: + self._set_bound(self._range_c_min, value, lower=float('-inf'), upper=self._range_c_max.value) + + @property + def range_c_max(self) -> NumericDescriptor: + """Upper fractional bound along c.""" + return self._range_c_max + + @range_c_max.setter + def range_c_max(self, value: float) -> None: + self._set_bound(self._range_c_max, value, lower=self._range_c_min.value, upper=float('inf')) + + def view_range(self) -> tuple[tuple[float, float], tuple[float, float], tuple[float, float]]: + """Assemble the per-axis ``((min, max), ...)`` fractional window.""" + return ( + (self._range_a_min.value, self._range_a_max.value), + (self._range_b_min.value, self._range_b_max.value), + (self._range_c_min.value, self._range_c_max.value), + ) + + def from_cif(self, block: object, idx: int = 0) -> None: + """Populate this view category from a CIF block, rebinding engine.""" + super().from_cif(block, idx) + view_type = read_cif_str(block, '_view.type') + if view_type is not None: + self._parent._swap_view(view_type, strict=False) + + @property + def as_cif(self) -> str: + """Return CIF representation of this view category.""" + return super().as_cif diff --git a/src/easydiffraction/project/categories/view/factory.py b/src/easydiffraction/project/categories/view/factory.py new file mode 100644 index 000000000..c9af4aa9b --- /dev/null +++ b/src/easydiffraction/project/categories/view/factory.py @@ -0,0 +1,17 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Factory for project view categories.""" + +from __future__ import annotations + +from typing import ClassVar + +from easydiffraction.core.factory import FactoryBase + + +class ViewFactory(FactoryBase): + """Create project view category instances.""" + + _default_rules: ClassVar[dict] = { + frozenset(): 'default', + } From 62d2faf4ed7a83d6a28751c926bcb79dee7abf88 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:46:30 +0200 Subject: [PATCH 013/160] Wire project.view and project.style with CIF persistence --- .../plans/crysview-structure-visualization.md | 2 +- src/easydiffraction/io/cif/serialize.py | 8 ++++++++ src/easydiffraction/project/project.py | 20 +++++++++++++++++++ src/easydiffraction/project/project_config.py | 16 +++++++++++++++ 4 files changed, 45 insertions(+), 1 deletion(-) diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 580b61cee..d7b26a497 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -745,7 +745,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - Register `View` in `project/categories/view/__init__.py`. - Commit: `Add switchable view category for renderer selection`. -- [ ] **P1.10 — Wire `project.view` / `project.style` + CIF +- [x] **P1.10 — Wire `project.view` / `project.style` + CIF persistence** - Files: existing `src/easydiffraction/project/project.py`, `src/easydiffraction/project/project_config.py` (+ the diff --git a/src/easydiffraction/io/cif/serialize.py b/src/easydiffraction/io/cif/serialize.py index e3080aa97..d09236ba4 100644 --- a/src/easydiffraction/io/cif/serialize.py +++ b/src/easydiffraction/io/cif/serialize.py @@ -705,6 +705,14 @@ def project_config_from_cif(project: object, cif_text: str) -> None: if verbosity is not None: verbosity.from_cif(block) + view = getattr(project, 'view', None) + if view is not None: + view.from_cif(block) + + style = getattr(project, 'style', None) + if style is not None: + style.from_cif(block) + def analysis_from_cif(analysis: object, cif_text: str) -> None: """ diff --git a/src/easydiffraction/project/project.py b/src/easydiffraction/project/project.py index c1c42eadb..f7e70a397 100644 --- a/src/easydiffraction/project/project.py +++ b/src/easydiffraction/project/project.py @@ -37,8 +37,10 @@ from collections.abc import Callable from easydiffraction.project.categories.chart import Chart + from easydiffraction.project.categories.style import Style from easydiffraction.project.categories.table import Table from easydiffraction.project.categories.verbosity import Verbosity + from easydiffraction.project.categories.view import View from easydiffraction.project.project_info import ProjectInfo from easydiffraction.report import Report @@ -210,6 +212,8 @@ def __init__( object.__setattr__(self, '_chart', self._config.chart) object.__setattr__(self, '_table', self._config.table) object.__setattr__(self, '_verbosity', self._config.verbosity) + object.__setattr__(self, '_view', self._config.view) + object.__setattr__(self, '_style', self._config.style) object.__setattr__(self, '_report', self._config.report) self._publication = PublicationFactory.create(PublicationFactory.default_tag()) self._display = ProjectDisplay(self) @@ -226,6 +230,8 @@ def _attach_category_parents(self) -> None: self._analysis._parent = self self._chart._parent = self self._table._parent = self + self._view._parent = self + self._style._parent = self self._report._parent = self self._publication._parent = self @@ -243,6 +249,10 @@ def _swap_table(self, new_type: str, *, strict: bool = True) -> None: """Switch the active table renderer.""" self._table._set_type(new_type, strict=strict) + def _swap_view(self, new_type: str, *, strict: bool = True) -> None: + """Switch the active structure-view renderer.""" + self._view._set_type(new_type, strict=strict) + @classmethod def current_project_path(cls) -> pathlib.Path | None: """Return the saved path of the current project, if any.""" @@ -322,6 +332,16 @@ def table(self) -> Table: """Table configuration bound to the project.""" return self._table + @property + def view(self) -> View: + """Structure-view configuration bound to the project.""" + return self._view + + @property + def style(self) -> Style: + """Structure-view styling bound to the project.""" + return self._style + @property def display(self) -> ProjectDisplay: """Current display entry-point bound to the project.""" diff --git a/src/easydiffraction/project/project_config.py b/src/easydiffraction/project/project_config.py index 2c779c8a7..feff171bc 100644 --- a/src/easydiffraction/project/project_config.py +++ b/src/easydiffraction/project/project_config.py @@ -13,8 +13,12 @@ from easydiffraction.project.categories.report import ReportFactory from easydiffraction.project.categories.table import Table from easydiffraction.project.categories.table import TableFactory +from easydiffraction.project.categories.style import Style +from easydiffraction.project.categories.style import StyleFactory from easydiffraction.project.categories.verbosity import Verbosity from easydiffraction.project.categories.verbosity import VerbosityFactory +from easydiffraction.project.categories.view import View +from easydiffraction.project.categories.view import ViewFactory class ProjectConfig(CategoryOwner): @@ -37,6 +41,8 @@ def __init__( self._report = ReportFactory.create(ReportFactory.default_tag()) self._table = TableFactory.create(TableFactory.default_tag()) self._verbosity = VerbosityFactory.create(VerbosityFactory.default_tag()) + self._view = ViewFactory.create(ViewFactory.default_tag()) + self._style = StyleFactory.create(StyleFactory.default_tag()) @property def info(self) -> ProjectInfo: @@ -63,6 +69,16 @@ def verbosity(self) -> Verbosity: """Verbosity configuration category.""" return self._verbosity + @property + def view(self) -> View: + """Structure-view configuration category.""" + return self._view + + @property + def style(self) -> Style: + """Structure-view styling category.""" + return self._style + @property def as_cif(self) -> str: """Serialize singleton project categories to CIF.""" From c39bf8f11bd2b7800731e5ad4011f4e01398b76f Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:49:10 +0200 Subject: [PATCH 014/160] Add per-structure geom bond-cutoff category --- .../plans/crysview-structure-visualization.md | 2 +- .../structure/categories/geom/__init__.py | 4 ++ .../structure/categories/geom/default.py | 70 +++++++++++++++++++ .../structure/categories/geom/factory.py | 17 +++++ .../datablocks/structure/item/base.py | 22 ++++++ 5 files changed, 114 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/datablocks/structure/categories/geom/__init__.py create mode 100644 src/easydiffraction/datablocks/structure/categories/geom/default.py create mode 100644 src/easydiffraction/datablocks/structure/categories/geom/factory.py diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index d7b26a497..b73209f4b 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -762,7 +762,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). wires the surfaces. - Commit: `Wire project.view and project.style with CIF persistence`. -- [ ] **P1.11 — Add the per-structure `geom` bond-cutoff category** +- [x] **P1.11 — Add the per-structure `geom` bond-cutoff category** - Files: new `src/easydiffraction/datablocks/structure/categories/geom/__init__.py`, `default.py`, `factory.py`; existing diff --git a/src/easydiffraction/datablocks/structure/categories/geom/__init__.py b/src/easydiffraction/datablocks/structure/categories/geom/__init__.py new file mode 100644 index 000000000..1fcc34dbf --- /dev/null +++ b/src/easydiffraction/datablocks/structure/categories/geom/__init__.py @@ -0,0 +1,4 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause + +from easydiffraction.datablocks.structure.categories.geom.default import Geom diff --git a/src/easydiffraction/datablocks/structure/categories/geom/default.py b/src/easydiffraction/datablocks/structure/categories/geom/default.py new file mode 100644 index 000000000..21a491a03 --- /dev/null +++ b/src/easydiffraction/datablocks/structure/categories/geom/default.py @@ -0,0 +1,70 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Per-structure bond-generation cutoffs (standard cif_core ``_geom``).""" + +from __future__ import annotations + +from easydiffraction.core.category import CategoryItem +from easydiffraction.core.metadata import TypeInfo +from easydiffraction.core.validation import AttributeSpec +from easydiffraction.core.validation import RangeValidator +from easydiffraction.core.variable import NumericDescriptor +from easydiffraction.datablocks.structure.categories.geom.factory import GeomFactory +from easydiffraction.io.cif.handler import CifHandler + + +@GeomFactory.register +class Geom(CategoryItem): + """Bond-generation cutoffs for a structure (cif_core ``_geom``).""" + + _category_code = 'geom' + + type_info = TypeInfo( + tag='default', + description='Structure bond-geometry cutoffs', + ) + + def __init__(self) -> None: + super().__init__() + + self._min_bond_distance_cutoff = NumericDescriptor( + name='min_bond_distance_cutoff', + description='Minimum permitted bonded distance (angstrom).', + value_spec=AttributeSpec( + default=0.0, + validator=RangeValidator(ge=0.0), + ), + cif_handler=CifHandler(names=['_geom.min_bond_distance_cutoff']), + ) + self._bond_distance_incr = NumericDescriptor( + name='bond_distance_incr', + description='Increment added to the summed bonding radii (angstrom).', + value_spec=AttributeSpec( + default=0.4, + validator=RangeValidator(ge=0.0), + ), + cif_handler=CifHandler(names=['_geom.bond_distance_incr']), + ) + + @property + def min_bond_distance_cutoff(self) -> NumericDescriptor: + """Minimum permitted bonded distance (angstrom).""" + return self._min_bond_distance_cutoff + + @min_bond_distance_cutoff.setter + def min_bond_distance_cutoff(self, value: float) -> None: + self._min_bond_distance_cutoff.value = value + + @property + def bond_distance_incr(self) -> NumericDescriptor: + """Increment added to the summed bonding radii (angstrom).""" + return self._bond_distance_incr + + @bond_distance_incr.setter + def bond_distance_incr(self, value: float) -> None: + self._bond_distance_incr.value = value + + @property + def as_cif(self) -> str: + """Return CIF representation of this geom category.""" + return super().as_cif diff --git a/src/easydiffraction/datablocks/structure/categories/geom/factory.py b/src/easydiffraction/datablocks/structure/categories/geom/factory.py new file mode 100644 index 000000000..bfc7aaf5c --- /dev/null +++ b/src/easydiffraction/datablocks/structure/categories/geom/factory.py @@ -0,0 +1,17 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Geom factory — delegates entirely to ``FactoryBase``.""" + +from __future__ import annotations + +from typing import ClassVar + +from easydiffraction.core.factory import FactoryBase + + +class GeomFactory(FactoryBase): + """Create bond-geometry-cutoff categories by tag.""" + + _default_rules: ClassVar[dict] = { + frozenset(): 'default', + } diff --git a/src/easydiffraction/datablocks/structure/item/base.py b/src/easydiffraction/datablocks/structure/item/base.py index a7cc24ba4..108c10142 100644 --- a/src/easydiffraction/datablocks/structure/item/base.py +++ b/src/easydiffraction/datablocks/structure/item/base.py @@ -15,6 +15,8 @@ from easydiffraction.datablocks.structure.categories.atom_sites.factory import AtomSitesFactory from easydiffraction.datablocks.structure.categories.cell import Cell from easydiffraction.datablocks.structure.categories.cell.factory import CellFactory +from easydiffraction.datablocks.structure.categories.geom import Geom +from easydiffraction.datablocks.structure.categories.geom.factory import GeomFactory from easydiffraction.datablocks.structure.categories.space_group import SpaceGroup from easydiffraction.datablocks.structure.categories.space_group.factory import SpaceGroupFactory from easydiffraction.utils.logging import console @@ -39,6 +41,8 @@ def __init__( self._atom_sites = AtomSitesFactory.create(self._atom_sites_type) self._atom_site_aniso_type: str = AtomSiteAnisoFactory.default_tag() self._atom_site_aniso = AtomSiteAnisoFactory.create(self._atom_site_aniso_type) + self._geom_type: str = GeomFactory.default_tag() + self._geom = GeomFactory.create(self._geom_type) self._identity.datablock_entry_name = lambda: self.name # ------------------------------------------------------------------ @@ -158,6 +162,24 @@ def atom_site_aniso(self, new: AtomSiteAnisoCollection) -> None: """ self._atom_site_aniso = new + @property + def geom(self) -> Geom: + """Bond-geometry cutoffs for this structure.""" + return self._geom + + @geom.setter + @typechecked + def geom(self, new: Geom) -> None: + """ + Replace the bond-geometry cutoffs for this structure. + + Parameters + ---------- + new : Geom + New bond-geometry-cutoff category. + """ + self._geom = new + # ------------------------------------------------------------------ # Private methods # ------------------------------------------------------------------ From 85e9e601714e20728c7854c60295908227613a4d Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:55:27 +0200 Subject: [PATCH 015/160] Align single-crystal scatter axes and style in HTML and PDF --- .../display/plotters/plotly.py | 198 ++++++++++++++---- src/easydiffraction/report/fit_plot.py | 46 ++-- .../report/templates/tex/figure_sc.tex.j2 | 5 +- 3 files changed, 186 insertions(+), 63 deletions(-) diff --git a/src/easydiffraction/display/plotters/plotly.py b/src/easydiffraction/display/plotters/plotly.py index f16437184..f10edd231 100644 --- a/src/easydiffraction/display/plotters/plotly.py +++ b/src/easydiffraction/display/plotters/plotly.py @@ -48,12 +48,19 @@ RESIDUAL_LINE_WIDTH = 2.0 MEASURED_MARKER_SIZE = 6 MEASURED_MARKER_LINE_WIDTH = 0 -MEASURED_ERROR_BAR_THICKNESS = 2 -MEASURED_ERROR_BAR_WIDTH = 4 +SINGLE_CRYSTAL_MARKER_LINE_WIDTH = 0.5 +MEASURED_ERROR_BAR_THICKNESS = 1.0 +MEASURED_ERROR_BAR_WIDTH = 3 LIGHT_AXIS_FRAME_COLOR = 'rgba(120, 140, 160, 0.28)' DARK_AXIS_FRAME_COLOR = 'rgba(110, 145, 190, 0.35)' LIGHT_LEGEND_BACKGROUND_COLOR = 'rgba(255, 255, 255, 0.5)' DARK_LEGEND_BACKGROUND_COLOR = 'rgba(0, 0, 0, 0.5)' +# Single source for the y=x reference-line colour, shared with the report +# axis gray (report.style.REPORT_AXIS_RGB) and imported by report.fit_plot +# so the diagonal looks identical in the Plotly and pgfplots renderers. +DIAGONAL_LINE_RGB = (190, 199, 208) +DIAGONAL_LINE_COLOR = f'rgb({DIAGONAL_LINE_RGB[0]}, {DIAGONAL_LINE_RGB[1]}, {DIAGONAL_LINE_RGB[2]})' +DIAGONAL_LINE_WIDTH = 0.5 BRAGG_TICK_COLORS = ( 'rgb(255, 127, 14)', @@ -86,6 +93,91 @@ FIXED_ASPECT_WRAPPER_CLASS_NAME = 'ed-fixed-aspect-plotly-wrapper' +def single_crystal_axis_range( + x_calc: object, + y_meas: object, + y_meas_su: object, +) -> tuple[float, float]: + """Return one shared (min, max) range for a single-crystal scatter. + + The range spans the calculated values and the measured values widened + by their standard uncertainties, then pads both ends by + ``MAIN_INTENSITY_RANGE_MARGIN_FRACTION``. Applying the same range to + both axes keeps the y=x diagonal meaningful. + + Parameters + ---------- + x_calc : object + 1D array-like of calculated values (x-axis). + y_meas : object + 1D array-like of measured values (y-axis). + y_meas_su : object + 1D array-like of measurement uncertainties, or None. + + Returns + ------- + tuple[float, float] + The padded ``(minimum, maximum)`` shared by both axes. + """ + calc = [float(value) for value in x_calc] + meas = [float(value) for value in y_meas] + if y_meas_su is not None: + su = [float(value) for value in y_meas_su] + low = [value - error for value, error in zip(meas, su, strict=True)] + high = [value + error for value, error in zip(meas, su, strict=True)] + else: + low = meas + high = meas + candidates_low = [*calc, *low] + candidates_high = [*calc, *high] + if not candidates_low or not candidates_high: + return 0.0, 1.0 + minimum = min(candidates_low) + maximum = max(candidates_high) + margin = max(maximum - minimum, 0.0) * MAIN_INTENSITY_RANGE_MARGIN_FRACTION + if margin <= 0.0: + margin = 1.0 + return minimum - margin, maximum + margin + + +def single_crystal_tick_step( + minimum: float, + maximum: float, + target_ticks: int = 6, +) -> float: + """Return a 'nice' tick step covering ``[minimum, maximum]``. + + The raw step ``span / target_ticks`` is rounded up to the nearest + ``DISPLAY_TICK_FRACTIONS`` value, so two axes sharing this step and the + same range show identical ticks. + + Parameters + ---------- + minimum : float + Lower bound of the shared axis range. + maximum : float + Upper bound of the shared axis range. + target_ticks : int, default=6 + Approximate number of tick intervals to aim for. + + Returns + ------- + float + The rounded tick step. + """ + span = maximum - minimum + if span <= 0.0 or target_ticks <= 0: + return 1.0 + raw_step = span / target_ticks + exponent = float(np.floor(np.log10(raw_step))) + base = 10.0**exponent + fraction = raw_step / base + for nice_fraction in DISPLAY_TICK_FRACTIONS: + if fraction <= nice_fraction: + return nice_fraction * base + return DISPLAY_TICK_FRACTIONS[-1] * base + + @dataclass(frozen=True) class PowderCompositeRows: """Resolved row layout for the composite powder figure.""" @@ -559,41 +651,52 @@ def _get_single_crystal_trace( mode='markers', marker={ 'symbol': 'circle', - 'size': 10, - 'line': {'width': 0.5}, + 'size': MEASURED_MARKER_SIZE, + 'line': {'width': SINGLE_CRYSTAL_MARKER_LINE_WIDTH}, 'color': DEFAULT_COLORS['meas'], }, error_y={ 'type': 'data', 'array': y_meas_su, 'visible': True, + 'color': DEFAULT_COLORS['meas'], + 'thickness': MEASURED_ERROR_BAR_THICKNESS, + 'width': MEASURED_ERROR_BAR_WIDTH, }, hovertemplate='calc: %{x}
meas: %{y}
', ) @staticmethod - def _get_diagonal_shape() -> dict: + def _get_diagonal_shape(minimum: float, maximum: float) -> dict: """ - Create a diagonal reference line shape. + Create a y=x reference line in data coordinates. + + The line runs from ``(minimum, minimum)`` to ``(maximum, maximum)`` + in axis (data) coordinates, so it tracks y=x regardless of the + axis aspect ratio rather than the paper-rectangle diagonal. - Returns a y=x diagonal line spanning the plot area using paper - coordinates (0,0) to (1,1). + Parameters + ---------- + minimum : float + Lower bound of the shared axis range. + maximum : float + Upper bound of the shared axis range. Returns ------- dict - A dict configuring a diagonal line shape. + A dict configuring the diagonal line shape. """ return { 'type': 'line', - 'x0': 0, - 'y0': 0, - 'x1': 1, - 'y1': 1, - 'xref': 'paper', - 'yref': 'paper', + 'x0': minimum, + 'y0': minimum, + 'x1': maximum, + 'y1': maximum, + 'xref': 'x', + 'yref': 'y', 'layer': 'below', - 'line': {'width': 0.5}, + 'line': {'color': DIAGONAL_LINE_COLOR, 'width': DIAGONAL_LINE_WIDTH}, } @staticmethod @@ -1055,6 +1158,9 @@ def _get_layout( title: str, axes_labels: object, shapes: list | None = None, + *, + axis_range: tuple[float, float] | None = None, + axis_dtick: float | None = None, ) -> object: """ Create a Plotly layout configuration. @@ -1067,12 +1173,44 @@ def _get_layout( Pair of strings for the x and y titles. shapes : list | None, default=None Optional list of shape dicts to overlay on the plot. + axis_range : tuple[float, float] | None, default=None + When given, the same explicit range applied to both axes. + axis_dtick : float | None, default=None + When given, the same tick step applied to both axes, so the + x and y ticks match. Returns ------- object A configured :class:`plotly.graph_objects.Layout`. """ + xaxis = { + 'title': { + 'text': axes_labels[0], + 'font': {'size': AXIS_TITLE_FONT_SIZE}, + }, + 'showline': True, + 'linecolor': cls._axis_frame_color(), + 'mirror': True, + 'zeroline': False, + } + yaxis = { + 'title': { + 'text': axes_labels[1], + 'font': {'size': AXIS_TITLE_FONT_SIZE}, + }, + 'showline': True, + 'linecolor': cls._axis_frame_color(), + 'mirror': True, + 'zeroline': False, + } + if axis_range is not None: + for axis in (xaxis, yaxis): + axis['range'] = list(axis_range) + axis['tick0'] = axis_range[0] + if axis_dtick is not None: + for axis in (xaxis, yaxis): + axis['dtick'] = axis_dtick return go.Layout( margin={ 'autoexpand': True, @@ -1091,26 +1229,8 @@ def _get_layout( 'yanchor': 'top', 'y': 1.0, }, - xaxis={ - 'title': { - 'text': axes_labels[0], - 'font': {'size': AXIS_TITLE_FONT_SIZE}, - }, - 'showline': True, - 'linecolor': cls._axis_frame_color(), - 'mirror': True, - 'zeroline': False, - }, - yaxis={ - 'title': { - 'text': axes_labels[1], - 'font': {'size': AXIS_TITLE_FONT_SIZE}, - }, - 'showline': True, - 'linecolor': cls._axis_frame_color(), - 'mirror': True, - 'zeroline': False, - }, + xaxis=xaxis, + yaxis=yaxis, shapes=shapes, ) @@ -1955,10 +2075,14 @@ def build_single_crystal_figure( ) ] + axis_min, axis_max = single_crystal_axis_range(x_calc, y_meas, y_meas_su) + tick_step = single_crystal_tick_step(axis_min, axis_max) layout = self._get_layout( title, axes_labels, - shapes=[self._get_diagonal_shape()], + shapes=[self._get_diagonal_shape(axis_min, axis_max)], + axis_range=(axis_min, axis_max), + axis_dtick=tick_step, ) return self._get_figure(data, layout) diff --git a/src/easydiffraction/report/fit_plot.py b/src/easydiffraction/report/fit_plot.py index fca30f9ad..3d1d370d6 100644 --- a/src/easydiffraction/report/fit_plot.py +++ b/src/easydiffraction/report/fit_plot.py @@ -21,11 +21,14 @@ from easydiffraction.display.plotters.plotly import COMPOSITE_MARGIN_TOP from easydiffraction.display.plotters.plotly import COMPOSITE_VERTICAL_SPACING from easydiffraction.display.plotters.plotly import DEFAULT_COLORS +from easydiffraction.display.plotters.plotly import DIAGONAL_LINE_RGB from easydiffraction.display.plotters.plotly import DISPLAY_TICK_FRACTIONS from easydiffraction.display.plotters.plotly import MAIN_INTENSITY_RANGE_MARGIN_FRACTION from easydiffraction.display.plotters.plotly import MEASURED_LINE_WIDTH from easydiffraction.display.plotters.plotly import PLOTLY_HEIGHT_PER_UNIT from easydiffraction.display.plotters.plotly import RESIDUAL_LINE_WIDTH +from easydiffraction.display.plotters.plotly import single_crystal_axis_range +from easydiffraction.display.plotters.plotly import single_crystal_tick_step from easydiffraction.display.plotting import DEFAULT_RESIDUAL_HEIGHT_FRACTION from easydiffraction.report.style import REPORT_AXIS_RGB from easydiffraction.report.style import REPORT_CHART_GRID_RGB @@ -148,6 +151,7 @@ def fit_plot_axis_styles() -> dict[str, str]: return { 'axis_rgb': _style_rgb_channels(REPORT_AXIS_RGB), 'grid_rgb': _style_rgb_channels(REPORT_CHART_GRID_RGB), + 'diag_rgb': _style_rgb_channels(DIAGONAL_LINE_RGB), } @@ -160,28 +164,28 @@ def fit_scatter_geometry() -> dict[str, float]: def fit_scatter_ranges(fit_data: dict[str, Any]) -> dict[str, float]: - """Return x/y ranges and the y=x diagonal span for an SC scatter.""" + """Return the shared x/y range, tick step, and y=x diagonal span. + + The x and y axes share one range (computed across the calculated + values and the measured values widened by their uncertainties) so the + diagonal is a true y=x line and the ticks can match. + """ x_values = _numeric_values(fit_data['x']['values']) meas = fit_data['series']['meas'] y_values = _numeric_values(meas['values']) su = meas.get('su') - if su is not None: - su_values = _numeric_values(su) - y_low = [value - error for value, error in zip(y_values, su_values, strict=True)] - y_high = [value + error for value, error in zip(y_values, su_values, strict=True)] - else: - y_low = y_values - y_high = y_values - - x_min, x_max = _padded_range(*_data_range([x_values])) - y_min, y_max = _padded_range(*_data_range([y_low, y_high])) + su_values = _numeric_values(su) if su is not None else None + + axis_min, axis_max = single_crystal_axis_range(x_values, y_values, su_values) + tick_step = single_crystal_tick_step(axis_min, axis_max) return { - 'x_min': x_min, - 'x_max': x_max, - 'y_min': y_min, - 'y_max': y_max, - 'diag_min': min(x_min, y_min), - 'diag_max': max(x_max, y_max), + 'x_min': axis_min, + 'x_max': axis_max, + 'y_min': axis_min, + 'y_max': axis_max, + 'diag_min': axis_min, + 'diag_max': axis_max, + 'tick_step': tick_step, } @@ -296,14 +300,6 @@ def _style_rgb_channels(rgb: tuple[int, int, int]) -> str: return ','.join(str(channel) for channel in rgb) -def _padded_range(minimum: float, maximum: float) -> tuple[float, float]: - """Return a range padded by the main-intensity margin fraction.""" - margin = max(maximum - minimum, 0.0) * MAIN_INTENSITY_RANGE_MARGIN_FRACTION - if margin <= 0.0: - margin = 1.0 - return minimum - margin, maximum + margin - - def _data_range(series_list: list[list[float]]) -> tuple[float, float]: values = [value for series in series_list for value in series] if not values: diff --git a/src/easydiffraction/report/templates/tex/figure_sc.tex.j2 b/src/easydiffraction/report/templates/tex/figure_sc.tex.j2 index 8d6d1b169..2e2d0dfac 100644 --- a/src/easydiffraction/report/templates/tex/figure_sc.tex.j2 +++ b/src/easydiffraction/report/templates/tex/figure_sc.tex.j2 @@ -9,6 +9,7 @@ \definecolor{ {{- style.color_name -}} }{RGB}{ {{- style.rgb -}} } \definecolor{edAxis}{RGB}{ {{- axis_styles.axis_rgb -}} } \definecolor{edGrid}{RGB}{ {{- axis_styles.grid_rgb -}} } +\definecolor{edDiag}{RGB}{ {{- axis_styles.diag_rgb -}} } {% set axes_labels = fit_data.axes_labels | default(["Icalc", "Imeas"], true) -%} {% set x_label = axes_labels[0] | tex_axis_label -%} {% set y_label = axes_labels[1] | tex_axis_label -%} @@ -22,6 +23,8 @@ xmin={{ ranges.x_min | tex_number }}, xmax={{ ranges.x_max | tex_number }}, ymin={{ ranges.y_min | tex_number }}, ymax={{ ranges.y_max | tex_number }}, +xtick distance={{ ranges.tick_step | tex_number }}, +ytick distance={{ ranges.tick_step | tex_number }}, xlabel={ {{ x_label }} }, ylabel={ {{ y_label }} }, axis line style={draw=edAxis}, @@ -32,7 +35,7 @@ major grid style={draw=edGrid, line width=0.4pt}, xmajorgrids=true, ymajorgrids=true, ] -\addplot[domain={{ ranges.diag_min | tex_number }}:{{ ranges.diag_max | tex_number }}, samples=2, color=edAxis, line width=0.4pt, forget plot] {x}; +\addplot[domain={{ ranges.diag_min | tex_number }}:{{ ranges.diag_max | tex_number }}, samples=2, color=edDiag, line width=0.4pt, forget plot] {x}; \addplot[only marks, mark=*, mark size={{ style.marker_size_pt | tex_number }}pt, color={{ style.color_name }}, mark options={fill={{ style.color_name }}, draw={{ style.color_name }}, line width={{ style.marker_line_width_pt | tex_number }}pt}, error bars/.cd, y dir=both, y explicit] table[x={ {{- fit_csv.x -}} }, y={ {{- fit_csv.meas -}} }, y error={ {{- fit_csv.meas_su -}} }, col sep=comma] { {{- csv_filename -}} }; \end{axis} \end{tikzpicture} From f86f169395417abddbf4819819ddb0a194692863 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 09:58:28 +0200 Subject: [PATCH 016/160] Add structure() and show_structure_options() display surface --- .../plans/crysview-structure-visualization.md | 2 +- src/easydiffraction/project/display.py | 161 ++++++++++++++++++ 2 files changed, 162 insertions(+), 1 deletion(-) diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index b73209f4b..01d413392 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -792,7 +792,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). angle/contact cutoffs are deferred (ADR Deferred Work). - Commit: `Add per-structure geom bond-cutoff category`. -- [ ] **P1.12 — Add `display.structure()` + `show_structure_options()`** +- [x] **P1.12 — Add `display.structure()` + `show_structure_options()`** - Files: existing `src/easydiffraction/project/display.py`. - Add to the class backing `project.display` (owner of `pattern()` / `show_pattern_options()`): diff --git a/src/easydiffraction/project/display.py b/src/easydiffraction/project/display.py index fb5983d8c..461797a0c 100644 --- a/src/easydiffraction/project/display.py +++ b/src/easydiffraction/project/display.py @@ -39,6 +39,17 @@ } +_STRUCTURE_OPTION_DESCRIPTIONS: dict[str, str] = { + 'auto': 'Show the features the structure and engine support.', + 'atoms': 'Atoms as spheres, occupancy wedges, or ADP ellipsoids.', + 'bonds': 'Bonds between atoms within the per-structure cutoffs.', + 'cell': 'Unit-cell edges.', + 'axes': 'The a/b/c axis triad.', + 'moments': 'Magnetic-moment arrows (no moment data in version 1).', + 'labels': 'Atom labels at each site.', +} + + @dataclass(frozen=True, slots=True) class PatternOptionStatus: """Availability metadata for one ``display.pattern`` option.""" @@ -459,6 +470,156 @@ def show_pattern_options(self, expt_name: str) -> None: ], ) + def structure( + self, + struct_name: str, + include: str | tuple[str, ...] = 'auto', + range: tuple[tuple[float, float], tuple[float, float], tuple[float, float]] | None = None, + path: str | None = None, + ) -> None: + """ + Show a 3D structure view for one structure. + + Parallels :meth:`pattern`: it draws with the active + ``project.view`` engine and displays directly (no return value). + Feature visibility is resolved per ADR section 8; the renderer + announces and skips any feature it cannot draw. + + Parameters + ---------- + struct_name : str + Name of the structure to draw. + include : str | tuple[str, ...] + ``'auto'`` (default) resolves features from data availability, + persisted ``project.view`` flags, then built-in defaults; an + explicit tuple of ``atoms``/``bonds``/``cell``/``axes``/ + ``moments``/``labels`` wins outright. + range : tuple | None + Optional per-axis ``((min, max), ...)`` window overriding the + persisted ``project.view`` range for this call only. + path : str | None + When given, write the rendered view to this path instead of + displaying it (a standalone HTML file for the Three.js engine). + """ + from easydiffraction.display.structure.builder import build_scene # noqa: PLC0415 + from easydiffraction.display.structure.builder import ( # noqa: PLC0415 + structure_feature_availability, + ) + + structure = self._project.structures[struct_name] + availability = structure_feature_availability(structure, style=self._project.style) + features = self._resolve_structure_features(include, availability) + window = range if range is not None else self._project.view.view_range() + scene = build_scene( + structure, + style=self._project.style, + view_range=window, + features=features, + ) + output = self._project.view.viewer.render(scene, features=features) + if path is not None: + import pathlib # noqa: PLC0415 + + pathlib.Path(path).write_text(output) + return + self._emit_structure_output(output) + + def show_structure_options(self, struct_name: str) -> None: + """Show available ``structure(include=...)`` options with reasons.""" + from easydiffraction.display.structure.builder import ( # noqa: PLC0415 + structure_feature_availability, + ) + + structure = self._project.structures[struct_name] + availability = structure_feature_availability(structure, style=self._project.style) + supported = self._project.view.viewer.supported_features() + auto = self._resolve_structure_features('auto', availability) + + rows = [] + for option in ('atoms', 'bonds', 'cell', 'axes', 'moments', 'labels'): + in_data = option in availability.available + in_engine = option in supported + reason = self._structure_option_reason(option, in_data=in_data, in_engine=in_engine) + rows.append([ + option, + _STRUCTURE_OPTION_DESCRIPTIONS[option], + 'yes' if (in_data and in_engine) else 'no', + 'yes' if (option in auto and in_engine) else 'no', + reason or '-', + ]) + render_table( + columns_headers=['Option', 'Description', 'Available', 'Auto', 'Reason'], + columns_alignment=['left', 'left', 'center', 'center', 'left'], + columns_data=rows, + ) + if availability.radius_substitutions: + console.paragraph('Radius substitutions (fell back to covalent)') + console.print(', '.join(availability.radius_substitutions)) + + def _resolve_structure_features( + self, + include: str | tuple[str, ...], + availability: object, + ) -> frozenset[str]: + """Resolve the concrete feature set per ADR section 8 precedence.""" + normalized = self._normalize_structure_include(include) + if normalized != ('auto',): + return frozenset(normalized) + view = self._project.view + resolved = {f for f in ('atoms', 'bonds', 'cell', 'axes') if f in availability.available} + if 'labels' in availability.available and view.show_labels.value: + resolved.add('labels') + if 'moments' in availability.available and view.show_moments.value: + resolved.add('moments') + return frozenset(resolved) + + @staticmethod + def _normalize_structure_include(include: str | tuple[str, ...]) -> tuple[str, ...]: + """Validate and normalize a ``structure(include=...)`` value.""" + values = (include,) if isinstance(include, str) else include + if not values: + msg = 'include must contain at least one option.' + raise ValueError(msg) + normalized = tuple(dict.fromkeys(values)) + unknown = [value for value in normalized if value not in _STRUCTURE_OPTION_DESCRIPTIONS] + if unknown: + msg = f'Unknown structure include option(s): {unknown}.' + raise ValueError(msg) + if 'auto' in normalized and len(normalized) > 1: + msg = "include='auto' cannot be combined with other options." + raise ValueError(msg) + return normalized + + @staticmethod + def _structure_option_reason(option: str, *, in_data: bool, in_engine: bool) -> str: + """Explain why a structure option is unavailable, if it is.""" + if not in_engine: + return 'Shown only by the 3D engines.' + if not in_data: + if option == 'moments': + return 'No moment data in version 1.' + return 'No data for this structure.' + return '' + + def _emit_structure_output(self, output: str) -> None: + """Display ASCII text in the console or HTML in a notebook.""" + from easydiffraction.display.structure.enums import ViewerEngineEnum # noqa: PLC0415 + from easydiffraction.utils.environment import in_jupyter # noqa: PLC0415 + + if self._project.view.type == ViewerEngineEnum.ASCII.value: + console.print(output) + return + if in_jupyter(): + from IPython.display import HTML # noqa: PLC0415 + from IPython.display import display # noqa: PLC0415 + + display(HTML(output)) + return + console.print( + 'Three.js structure view generated as HTML. Pass path=... to save it, ' + "or set project.view.type = 'ascii' for a terminal view.", + ) + @staticmethod def _normalize_include(include: str | tuple[str, ...]) -> tuple[str, ...]: """Validate and normalize a ``pattern(include=...)`` value.""" From 956fc0b9cb09297763d67eb43d3582c448cd43b6 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:00:45 +0200 Subject: [PATCH 017/160] Add tests for single-crystal scatter range, ticks, and diagonal Cover the new single_crystal_axis_range / single_crystal_tick_step helpers, the data-coordinate diagonal and smaller markers/error bars in the Plotly trace, and the shared x/y range, tick step, and diagonal colour in the report fit-plot context. --- .../display/plotters/test_plotly.py | 50 +++++++++++++++++-- .../easydiffraction/report/test_fit_plot.py | 27 ++++++++++ 2 files changed, 73 insertions(+), 4 deletions(-) diff --git a/tests/unit/easydiffraction/display/plotters/test_plotly.py b/tests/unit/easydiffraction/display/plotters/test_plotly.py index 35fd5f2b8..6384bd821 100644 --- a/tests/unit/easydiffraction/display/plotters/test_plotly.py +++ b/tests/unit/easydiffraction/display/plotters/test_plotly.py @@ -350,12 +350,19 @@ def __init__(self, html): assert trace.kwargs['y'] == y_meas assert trace.kwargs['mode'] == 'markers' assert 'error_y' in trace.kwargs + assert trace.kwargs['marker']['size'] == pp.MEASURED_MARKER_SIZE + assert trace.kwargs['error_y']['thickness'] == pp.MEASURED_ERROR_BAR_THICKNESS + assert trace.kwargs['error_y']['width'] == pp.MEASURED_ERROR_BAR_WIDTH - # Exercise _get_diagonal_shape - shape = plotter._get_diagonal_shape() + # Exercise _get_diagonal_shape (now a data-coordinate y=x line) + shape = plotter._get_diagonal_shape(0.0, 10.0) assert shape['type'] == 'line' - assert shape['xref'] == 'paper' - assert shape['yref'] == 'paper' + assert shape['xref'] == 'x' + assert shape['yref'] == 'y' + assert (shape['x0'], shape['y0']) == (0.0, 0.0) + assert (shape['x1'], shape['y1']) == (10.0, 10.0) + assert shape['line']['color'] == pp.DIAGONAL_LINE_COLOR + assert shape['line']['width'] == pp.DIAGONAL_LINE_WIDTH # Exercise plot_single_crystal plotter.plot_single_crystal( @@ -370,6 +377,41 @@ def __init__(self, html): assert dummy_display_calls['count'] == 1 or shown['count'] == 1 +def test_single_crystal_axis_range_unions_calc_and_meas_with_uncertainty(): + import easydiffraction.display.plotters.plotly as pp + + minimum, maximum = pp.single_crystal_axis_range( + x_calc=[2.0, 8.0], + y_meas=[1.0, 10.0], + y_meas_su=[0.5, 1.0], + ) + # Spans meas-su minimum (0.5) to meas+su maximum (11.0); calc 2..8 is + # inside. A 5% margin of the 10.5 span pads both ends symmetrically. + assert minimum == pytest.approx(0.5 - 0.525) + assert maximum == pytest.approx(11.0 + 0.525) + + +def test_single_crystal_axis_range_handles_missing_uncertainty(): + import easydiffraction.display.plotters.plotly as pp + + minimum, maximum = pp.single_crystal_axis_range( + x_calc=[0.0, 4.0], + y_meas=[1.0, 3.0], + y_meas_su=None, + ) + assert minimum < 0.0 + assert maximum > 4.0 + + +def test_single_crystal_tick_step_rounds_to_nice_value(): + import easydiffraction.display.plotters.plotly as pp + + # Span 3000 over ~6 intervals -> raw 500 -> nice 500. + assert pp.single_crystal_tick_step(0.0, 3000.0) == pytest.approx(500.0) + # Degenerate span falls back to 1.0. + assert pp.single_crystal_tick_step(5.0, 5.0) == pytest.approx(1.0) + + def test_get_bragg_tick_trace_includes_peak_metadata(): from easydiffraction.display.plotters.base import BraggTickSet from easydiffraction.display.plotters.plotly import PlotlyPlotter diff --git a/tests/unit/easydiffraction/report/test_fit_plot.py b/tests/unit/easydiffraction/report/test_fit_plot.py index c041f1948..0a231f1a8 100644 --- a/tests/unit/easydiffraction/report/test_fit_plot.py +++ b/tests/unit/easydiffraction/report/test_fit_plot.py @@ -45,3 +45,30 @@ def test_fit_plot_ranges_match_plotly_main_intensity_margin(): assert ranges['y_max'] == pytest.approx(31.25) assert ranges['residual_y_min'] == pytest.approx(-3.4375) assert ranges['residual_y_max'] == pytest.approx(3.4375) + + +def test_fit_scatter_ranges_share_one_range_and_add_tick_step(): + from easydiffraction.report.fit_plot import fit_scatter_ranges + + fit_data = { + 'x': {'values': [10.0, 90.0]}, + 'series': {'meas': {'values': [0.0, 80.0], 'su': [5.0, 5.0]}}, + } + + ranges = fit_scatter_ranges(fit_data) + + # x and y share one range (so the diagonal is a true y=x line), and it + # unions calc (10..90) with meas +/- su (-5..85), padded both ends. + assert ranges['x_min'] == ranges['y_min'] == ranges['diag_min'] + assert ranges['x_max'] == ranges['y_max'] == ranges['diag_max'] + assert ranges['x_min'] < -5.0 + assert ranges['x_max'] > 90.0 + assert ranges['tick_step'] > 0.0 + + +def test_fit_plot_axis_styles_expose_shared_diagonal_color(): + from easydiffraction.report.fit_plot import fit_plot_axis_styles + + styles = fit_plot_axis_styles() + + assert styles['diag_rgb'] == '190,199,208' From 29860384503552bb422e8f72db261ecefaccfb6b Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:01:01 +0200 Subject: [PATCH 018/160] Vendor pinned Three.js assets --- THIRD_PARTY_LICENSES.md | 12 + .../plans/crysview-structure-visualization.md | 2 +- pyproject.toml | 7 +- .../renderers/vendor/threejs/CSS2DRenderer.js | 215 + .../renderers/vendor/threejs/LICENSES.md | 21 + .../renderers/vendor/threejs/OrbitControls.js | 1417 + .../renderers/vendor/threejs/three.module.js | 53044 ++++++++++++++++ 7 files changed, 54715 insertions(+), 3 deletions(-) create mode 100644 src/easydiffraction/display/structure/renderers/vendor/threejs/CSS2DRenderer.js create mode 100644 src/easydiffraction/display/structure/renderers/vendor/threejs/LICENSES.md create mode 100644 src/easydiffraction/display/structure/renderers/vendor/threejs/OrbitControls.js create mode 100644 src/easydiffraction/display/structure/renderers/vendor/threejs/three.module.js diff --git a/THIRD_PARTY_LICENSES.md b/THIRD_PARTY_LICENSES.md index ceb7fcf87..96e7c70ec 100644 --- a/THIRD_PARTY_LICENSES.md +++ b/THIRD_PARTY_LICENSES.md @@ -11,3 +11,15 @@ The vendored report LaTeX style files are documented in The vendored report HTML assets are documented in `src/easydiffraction/report/templates/html/vendor/LICENSES.md`. + +## Structure-View Three.js + +The vendored Three.js assets for the crysview structure view (MIT) are +documented in +`src/easydiffraction/display/structure/renderers/vendor/threejs/LICENSES.md`. + +## Structure-View Element Data + +The bundled per-element radii and colour palettes (with per-source +provenance) are documented in +`src/easydiffraction/display/structure/assets/LICENSES.md`. diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 01d413392..3271591aa 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -849,7 +849,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - Commit: `Add structure() and show_structure_options() display surface`. -- [ ] **P1.13 — Vendor pinned Three.js assets + lint/coverage excludes** +- [x] **P1.13 — Vendor pinned Three.js assets + lint/coverage excludes** - Files: new `src/easydiffraction/display/structure/renderers/vendor/threejs/three.module.js`, `OrbitControls.js`, `CSS2DRenderer.js`, and a sibling `LICENSES.md`; diff --git a/pyproject.toml b/pyproject.toml index e981ff879..f069fac3c 100644 --- a/pyproject.toml +++ b/pyproject.toml @@ -157,6 +157,7 @@ exclude = [ 'src/easydiffraction/report/templates/html/vendor', 'src/easydiffraction/report/templates/tex/styles', 'src/easydiffraction/utils/_vendored/jupyter_dark_detect', + 'src/easydiffraction/display/structure/renderers/vendor', ] ####################################### @@ -175,6 +176,7 @@ omit = [ 'src/easydiffraction/report/templates/html/vendor/*', 'src/easydiffraction/report/templates/tex/styles/*', 'src/easydiffraction/utils/_vendored/jupyter_dark_detect/*', + 'src/easydiffraction/display/structure/renderers/vendor/*', ] [tool.coverage.report] @@ -217,6 +219,7 @@ exclude = [ 'src/easydiffraction/report/templates/html/vendor', 'src/easydiffraction/report/templates/tex/styles', 'src/easydiffraction/utils/_vendored/jupyter_dark_detect', + 'src/easydiffraction/display/structure/renderers/vendor', ] indent-width = 4 line-length = 99 # See also `max-line-length` in [tool.ruff.lint.pycodestyle] @@ -403,7 +406,7 @@ max-positional-args = 7 [tool.pydoclint] #exclude = '\.' # Temporarily disable pydoclint until we are ready # ED only. -exclude = 'src/easydiffraction/(report/templates/html/vendor|report/templates/tex/styles|utils/_vendored/jupyter_dark_detect)' +exclude = 'src/easydiffraction/(report/templates/html/vendor|report/templates/tex/styles|utils/_vendored/jupyter_dark_detect|display/structure/renderers/vendor)' style = 'numpy' check-style-mismatch = true check-arg-defaults = true @@ -419,7 +422,7 @@ allow-init-docstring = true [tool.format_docstring] #exclude = '\.' # Temporarily disable format-docstring until we are ready # ED only. -exclude = 'src/easydiffraction/(report/templates/html/vendor|report/templates/tex/styles|utils/_vendored/jupyter_dark_detect)' +exclude = 'src/easydiffraction/(report/templates/html/vendor|report/templates/tex/styles|utils/_vendored/jupyter_dark_detect|display/structure/renderers/vendor)' docstring_style = 'numpy' line_length = 72 fix_rst_backticks = true diff --git a/src/easydiffraction/display/structure/renderers/vendor/threejs/CSS2DRenderer.js b/src/easydiffraction/display/structure/renderers/vendor/threejs/CSS2DRenderer.js new file mode 100644 index 000000000..6d67931b9 --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/vendor/threejs/CSS2DRenderer.js @@ -0,0 +1,215 @@ +import { + Matrix4, + Object3D, + Vector2, + Vector3 +} from 'three'; + +class CSS2DObject extends Object3D { + + constructor( element = document.createElement( 'div' ) ) { + + super(); + + this.isCSS2DObject = true; + + this.element = element; + + this.element.style.position = 'absolute'; + this.element.style.userSelect = 'none'; + + this.element.setAttribute( 'draggable', false ); + + this.center = new Vector2( 0.5, 0.5 ); // ( 0, 0 ) is the lower left; ( 1, 1 ) is the top right + + this.addEventListener( 'removed', function () { + + this.traverse( function ( object ) { + + if ( object.element instanceof Element && object.element.parentNode !== null ) { + + object.element.parentNode.removeChild( object.element ); + + } + + } ); + + } ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.element = source.element.cloneNode( true ); + + this.center = source.center; + + return this; + + } + +} + +// + +const _vector = new Vector3(); +const _viewMatrix = new Matrix4(); +const _viewProjectionMatrix = new Matrix4(); +const _a = new Vector3(); +const _b = new Vector3(); + +class CSS2DRenderer { + + constructor( parameters = {} ) { + + const _this = this; + + let _width, _height; + let _widthHalf, _heightHalf; + + const cache = { + objects: new WeakMap() + }; + + const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' ); + + domElement.style.overflow = 'hidden'; + + this.domElement = domElement; + + this.getSize = function () { + + return { + width: _width, + height: _height + }; + + }; + + this.render = function ( scene, camera ) { + + if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + + _viewMatrix.copy( camera.matrixWorldInverse ); + _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix ); + + renderObject( scene, scene, camera ); + zOrder( scene ); + + }; + + this.setSize = function ( width, height ) { + + _width = width; + _height = height; + + _widthHalf = _width / 2; + _heightHalf = _height / 2; + + domElement.style.width = width + 'px'; + domElement.style.height = height + 'px'; + + }; + + function renderObject( object, scene, camera ) { + + if ( object.isCSS2DObject ) { + + _vector.setFromMatrixPosition( object.matrixWorld ); + _vector.applyMatrix4( _viewProjectionMatrix ); + + const visible = ( object.visible === true ) && ( _vector.z >= - 1 && _vector.z <= 1 ) && ( object.layers.test( camera.layers ) === true ); + object.element.style.display = ( visible === true ) ? '' : 'none'; + + if ( visible === true ) { + + object.onBeforeRender( _this, scene, camera ); + + const element = object.element; + + element.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector.y * _heightHalf + _heightHalf ) + 'px)'; + + if ( element.parentNode !== domElement ) { + + domElement.appendChild( element ); + + } + + object.onAfterRender( _this, scene, camera ); + + } + + const objectData = { + distanceToCameraSquared: getDistanceToSquared( camera, object ) + }; + + cache.objects.set( object, objectData ); + + } + + for ( let i = 0, l = object.children.length; i < l; i ++ ) { + + renderObject( object.children[ i ], scene, camera ); + + } + + } + + function getDistanceToSquared( object1, object2 ) { + + _a.setFromMatrixPosition( object1.matrixWorld ); + _b.setFromMatrixPosition( object2.matrixWorld ); + + return _a.distanceToSquared( _b ); + + } + + function filterAndFlatten( scene ) { + + const result = []; + + scene.traverse( function ( object ) { + + if ( object.isCSS2DObject ) result.push( object ); + + } ); + + return result; + + } + + function zOrder( scene ) { + + const sorted = filterAndFlatten( scene ).sort( function ( a, b ) { + + if ( a.renderOrder !== b.renderOrder ) { + + return b.renderOrder - a.renderOrder; + + } + + const distanceA = cache.objects.get( a ).distanceToCameraSquared; + const distanceB = cache.objects.get( b ).distanceToCameraSquared; + + return distanceA - distanceB; + + } ); + + const zMax = sorted.length; + + for ( let i = 0, l = sorted.length; i < l; i ++ ) { + + sorted[ i ].element.style.zIndex = zMax - i; + + } + + } + + } + +} + +export { CSS2DObject, CSS2DRenderer }; diff --git a/src/easydiffraction/display/structure/renderers/vendor/threejs/LICENSES.md b/src/easydiffraction/display/structure/renderers/vendor/threejs/LICENSES.md new file mode 100644 index 000000000..eb518245b --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/vendor/threejs/LICENSES.md @@ -0,0 +1,21 @@ +# Vendored Three.js + +Pinned, bundled Three.js so the structure view renders autonomously with +no network (notebook and standalone HTML). Fetched verbatim from jsDelivr +(npm `three@0.160.0`): + +| File | Source URL | +| --- | --- | +| `three.module.js` | `https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js` | +| `OrbitControls.js` | `https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/controls/OrbitControls.js` | +| `CSS2DRenderer.js` | `https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/renderers/CSS2DRenderer.js` | + +**Version:** three r160 (0.160.0). + +**Licence:** MIT — Copyright © 2010-2024 three.js authors. See +`https://github.com/mrdoob/three.js/blob/dev/LICENSE`. + +These are upstream snapshots, not project-owned code: do not edit or +reformat them (they are excluded from linting, formatting, coverage, and +test-structure mirroring in `pyproject.toml`). Replace only by re-fetching +the pinned version. diff --git a/src/easydiffraction/display/structure/renderers/vendor/threejs/OrbitControls.js b/src/easydiffraction/display/structure/renderers/vendor/threejs/OrbitControls.js new file mode 100644 index 000000000..f29e7feb0 --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/vendor/threejs/OrbitControls.js @@ -0,0 +1,1417 @@ +import { + EventDispatcher, + MOUSE, + Quaternion, + Spherical, + TOUCH, + Vector2, + Vector3, + Plane, + Ray, + MathUtils +} from 'three'; + +// OrbitControls performs orbiting, dollying (zooming), and panning. +// Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default). +// +// Orbit - left mouse / touch: one-finger move +// Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish +// Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move + +const _changeEvent = { type: 'change' }; +const _startEvent = { type: 'start' }; +const _endEvent = { type: 'end' }; +const _ray = new Ray(); +const _plane = new Plane(); +const TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD ); + +class OrbitControls extends EventDispatcher { + + constructor( object, domElement ) { + + super(); + + this.object = object; + this.domElement = domElement; + this.domElement.style.touchAction = 'none'; // disable touch scroll + + // Set to false to disable this control + this.enabled = true; + + // "target" sets the location of focus, where the object orbits around + this.target = new Vector3(); + + // Sets the 3D cursor (similar to Blender), from which the maxTargetRadius takes effect + this.cursor = new Vector3(); + + // How far you can dolly in and out ( PerspectiveCamera only ) + this.minDistance = 0; + this.maxDistance = Infinity; + + // How far you can zoom in and out ( OrthographicCamera only ) + this.minZoom = 0; + this.maxZoom = Infinity; + + // Limit camera target within a spherical area around the cursor + this.minTargetRadius = 0; + this.maxTargetRadius = Infinity; + + // How far you can orbit vertically, upper and lower limits. + // Range is 0 to Math.PI radians. + this.minPolarAngle = 0; // radians + this.maxPolarAngle = Math.PI; // radians + + // How far you can orbit horizontally, upper and lower limits. + // If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI ) + this.minAzimuthAngle = - Infinity; // radians + this.maxAzimuthAngle = Infinity; // radians + + // Set to true to enable damping (inertia) + // If damping is enabled, you must call controls.update() in your animation loop + this.enableDamping = false; + this.dampingFactor = 0.05; + + // This option actually enables dollying in and out; left as "zoom" for backwards compatibility. + // Set to false to disable zooming + this.enableZoom = true; + this.zoomSpeed = 1.0; + + // Set to false to disable rotating + this.enableRotate = true; + this.rotateSpeed = 1.0; + + // Set to false to disable panning + this.enablePan = true; + this.panSpeed = 1.0; + this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up + this.keyPanSpeed = 7.0; // pixels moved per arrow key push + this.zoomToCursor = false; + + // Set to true to automatically rotate around the target + // If auto-rotate is enabled, you must call controls.update() in your animation loop + this.autoRotate = false; + this.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60 + + // The four arrow keys + this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' }; + + // Mouse buttons + this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN }; + + // Touch fingers + this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN }; + + // for reset + this.target0 = this.target.clone(); + this.position0 = this.object.position.clone(); + this.zoom0 = this.object.zoom; + + // the target DOM element for key events + this._domElementKeyEvents = null; + + // + // public methods + // + + this.getPolarAngle = function () { + + return spherical.phi; + + }; + + this.getAzimuthalAngle = function () { + + return spherical.theta; + + }; + + this.getDistance = function () { + + return this.object.position.distanceTo( this.target ); + + }; + + this.listenToKeyEvents = function ( domElement ) { + + domElement.addEventListener( 'keydown', onKeyDown ); + this._domElementKeyEvents = domElement; + + }; + + this.stopListenToKeyEvents = function () { + + this._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown ); + this._domElementKeyEvents = null; + + }; + + this.saveState = function () { + + scope.target0.copy( scope.target ); + scope.position0.copy( scope.object.position ); + scope.zoom0 = scope.object.zoom; + + }; + + this.reset = function () { + + scope.target.copy( scope.target0 ); + scope.object.position.copy( scope.position0 ); + scope.object.zoom = scope.zoom0; + + scope.object.updateProjectionMatrix(); + scope.dispatchEvent( _changeEvent ); + + scope.update(); + + state = STATE.NONE; + + }; + + // this method is exposed, but perhaps it would be better if we can make it private... + this.update = function () { + + const offset = new Vector3(); + + // so camera.up is the orbit axis + const quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) ); + const quatInverse = quat.clone().invert(); + + const lastPosition = new Vector3(); + const lastQuaternion = new Quaternion(); + const lastTargetPosition = new Vector3(); + + const twoPI = 2 * Math.PI; + + return function update( deltaTime = null ) { + + const position = scope.object.position; + + offset.copy( position ).sub( scope.target ); + + // rotate offset to "y-axis-is-up" space + offset.applyQuaternion( quat ); + + // angle from z-axis around y-axis + spherical.setFromVector3( offset ); + + if ( scope.autoRotate && state === STATE.NONE ) { + + rotateLeft( getAutoRotationAngle( deltaTime ) ); + + } + + if ( scope.enableDamping ) { + + spherical.theta += sphericalDelta.theta * scope.dampingFactor; + spherical.phi += sphericalDelta.phi * scope.dampingFactor; + + } else { + + spherical.theta += sphericalDelta.theta; + spherical.phi += sphericalDelta.phi; + + } + + // restrict theta to be between desired limits + + let min = scope.minAzimuthAngle; + let max = scope.maxAzimuthAngle; + + if ( isFinite( min ) && isFinite( max ) ) { + + if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI; + + if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI; + + if ( min <= max ) { + + spherical.theta = Math.max( min, Math.min( max, spherical.theta ) ); + + } else { + + spherical.theta = ( spherical.theta > ( min + max ) / 2 ) ? + Math.max( min, spherical.theta ) : + Math.min( max, spherical.theta ); + + } + + } + + // restrict phi to be between desired limits + spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) ); + + spherical.makeSafe(); + + + // move target to panned location + + if ( scope.enableDamping === true ) { + + scope.target.addScaledVector( panOffset, scope.dampingFactor ); + + } else { + + scope.target.add( panOffset ); + + } + + // Limit the target distance from the cursor to create a sphere around the center of interest + scope.target.sub( scope.cursor ); + scope.target.clampLength( scope.minTargetRadius, scope.maxTargetRadius ); + scope.target.add( scope.cursor ); + + // adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera + // we adjust zoom later in these cases + if ( scope.zoomToCursor && performCursorZoom || scope.object.isOrthographicCamera ) { + + spherical.radius = clampDistance( spherical.radius ); + + } else { + + spherical.radius = clampDistance( spherical.radius * scale ); + + } + + offset.setFromSpherical( spherical ); + + // rotate offset back to "camera-up-vector-is-up" space + offset.applyQuaternion( quatInverse ); + + position.copy( scope.target ).add( offset ); + + scope.object.lookAt( scope.target ); + + if ( scope.enableDamping === true ) { + + sphericalDelta.theta *= ( 1 - scope.dampingFactor ); + sphericalDelta.phi *= ( 1 - scope.dampingFactor ); + + panOffset.multiplyScalar( 1 - scope.dampingFactor ); + + } else { + + sphericalDelta.set( 0, 0, 0 ); + + panOffset.set( 0, 0, 0 ); + + } + + // adjust camera position + let zoomChanged = false; + if ( scope.zoomToCursor && performCursorZoom ) { + + let newRadius = null; + if ( scope.object.isPerspectiveCamera ) { + + // move the camera down the pointer ray + // this method avoids floating point error + const prevRadius = offset.length(); + newRadius = clampDistance( prevRadius * scale ); + + const radiusDelta = prevRadius - newRadius; + scope.object.position.addScaledVector( dollyDirection, radiusDelta ); + scope.object.updateMatrixWorld(); + + } else if ( scope.object.isOrthographicCamera ) { + + // adjust the ortho camera position based on zoom changes + const mouseBefore = new Vector3( mouse.x, mouse.y, 0 ); + mouseBefore.unproject( scope.object ); + + scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) ); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + + const mouseAfter = new Vector3( mouse.x, mouse.y, 0 ); + mouseAfter.unproject( scope.object ); + + scope.object.position.sub( mouseAfter ).add( mouseBefore ); + scope.object.updateMatrixWorld(); + + newRadius = offset.length(); + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' ); + scope.zoomToCursor = false; + + } + + // handle the placement of the target + if ( newRadius !== null ) { + + if ( this.screenSpacePanning ) { + + // position the orbit target in front of the new camera position + scope.target.set( 0, 0, - 1 ) + .transformDirection( scope.object.matrix ) + .multiplyScalar( newRadius ) + .add( scope.object.position ); + + } else { + + // get the ray and translation plane to compute target + _ray.origin.copy( scope.object.position ); + _ray.direction.set( 0, 0, - 1 ).transformDirection( scope.object.matrix ); + + // if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid + // extremely large values + if ( Math.abs( scope.object.up.dot( _ray.direction ) ) < TILT_LIMIT ) { + + object.lookAt( scope.target ); + + } else { + + _plane.setFromNormalAndCoplanarPoint( scope.object.up, scope.target ); + _ray.intersectPlane( _plane, scope.target ); + + } + + } + + } + + } else if ( scope.object.isOrthographicCamera ) { + + scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) ); + scope.object.updateProjectionMatrix(); + zoomChanged = true; + + } + + scale = 1; + performCursorZoom = false; + + // update condition is: + // min(camera displacement, camera rotation in radians)^2 > EPS + // using small-angle approximation cos(x/2) = 1 - x^2 / 8 + + if ( zoomChanged || + lastPosition.distanceToSquared( scope.object.position ) > EPS || + 8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS || + lastTargetPosition.distanceToSquared( scope.target ) > 0 ) { + + scope.dispatchEvent( _changeEvent ); + + lastPosition.copy( scope.object.position ); + lastQuaternion.copy( scope.object.quaternion ); + lastTargetPosition.copy( scope.target ); + + return true; + + } + + return false; + + }; + + }(); + + this.dispose = function () { + + scope.domElement.removeEventListener( 'contextmenu', onContextMenu ); + + scope.domElement.removeEventListener( 'pointerdown', onPointerDown ); + scope.domElement.removeEventListener( 'pointercancel', onPointerUp ); + scope.domElement.removeEventListener( 'wheel', onMouseWheel ); + + scope.domElement.removeEventListener( 'pointermove', onPointerMove ); + scope.domElement.removeEventListener( 'pointerup', onPointerUp ); + + + if ( scope._domElementKeyEvents !== null ) { + + scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown ); + scope._domElementKeyEvents = null; + + } + + //scope.dispatchEvent( { type: 'dispose' } ); // should this be added here? + + }; + + // + // internals + // + + const scope = this; + + const STATE = { + NONE: - 1, + ROTATE: 0, + DOLLY: 1, + PAN: 2, + TOUCH_ROTATE: 3, + TOUCH_PAN: 4, + TOUCH_DOLLY_PAN: 5, + TOUCH_DOLLY_ROTATE: 6 + }; + + let state = STATE.NONE; + + const EPS = 0.000001; + + // current position in spherical coordinates + const spherical = new Spherical(); + const sphericalDelta = new Spherical(); + + let scale = 1; + const panOffset = new Vector3(); + + const rotateStart = new Vector2(); + const rotateEnd = new Vector2(); + const rotateDelta = new Vector2(); + + const panStart = new Vector2(); + const panEnd = new Vector2(); + const panDelta = new Vector2(); + + const dollyStart = new Vector2(); + const dollyEnd = new Vector2(); + const dollyDelta = new Vector2(); + + const dollyDirection = new Vector3(); + const mouse = new Vector2(); + let performCursorZoom = false; + + const pointers = []; + const pointerPositions = {}; + + function getAutoRotationAngle( deltaTime ) { + + if ( deltaTime !== null ) { + + return ( 2 * Math.PI / 60 * scope.autoRotateSpeed ) * deltaTime; + + } else { + + return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; + + } + + } + + function getZoomScale( delta ) { + + const normalized_delta = Math.abs( delta ) / ( 100 * ( window.devicePixelRatio | 0 ) ); + return Math.pow( 0.95, scope.zoomSpeed * normalized_delta ); + + } + + function rotateLeft( angle ) { + + sphericalDelta.theta -= angle; + + } + + function rotateUp( angle ) { + + sphericalDelta.phi -= angle; + + } + + const panLeft = function () { + + const v = new Vector3(); + + return function panLeft( distance, objectMatrix ) { + + v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix + v.multiplyScalar( - distance ); + + panOffset.add( v ); + + }; + + }(); + + const panUp = function () { + + const v = new Vector3(); + + return function panUp( distance, objectMatrix ) { + + if ( scope.screenSpacePanning === true ) { + + v.setFromMatrixColumn( objectMatrix, 1 ); + + } else { + + v.setFromMatrixColumn( objectMatrix, 0 ); + v.crossVectors( scope.object.up, v ); + + } + + v.multiplyScalar( distance ); + + panOffset.add( v ); + + }; + + }(); + + // deltaX and deltaY are in pixels; right and down are positive + const pan = function () { + + const offset = new Vector3(); + + return function pan( deltaX, deltaY ) { + + const element = scope.domElement; + + if ( scope.object.isPerspectiveCamera ) { + + // perspective + const position = scope.object.position; + offset.copy( position ).sub( scope.target ); + let targetDistance = offset.length(); + + // half of the fov is center to top of screen + targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 ); + + // we use only clientHeight here so aspect ratio does not distort speed + panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix ); + panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix ); + + } else if ( scope.object.isOrthographicCamera ) { + + // orthographic + panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix ); + panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix ); + + } else { + + // camera neither orthographic nor perspective + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); + scope.enablePan = false; + + } + + }; + + }(); + + function dollyOut( dollyScale ) { + + if ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) { + + scale /= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + scope.enableZoom = false; + + } + + } + + function dollyIn( dollyScale ) { + + if ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) { + + scale *= dollyScale; + + } else { + + console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); + scope.enableZoom = false; + + } + + } + + function updateZoomParameters( x, y ) { + + if ( ! scope.zoomToCursor ) { + + return; + + } + + performCursorZoom = true; + + const rect = scope.domElement.getBoundingClientRect(); + const dx = x - rect.left; + const dy = y - rect.top; + const w = rect.width; + const h = rect.height; + + mouse.x = ( dx / w ) * 2 - 1; + mouse.y = - ( dy / h ) * 2 + 1; + + dollyDirection.set( mouse.x, mouse.y, 1 ).unproject( scope.object ).sub( scope.object.position ).normalize(); + + } + + function clampDistance( dist ) { + + return Math.max( scope.minDistance, Math.min( scope.maxDistance, dist ) ); + + } + + // + // event callbacks - update the object state + // + + function handleMouseDownRotate( event ) { + + rotateStart.set( event.clientX, event.clientY ); + + } + + function handleMouseDownDolly( event ) { + + updateZoomParameters( event.clientX, event.clientX ); + dollyStart.set( event.clientX, event.clientY ); + + } + + function handleMouseDownPan( event ) { + + panStart.set( event.clientX, event.clientY ); + + } + + function handleMouseMoveRotate( event ) { + + rotateEnd.set( event.clientX, event.clientY ); + + rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed ); + + const element = scope.domElement; + + rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height + + rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight ); + + rotateStart.copy( rotateEnd ); + + scope.update(); + + } + + function handleMouseMoveDolly( event ) { + + dollyEnd.set( event.clientX, event.clientY ); + + dollyDelta.subVectors( dollyEnd, dollyStart ); + + if ( dollyDelta.y > 0 ) { + + dollyOut( getZoomScale( dollyDelta.y ) ); + + } else if ( dollyDelta.y < 0 ) { + + dollyIn( getZoomScale( dollyDelta.y ) ); + + } + + dollyStart.copy( dollyEnd ); + + scope.update(); + + } + + function handleMouseMovePan( event ) { + + panEnd.set( event.clientX, event.clientY ); + + panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed ); + + pan( panDelta.x, panDelta.y ); + + panStart.copy( panEnd ); + + scope.update(); + + } + + function handleMouseWheel( event ) { + + updateZoomParameters( event.clientX, event.clientY ); + + if ( event.deltaY < 0 ) { + + dollyIn( getZoomScale( event.deltaY ) ); + + } else if ( event.deltaY > 0 ) { + + dollyOut( getZoomScale( event.deltaY ) ); + + } + + scope.update(); + + } + + function handleKeyDown( event ) { + + let needsUpdate = false; + + switch ( event.code ) { + + case scope.keys.UP: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + rotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight ); + + } else { + + pan( 0, scope.keyPanSpeed ); + + } + + needsUpdate = true; + break; + + case scope.keys.BOTTOM: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + rotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight ); + + } else { + + pan( 0, - scope.keyPanSpeed ); + + } + + needsUpdate = true; + break; + + case scope.keys.LEFT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + rotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight ); + + } else { + + pan( scope.keyPanSpeed, 0 ); + + } + + needsUpdate = true; + break; + + case scope.keys.RIGHT: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + rotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight ); + + } else { + + pan( - scope.keyPanSpeed, 0 ); + + } + + needsUpdate = true; + break; + + } + + if ( needsUpdate ) { + + // prevent the browser from scrolling on cursor keys + event.preventDefault(); + + scope.update(); + + } + + + } + + function handleTouchStartRotate( event ) { + + if ( pointers.length === 1 ) { + + rotateStart.set( event.pageX, event.pageY ); + + } else { + + const position = getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + rotateStart.set( x, y ); + + } + + } + + function handleTouchStartPan( event ) { + + if ( pointers.length === 1 ) { + + panStart.set( event.pageX, event.pageY ); + + } else { + + const position = getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + panStart.set( x, y ); + + } + + } + + function handleTouchStartDolly( event ) { + + const position = getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + dollyStart.set( 0, distance ); + + } + + function handleTouchStartDollyPan( event ) { + + if ( scope.enableZoom ) handleTouchStartDolly( event ); + + if ( scope.enablePan ) handleTouchStartPan( event ); + + } + + function handleTouchStartDollyRotate( event ) { + + if ( scope.enableZoom ) handleTouchStartDolly( event ); + + if ( scope.enableRotate ) handleTouchStartRotate( event ); + + } + + function handleTouchMoveRotate( event ) { + + if ( pointers.length == 1 ) { + + rotateEnd.set( event.pageX, event.pageY ); + + } else { + + const position = getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + rotateEnd.set( x, y ); + + } + + rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed ); + + const element = scope.domElement; + + rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height + + rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight ); + + rotateStart.copy( rotateEnd ); + + } + + function handleTouchMovePan( event ) { + + if ( pointers.length === 1 ) { + + panEnd.set( event.pageX, event.pageY ); + + } else { + + const position = getSecondPointerPosition( event ); + + const x = 0.5 * ( event.pageX + position.x ); + const y = 0.5 * ( event.pageY + position.y ); + + panEnd.set( x, y ); + + } + + panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed ); + + pan( panDelta.x, panDelta.y ); + + panStart.copy( panEnd ); + + } + + function handleTouchMoveDolly( event ) { + + const position = getSecondPointerPosition( event ); + + const dx = event.pageX - position.x; + const dy = event.pageY - position.y; + + const distance = Math.sqrt( dx * dx + dy * dy ); + + dollyEnd.set( 0, distance ); + + dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) ); + + dollyOut( dollyDelta.y ); + + dollyStart.copy( dollyEnd ); + + const centerX = ( event.pageX + position.x ) * 0.5; + const centerY = ( event.pageY + position.y ) * 0.5; + + updateZoomParameters( centerX, centerY ); + + } + + function handleTouchMoveDollyPan( event ) { + + if ( scope.enableZoom ) handleTouchMoveDolly( event ); + + if ( scope.enablePan ) handleTouchMovePan( event ); + + } + + function handleTouchMoveDollyRotate( event ) { + + if ( scope.enableZoom ) handleTouchMoveDolly( event ); + + if ( scope.enableRotate ) handleTouchMoveRotate( event ); + + } + + // + // event handlers - FSM: listen for events and reset state + // + + function onPointerDown( event ) { + + if ( scope.enabled === false ) return; + + if ( pointers.length === 0 ) { + + scope.domElement.setPointerCapture( event.pointerId ); + + scope.domElement.addEventListener( 'pointermove', onPointerMove ); + scope.domElement.addEventListener( 'pointerup', onPointerUp ); + + } + + // + + addPointer( event ); + + if ( event.pointerType === 'touch' ) { + + onTouchStart( event ); + + } else { + + onMouseDown( event ); + + } + + } + + function onPointerMove( event ) { + + if ( scope.enabled === false ) return; + + if ( event.pointerType === 'touch' ) { + + onTouchMove( event ); + + } else { + + onMouseMove( event ); + + } + + } + + function onPointerUp( event ) { + + removePointer( event ); + + if ( pointers.length === 0 ) { + + scope.domElement.releasePointerCapture( event.pointerId ); + + scope.domElement.removeEventListener( 'pointermove', onPointerMove ); + scope.domElement.removeEventListener( 'pointerup', onPointerUp ); + + } + + scope.dispatchEvent( _endEvent ); + + state = STATE.NONE; + + } + + function onMouseDown( event ) { + + let mouseAction; + + switch ( event.button ) { + + case 0: + + mouseAction = scope.mouseButtons.LEFT; + break; + + case 1: + + mouseAction = scope.mouseButtons.MIDDLE; + break; + + case 2: + + mouseAction = scope.mouseButtons.RIGHT; + break; + + default: + + mouseAction = - 1; + + } + + switch ( mouseAction ) { + + case MOUSE.DOLLY: + + if ( scope.enableZoom === false ) return; + + handleMouseDownDolly( event ); + + state = STATE.DOLLY; + + break; + + case MOUSE.ROTATE: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( scope.enablePan === false ) return; + + handleMouseDownPan( event ); + + state = STATE.PAN; + + } else { + + if ( scope.enableRotate === false ) return; + + handleMouseDownRotate( event ); + + state = STATE.ROTATE; + + } + + break; + + case MOUSE.PAN: + + if ( event.ctrlKey || event.metaKey || event.shiftKey ) { + + if ( scope.enableRotate === false ) return; + + handleMouseDownRotate( event ); + + state = STATE.ROTATE; + + } else { + + if ( scope.enablePan === false ) return; + + handleMouseDownPan( event ); + + state = STATE.PAN; + + } + + break; + + default: + + state = STATE.NONE; + + } + + if ( state !== STATE.NONE ) { + + scope.dispatchEvent( _startEvent ); + + } + + } + + function onMouseMove( event ) { + + switch ( state ) { + + case STATE.ROTATE: + + if ( scope.enableRotate === false ) return; + + handleMouseMoveRotate( event ); + + break; + + case STATE.DOLLY: + + if ( scope.enableZoom === false ) return; + + handleMouseMoveDolly( event ); + + break; + + case STATE.PAN: + + if ( scope.enablePan === false ) return; + + handleMouseMovePan( event ); + + break; + + } + + } + + function onMouseWheel( event ) { + + if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return; + + event.preventDefault(); + + scope.dispatchEvent( _startEvent ); + + handleMouseWheel( event ); + + scope.dispatchEvent( _endEvent ); + + } + + function onKeyDown( event ) { + + if ( scope.enabled === false || scope.enablePan === false ) return; + + handleKeyDown( event ); + + } + + function onTouchStart( event ) { + + trackPointer( event ); + + switch ( pointers.length ) { + + case 1: + + switch ( scope.touches.ONE ) { + + case TOUCH.ROTATE: + + if ( scope.enableRotate === false ) return; + + handleTouchStartRotate( event ); + + state = STATE.TOUCH_ROTATE; + + break; + + case TOUCH.PAN: + + if ( scope.enablePan === false ) return; + + handleTouchStartPan( event ); + + state = STATE.TOUCH_PAN; + + break; + + default: + + state = STATE.NONE; + + } + + break; + + case 2: + + switch ( scope.touches.TWO ) { + + case TOUCH.DOLLY_PAN: + + if ( scope.enableZoom === false && scope.enablePan === false ) return; + + handleTouchStartDollyPan( event ); + + state = STATE.TOUCH_DOLLY_PAN; + + break; + + case TOUCH.DOLLY_ROTATE: + + if ( scope.enableZoom === false && scope.enableRotate === false ) return; + + handleTouchStartDollyRotate( event ); + + state = STATE.TOUCH_DOLLY_ROTATE; + + break; + + default: + + state = STATE.NONE; + + } + + break; + + default: + + state = STATE.NONE; + + } + + if ( state !== STATE.NONE ) { + + scope.dispatchEvent( _startEvent ); + + } + + } + + function onTouchMove( event ) { + + trackPointer( event ); + + switch ( state ) { + + case STATE.TOUCH_ROTATE: + + if ( scope.enableRotate === false ) return; + + handleTouchMoveRotate( event ); + + scope.update(); + + break; + + case STATE.TOUCH_PAN: + + if ( scope.enablePan === false ) return; + + handleTouchMovePan( event ); + + scope.update(); + + break; + + case STATE.TOUCH_DOLLY_PAN: + + if ( scope.enableZoom === false && scope.enablePan === false ) return; + + handleTouchMoveDollyPan( event ); + + scope.update(); + + break; + + case STATE.TOUCH_DOLLY_ROTATE: + + if ( scope.enableZoom === false && scope.enableRotate === false ) return; + + handleTouchMoveDollyRotate( event ); + + scope.update(); + + break; + + default: + + state = STATE.NONE; + + } + + } + + function onContextMenu( event ) { + + if ( scope.enabled === false ) return; + + event.preventDefault(); + + } + + function addPointer( event ) { + + pointers.push( event.pointerId ); + + } + + function removePointer( event ) { + + delete pointerPositions[ event.pointerId ]; + + for ( let i = 0; i < pointers.length; i ++ ) { + + if ( pointers[ i ] == event.pointerId ) { + + pointers.splice( i, 1 ); + return; + + } + + } + + } + + function trackPointer( event ) { + + let position = pointerPositions[ event.pointerId ]; + + if ( position === undefined ) { + + position = new Vector2(); + pointerPositions[ event.pointerId ] = position; + + } + + position.set( event.pageX, event.pageY ); + + } + + function getSecondPointerPosition( event ) { + + const pointerId = ( event.pointerId === pointers[ 0 ] ) ? pointers[ 1 ] : pointers[ 0 ]; + + return pointerPositions[ pointerId ]; + + } + + // + + scope.domElement.addEventListener( 'contextmenu', onContextMenu ); + + scope.domElement.addEventListener( 'pointerdown', onPointerDown ); + scope.domElement.addEventListener( 'pointercancel', onPointerUp ); + scope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } ); + + // force an update at start + + this.update(); + + } + +} + +export { OrbitControls }; diff --git a/src/easydiffraction/display/structure/renderers/vendor/threejs/three.module.js b/src/easydiffraction/display/structure/renderers/vendor/threejs/three.module.js new file mode 100644 index 000000000..0bcc7a286 --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/vendor/threejs/three.module.js @@ -0,0 +1,53044 @@ +/** + * @license + * Copyright 2010-2023 Three.js Authors + * SPDX-License-Identifier: MIT + */ +const REVISION = '160'; + +const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; +const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; +const CullFaceNone = 0; +const CullFaceBack = 1; +const CullFaceFront = 2; +const CullFaceFrontBack = 3; +const BasicShadowMap = 0; +const PCFShadowMap = 1; +const PCFSoftShadowMap = 2; +const VSMShadowMap = 3; +const FrontSide = 0; +const BackSide = 1; +const DoubleSide = 2; +const TwoPassDoubleSide = 2; // r149 +const NoBlending = 0; +const NormalBlending = 1; +const AdditiveBlending = 2; +const SubtractiveBlending = 3; +const MultiplyBlending = 4; +const CustomBlending = 5; +const AddEquation = 100; +const SubtractEquation = 101; +const ReverseSubtractEquation = 102; +const MinEquation = 103; +const MaxEquation = 104; +const ZeroFactor = 200; +const OneFactor = 201; +const SrcColorFactor = 202; +const OneMinusSrcColorFactor = 203; +const SrcAlphaFactor = 204; +const OneMinusSrcAlphaFactor = 205; +const DstAlphaFactor = 206; +const OneMinusDstAlphaFactor = 207; +const DstColorFactor = 208; +const OneMinusDstColorFactor = 209; +const SrcAlphaSaturateFactor = 210; +const ConstantColorFactor = 211; +const OneMinusConstantColorFactor = 212; +const ConstantAlphaFactor = 213; +const OneMinusConstantAlphaFactor = 214; +const NeverDepth = 0; +const AlwaysDepth = 1; +const LessDepth = 2; +const LessEqualDepth = 3; +const EqualDepth = 4; +const GreaterEqualDepth = 5; +const GreaterDepth = 6; +const NotEqualDepth = 7; +const MultiplyOperation = 0; +const MixOperation = 1; +const AddOperation = 2; +const NoToneMapping = 0; +const LinearToneMapping = 1; +const ReinhardToneMapping = 2; +const CineonToneMapping = 3; +const ACESFilmicToneMapping = 4; +const CustomToneMapping = 5; +const AgXToneMapping = 6; +const AttachedBindMode = 'attached'; +const DetachedBindMode = 'detached'; + +const UVMapping = 300; +const CubeReflectionMapping = 301; +const CubeRefractionMapping = 302; +const EquirectangularReflectionMapping = 303; +const EquirectangularRefractionMapping = 304; +const CubeUVReflectionMapping = 306; +const RepeatWrapping = 1000; +const ClampToEdgeWrapping = 1001; +const MirroredRepeatWrapping = 1002; +const NearestFilter = 1003; +const NearestMipmapNearestFilter = 1004; +const NearestMipMapNearestFilter = 1004; +const NearestMipmapLinearFilter = 1005; +const NearestMipMapLinearFilter = 1005; +const LinearFilter = 1006; +const LinearMipmapNearestFilter = 1007; +const LinearMipMapNearestFilter = 1007; +const LinearMipmapLinearFilter = 1008; +const LinearMipMapLinearFilter = 1008; +const UnsignedByteType = 1009; +const ByteType = 1010; +const ShortType = 1011; +const UnsignedShortType = 1012; +const IntType = 1013; +const UnsignedIntType = 1014; +const FloatType = 1015; +const HalfFloatType = 1016; +const UnsignedShort4444Type = 1017; +const UnsignedShort5551Type = 1018; +const UnsignedInt248Type = 1020; +const AlphaFormat = 1021; +const RGBAFormat = 1023; +const LuminanceFormat = 1024; +const LuminanceAlphaFormat = 1025; +const DepthFormat = 1026; +const DepthStencilFormat = 1027; +const RedFormat = 1028; +const RedIntegerFormat = 1029; +const RGFormat = 1030; +const RGIntegerFormat = 1031; +const RGBAIntegerFormat = 1033; + +const RGB_S3TC_DXT1_Format = 33776; +const RGBA_S3TC_DXT1_Format = 33777; +const RGBA_S3TC_DXT3_Format = 33778; +const RGBA_S3TC_DXT5_Format = 33779; +const RGB_PVRTC_4BPPV1_Format = 35840; +const RGB_PVRTC_2BPPV1_Format = 35841; +const RGBA_PVRTC_4BPPV1_Format = 35842; +const RGBA_PVRTC_2BPPV1_Format = 35843; +const RGB_ETC1_Format = 36196; +const RGB_ETC2_Format = 37492; +const RGBA_ETC2_EAC_Format = 37496; +const RGBA_ASTC_4x4_Format = 37808; +const RGBA_ASTC_5x4_Format = 37809; +const RGBA_ASTC_5x5_Format = 37810; +const RGBA_ASTC_6x5_Format = 37811; +const RGBA_ASTC_6x6_Format = 37812; +const RGBA_ASTC_8x5_Format = 37813; +const RGBA_ASTC_8x6_Format = 37814; +const RGBA_ASTC_8x8_Format = 37815; +const RGBA_ASTC_10x5_Format = 37816; +const RGBA_ASTC_10x6_Format = 37817; +const RGBA_ASTC_10x8_Format = 37818; +const RGBA_ASTC_10x10_Format = 37819; +const RGBA_ASTC_12x10_Format = 37820; +const RGBA_ASTC_12x12_Format = 37821; +const RGBA_BPTC_Format = 36492; +const RGB_BPTC_SIGNED_Format = 36494; +const RGB_BPTC_UNSIGNED_Format = 36495; +const RED_RGTC1_Format = 36283; +const SIGNED_RED_RGTC1_Format = 36284; +const RED_GREEN_RGTC2_Format = 36285; +const SIGNED_RED_GREEN_RGTC2_Format = 36286; +const LoopOnce = 2200; +const LoopRepeat = 2201; +const LoopPingPong = 2202; +const InterpolateDiscrete = 2300; +const InterpolateLinear = 2301; +const InterpolateSmooth = 2302; +const ZeroCurvatureEnding = 2400; +const ZeroSlopeEnding = 2401; +const WrapAroundEnding = 2402; +const NormalAnimationBlendMode = 2500; +const AdditiveAnimationBlendMode = 2501; +const TrianglesDrawMode = 0; +const TriangleStripDrawMode = 1; +const TriangleFanDrawMode = 2; +/** @deprecated Use LinearSRGBColorSpace or NoColorSpace in three.js r152+. */ +const LinearEncoding = 3000; +/** @deprecated Use SRGBColorSpace in three.js r152+. */ +const sRGBEncoding = 3001; +const BasicDepthPacking = 3200; +const RGBADepthPacking = 3201; +const TangentSpaceNormalMap = 0; +const ObjectSpaceNormalMap = 1; + +// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. +const NoColorSpace = ''; +const SRGBColorSpace = 'srgb'; +const LinearSRGBColorSpace = 'srgb-linear'; +const DisplayP3ColorSpace = 'display-p3'; +const LinearDisplayP3ColorSpace = 'display-p3-linear'; + +const LinearTransfer = 'linear'; +const SRGBTransfer = 'srgb'; + +const Rec709Primaries = 'rec709'; +const P3Primaries = 'p3'; + +const ZeroStencilOp = 0; +const KeepStencilOp = 7680; +const ReplaceStencilOp = 7681; +const IncrementStencilOp = 7682; +const DecrementStencilOp = 7683; +const IncrementWrapStencilOp = 34055; +const DecrementWrapStencilOp = 34056; +const InvertStencilOp = 5386; + +const NeverStencilFunc = 512; +const LessStencilFunc = 513; +const EqualStencilFunc = 514; +const LessEqualStencilFunc = 515; +const GreaterStencilFunc = 516; +const NotEqualStencilFunc = 517; +const GreaterEqualStencilFunc = 518; +const AlwaysStencilFunc = 519; + +const NeverCompare = 512; +const LessCompare = 513; +const EqualCompare = 514; +const LessEqualCompare = 515; +const GreaterCompare = 516; +const NotEqualCompare = 517; +const GreaterEqualCompare = 518; +const AlwaysCompare = 519; + +const StaticDrawUsage = 35044; +const DynamicDrawUsage = 35048; +const StreamDrawUsage = 35040; +const StaticReadUsage = 35045; +const DynamicReadUsage = 35049; +const StreamReadUsage = 35041; +const StaticCopyUsage = 35046; +const DynamicCopyUsage = 35050; +const StreamCopyUsage = 35042; + +const GLSL1 = '100'; +const GLSL3 = '300 es'; + +const _SRGBAFormat = 1035; // fallback for WebGL 1 + +const WebGLCoordinateSystem = 2000; +const WebGPUCoordinateSystem = 2001; + +/** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + +class EventDispatcher { + + addEventListener( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + const listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + } + + hasEventListener( type, listener ) { + + if ( this._listeners === undefined ) return false; + + const listeners = this._listeners; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + + } + + removeEventListener( type, listener ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + const index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + } + + dispatchEvent( event ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + // Make a copy, in case listeners are removed while iterating. + const array = listenerArray.slice( 0 ); + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + event.target = null; + + } + + } + +} + +const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; + +let _seed = 1234567; + + +const DEG2RAD = Math.PI / 180; +const RAD2DEG = 180 / Math.PI; + +// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 +function generateUUID() { + + const d0 = Math.random() * 0xffffffff | 0; + const d1 = Math.random() * 0xffffffff | 0; + const d2 = Math.random() * 0xffffffff | 0; + const d3 = Math.random() * 0xffffffff | 0; + const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; + + // .toLowerCase() here flattens concatenated strings to save heap memory space. + return uuid.toLowerCase(); + +} + +function clamp( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + +} + +// compute euclidean modulo of m % n +// https://en.wikipedia.org/wiki/Modulo_operation +function euclideanModulo( n, m ) { + + return ( ( n % m ) + m ) % m; + +} + +// Linear mapping from range to range +function mapLinear( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + +} + +// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ +function inverseLerp( x, y, value ) { + + if ( x !== y ) { + + return ( value - x ) / ( y - x ); + + } else { + + return 0; + + } + +} + +// https://en.wikipedia.org/wiki/Linear_interpolation +function lerp( x, y, t ) { + + return ( 1 - t ) * x + t * y; + +} + +// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ +function damp( x, y, lambda, dt ) { + + return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); + +} + +// https://www.desmos.com/calculator/vcsjnyz7x4 +function pingpong( x, length = 1 ) { + + return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); + +} + +// http://en.wikipedia.org/wiki/Smoothstep +function smoothstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + +} + +function smootherstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + +} + +// Random integer from interval +function randInt( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + +} + +// Random float from interval +function randFloat( low, high ) { + + return low + Math.random() * ( high - low ); + +} + +// Random float from <-range/2, range/2> interval +function randFloatSpread( range ) { + + return range * ( 0.5 - Math.random() ); + +} + +// Deterministic pseudo-random float in the interval [ 0, 1 ] +function seededRandom( s ) { + + if ( s !== undefined ) _seed = s; + + // Mulberry32 generator + + let t = _seed += 0x6D2B79F5; + + t = Math.imul( t ^ t >>> 15, t | 1 ); + + t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); + + return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; + +} + +function degToRad( degrees ) { + + return degrees * DEG2RAD; + +} + +function radToDeg( radians ) { + + return radians * RAD2DEG; + +} + +function isPowerOfTwo( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + +} + +function ceilPowerOfTwo( value ) { + + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + +} + +function floorPowerOfTwo( value ) { + + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + +} + +function setQuaternionFromProperEuler( q, a, b, c, order ) { + + // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles + + // rotations are applied to the axes in the order specified by 'order' + // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' + // angles are in radians + + const cos = Math.cos; + const sin = Math.sin; + + const c2 = cos( b / 2 ); + const s2 = sin( b / 2 ); + + const c13 = cos( ( a + c ) / 2 ); + const s13 = sin( ( a + c ) / 2 ); + + const c1_3 = cos( ( a - c ) / 2 ); + const s1_3 = sin( ( a - c ) / 2 ); + + const c3_1 = cos( ( c - a ) / 2 ); + const s3_1 = sin( ( c - a ) / 2 ); + + switch ( order ) { + + case 'XYX': + q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); + break; + + case 'YZY': + q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); + break; + + case 'ZXZ': + q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); + break; + + case 'XZX': + q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); + break; + + case 'YXY': + q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); + break; + + case 'ZYZ': + q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); + break; + + default: + console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); + + } + +} + +function denormalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return value / 4294967295.0; + + case Uint16Array: + + return value / 65535.0; + + case Uint8Array: + + return value / 255.0; + + case Int32Array: + + return Math.max( value / 2147483647.0, - 1.0 ); + + case Int16Array: + + return Math.max( value / 32767.0, - 1.0 ); + + case Int8Array: + + return Math.max( value / 127.0, - 1.0 ); + + default: + + throw new Error( 'Invalid component type.' ); + + } + +} + +function normalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return Math.round( value * 4294967295.0 ); + + case Uint16Array: + + return Math.round( value * 65535.0 ); + + case Uint8Array: + + return Math.round( value * 255.0 ); + + case Int32Array: + + return Math.round( value * 2147483647.0 ); + + case Int16Array: + + return Math.round( value * 32767.0 ); + + case Int8Array: + + return Math.round( value * 127.0 ); + + default: + + throw new Error( 'Invalid component type.' ); + + } + +} + +const MathUtils = { + DEG2RAD: DEG2RAD, + RAD2DEG: RAD2DEG, + generateUUID: generateUUID, + clamp: clamp, + euclideanModulo: euclideanModulo, + mapLinear: mapLinear, + inverseLerp: inverseLerp, + lerp: lerp, + damp: damp, + pingpong: pingpong, + smoothstep: smoothstep, + smootherstep: smootherstep, + randInt: randInt, + randFloat: randFloat, + randFloatSpread: randFloatSpread, + seededRandom: seededRandom, + degToRad: degToRad, + radToDeg: radToDeg, + isPowerOfTwo: isPowerOfTwo, + ceilPowerOfTwo: ceilPowerOfTwo, + floorPowerOfTwo: floorPowerOfTwo, + setQuaternionFromProperEuler: setQuaternionFromProperEuler, + normalize: normalize, + denormalize: denormalize +}; + +class Vector2 { + + constructor( x = 0, y = 0 ) { + + Vector2.prototype.isVector2 = true; + + this.x = x; + this.y = y; + + } + + get width() { + + return this.x; + + } + + set width( value ) { + + this.x = value; + + } + + get height() { + + return this.y; + + } + + set height( value ) { + + this.y = value; + + } + + set( x, y ) { + + this.x = x; + this.y = y; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + } + + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y; + + } + + cross( v ) { + + return this.x * v.y - this.y * v.x; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + angle() { + + // computes the angle in radians with respect to the positive x-axis + + const angle = Math.atan2( - this.y, - this.x ) + Math.PI; + + return angle; + + } + + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, - 1, 1 ) ); + + } + + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + } + + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + } + + rotateAround( center, angle ) { + + const c = Math.cos( angle ), s = Math.sin( angle ); + + const x = this.x - center.x; + const y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + + } + +} + +class Matrix3 { + + constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + Matrix3.prototype.isMatrix3 = true; + + this.elements = [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ); + + } + + } + + set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; + te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; + te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrix3Column( this, 0 ); + yAxis.setFromMatrix3Column( this, 1 ); + zAxis.setFromMatrix3Column( this, 2 ); + + return this; + + } + + setFromMatrix4( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + } + + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + + const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; + te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; + te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + } + + invert() { + + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], + n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], + n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + return this; + + } + + transpose() { + + let tmp; + const m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + } + + getNormalMatrix( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).invert().transpose(); + + } + + transposeIntoArray( r ) { + + const m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + } + + setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { + + const c = Math.cos( rotation ); + const s = Math.sin( rotation ); + + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); + + return this; + + } + + // + + scale( sx, sy ) { + + this.premultiply( _m3.makeScale( sx, sy ) ); + + return this; + + } + + rotate( theta ) { + + this.premultiply( _m3.makeRotation( - theta ) ); + + return this; + + } + + translate( tx, ty ) { + + this.premultiply( _m3.makeTranslation( tx, ty ) ); + + return this; + + } + + // for 2D Transforms + + makeTranslation( x, y ) { + + if ( x.isVector2 ) { + + this.set( + + 1, 0, x.x, + 0, 1, x.y, + 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, x, + 0, 1, y, + 0, 0, 1 + + ); + + } + + return this; + + } + + makeRotation( theta ) { + + // counterclockwise + + const c = Math.cos( theta ); + const s = Math.sin( theta ); + + this.set( + + c, - s, 0, + s, c, 0, + 0, 0, 1 + + ); + + return this; + + } + + makeScale( x, y ) { + + this.set( + + x, 0, 0, + 0, y, 0, + 0, 0, 1 + + ); + + return this; + + } + + // + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 9; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + + clone() { + + return new this.constructor().fromArray( this.elements ); + + } + +} + +const _m3 = /*@__PURE__*/ new Matrix3(); + +function arrayNeedsUint32( array ) { + + // assumes larger values usually on last + + for ( let i = array.length - 1; i >= 0; -- i ) { + + if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 + + } + + return false; + +} + +const TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + Uint8ClampedArray: Uint8ClampedArray, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array +}; + +function getTypedArray( type, buffer ) { + + return new TYPED_ARRAYS[ type ]( buffer ); + +} + +function createElementNS( name ) { + + return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); + +} + +function createCanvasElement() { + + const canvas = createElementNS( 'canvas' ); + canvas.style.display = 'block'; + return canvas; + +} + +const _cache = {}; + +function warnOnce( message ) { + + if ( message in _cache ) return; + + _cache[ message ] = true; + + console.warn( message ); + +} + +/** + * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping + * or clipping. Based on W3C specifications for sRGB and Display P3, + * and ICC specifications for the D50 connection space. Values in/out + * are _linear_ sRGB and _linear_ Display P3. + * + * Note that both sRGB and Display P3 use the sRGB transfer functions. + * + * Reference: + * - http://www.russellcottrell.com/photo/matrixCalculator.htm + */ + +const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set( + 0.8224621, 0.177538, 0.0, + 0.0331941, 0.9668058, 0.0, + 0.0170827, 0.0723974, 0.9105199, +); + +const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set( + 1.2249401, - 0.2249404, 0.0, + - 0.0420569, 1.0420571, 0.0, + - 0.0196376, - 0.0786361, 1.0982735 +); + +/** + * Defines supported color spaces by transfer function and primaries, + * and provides conversions to/from the Linear-sRGB reference space. + */ +const COLOR_SPACES = { + [ LinearSRGBColorSpace ]: { + transfer: LinearTransfer, + primaries: Rec709Primaries, + toReference: ( color ) => color, + fromReference: ( color ) => color, + }, + [ SRGBColorSpace ]: { + transfer: SRGBTransfer, + primaries: Rec709Primaries, + toReference: ( color ) => color.convertSRGBToLinear(), + fromReference: ( color ) => color.convertLinearToSRGB(), + }, + [ LinearDisplayP3ColorSpace ]: { + transfer: LinearTransfer, + primaries: P3Primaries, + toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ), + fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ), + }, + [ DisplayP3ColorSpace ]: { + transfer: SRGBTransfer, + primaries: P3Primaries, + toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ), + fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(), + }, +}; + +const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] ); + +const ColorManagement = { + + enabled: true, + + _workingColorSpace: LinearSRGBColorSpace, + + get workingColorSpace() { + + return this._workingColorSpace; + + }, + + set workingColorSpace( colorSpace ) { + + if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) { + + throw new Error( `Unsupported working color space, "${ colorSpace }".` ); + + } + + this._workingColorSpace = colorSpace; + + }, + + convert: function ( color, sourceColorSpace, targetColorSpace ) { + + if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { + + return color; + + } + + const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference; + const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference; + + return targetFromReference( sourceToReference( color ) ); + + }, + + fromWorkingColorSpace: function ( color, targetColorSpace ) { + + return this.convert( color, this._workingColorSpace, targetColorSpace ); + + }, + + toWorkingColorSpace: function ( color, sourceColorSpace ) { + + return this.convert( color, sourceColorSpace, this._workingColorSpace ); + + }, + + getPrimaries: function ( colorSpace ) { + + return COLOR_SPACES[ colorSpace ].primaries; + + }, + + getTransfer: function ( colorSpace ) { + + if ( colorSpace === NoColorSpace ) return LinearTransfer; + + return COLOR_SPACES[ colorSpace ].transfer; + + }, + +}; + + +function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + +} + +function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + +} + +let _canvas; + +class ImageUtils { + + static getDataURL( image ) { + + if ( /^data:/i.test( image.src ) ) { + + return image.src; + + } + + if ( typeof HTMLCanvasElement === 'undefined' ) { + + return image.src; + + } + + let canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); + + _canvas.width = image.width; + _canvas.height = image.height; + + const context = _canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + canvas = _canvas; + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + + static sRGBToLinear( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const canvas = createElementNS( 'canvas' ); + + canvas.width = image.width; + canvas.height = image.height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height ); + + const imageData = context.getImageData( 0, 0, image.width, image.height ); + const data = imageData.data; + + for ( let i = 0; i < data.length; i ++ ) { + + data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + } else if ( image.data ) { + + const data = image.data.slice( 0 ); + + for ( let i = 0; i < data.length; i ++ ) { + + if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) { + + data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 ); + + } else { + + // assuming float + + data[ i ] = SRGBToLinear( data[ i ] ); + + } + + } + + return { + data: data, + width: image.width, + height: image.height + }; + + } else { + + console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); + return image; + + } + + } + +} + +let _sourceId = 0; + +class Source { + + constructor( data = null ) { + + this.isSource = true; + + Object.defineProperty( this, 'id', { value: _sourceId ++ } ); + + this.uuid = generateUUID(); + + this.data = data; + + this.version = 0; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) { + + return meta.images[ this.uuid ]; + + } + + const output = { + uuid: this.uuid, + url: '' + }; + + const data = this.data; + + if ( data !== null ) { + + let url; + + if ( Array.isArray( data ) ) { + + // cube texture + + url = []; + + for ( let i = 0, l = data.length; i < l; i ++ ) { + + if ( data[ i ].isDataTexture ) { + + url.push( serializeImage( data[ i ].image ) ); + + } else { + + url.push( serializeImage( data[ i ] ) ); + + } + + } + + } else { + + // texture + + url = serializeImage( data ); + + } + + output.url = url; + + } + + if ( ! isRootObject ) { + + meta.images[ this.uuid ] = output; + + } + + return output; + + } + +} + +function serializeImage( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + // default images + + return ImageUtils.getDataURL( image ); + + } else { + + if ( image.data ) { + + // images of DataTexture + + return { + data: Array.from( image.data ), + width: image.width, + height: image.height, + type: image.data.constructor.name + }; + + } else { + + console.warn( 'THREE.Texture: Unable to serialize Texture.' ); + return {}; + + } + + } + +} + +let _textureId = 0; + +class Texture extends EventDispatcher { + + constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) { + + super(); + + this.isTexture = true; + + Object.defineProperty( this, 'id', { value: _textureId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + + this.source = new Source( image ); + this.mipmaps = []; + + this.mapping = mapping; + this.channel = 0; + + this.wrapS = wrapS; + this.wrapT = wrapT; + + this.magFilter = magFilter; + this.minFilter = minFilter; + + this.anisotropy = anisotropy; + + this.format = format; + this.internalFormat = null; + this.type = type; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; + + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + if ( typeof colorSpace === 'string' ) { + + this.colorSpace = colorSpace; + + } else { // @deprecated, r152 + + warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' ); + this.colorSpace = colorSpace === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + + + this.userData = {}; + + this.version = 0; + this.onUpdate = null; + + this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not + this.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures) + + } + + get image() { + + return this.source.data; + + } + + set image( value = null ) { + + this.source.data = value; + + } + + updateMatrix() { + + this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.name = source.name; + + this.source = source.source; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + this.channel = source.channel; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.internalFormat = source.internalFormat; + this.type = source.type; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + this.center.copy( source.center ); + this.rotation = source.rotation; + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.colorSpace = source.colorSpace; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.needsUpdate = true; + + return this; + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + const output = { + + metadata: { + version: 4.6, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + image: this.source.toJSON( meta ).uuid, + + mapping: this.mapping, + channel: this.channel, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, + + wrap: [ this.wrapS, this.wrapT ], + + format: this.format, + internalFormat: this.internalFormat, + type: this.type, + colorSpace: this.colorSpace, + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY, + + generateMipmaps: this.generateMipmaps, + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment + + }; + + if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData; + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + transformUv( uv ) { + + if ( this.mapping !== UVMapping ) return uv; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + return uv; + + } + + set needsUpdate( value ) { + + if ( value === true ) { + + this.version ++; + this.source.needsUpdate = true; + + } + + } + + get encoding() { // @deprecated, r152 + + warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' ); + return this.colorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding; + + } + + set encoding( encoding ) { // @deprecated, r152 + + warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' ); + this.colorSpace = encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + +} + +Texture.DEFAULT_IMAGE = null; +Texture.DEFAULT_MAPPING = UVMapping; +Texture.DEFAULT_ANISOTROPY = 1; + +class Vector4 { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + Vector4.prototype.isVector4 = true; + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + } + + get width() { + + return this.z; + + } + + set width( value ) { + + this.z = value; + + } + + get height() { + + return this.w; + + } + + set height( value ) { + + this.w = value; + + } + + set( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setW( w ) { + + this.w = w; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + this.w *= v.w; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z, w = this.w; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + setAxisAngleFromQuaternion( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + const s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + } + + setAxisAngleFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + let angle, x, y, z; // variables for result + const epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + const xx = ( m11 + 1 ) / 2; + const yy = ( m22 + 1 ) / 2; + const zz = ( m33 + 1 ) / 2; + const xy = ( m12 + m21 ) / 4; + const xz = ( m13 + m31 ) / 4; + const yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + } + + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + this.w = Math.trunc( this.w ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + this.w = v1.w + ( v2.w - v1.w ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + this.w = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + yield this.w; + + } + +} + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers +*/ +class RenderTarget extends EventDispatcher { + + constructor( width = 1, height = 1, options = {} ) { + + super(); + + this.isRenderTarget = true; + + this.width = width; + this.height = height; + this.depth = 1; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + const image = { width: width, height: height, depth: 1 }; + + if ( options.encoding !== undefined ) { + + // @deprecated, r152 + warnOnce( 'THREE.WebGLRenderTarget: option.encoding has been replaced by option.colorSpace.' ); + options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + + options = Object.assign( { + generateMipmaps: false, + internalFormat: null, + minFilter: LinearFilter, + depthBuffer: true, + stencilBuffer: false, + depthTexture: null, + samples: 0 + }, options ); + + this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); + this.texture.isRenderTargetTexture = true; + + this.texture.flipY = false; + this.texture.generateMipmaps = options.generateMipmaps; + this.texture.internalFormat = options.internalFormat; + + this.depthBuffer = options.depthBuffer; + this.stencilBuffer = options.stencilBuffer; + + this.depthTexture = options.depthTexture; + + this.samples = options.samples; + + } + + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + this.texture.image.width = width; + this.texture.image.height = height; + this.texture.image.depth = depth; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.scissor.copy( source.scissor ); + this.scissorTest = source.scissorTest; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + this.texture.isRenderTargetTexture = true; + + // ensure image object is not shared, see #20328 + + const image = Object.assign( {}, source.texture.image ); + this.texture.source = new Source( image ); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); + + this.samples = source.samples; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +class WebGLRenderTarget extends RenderTarget { + + constructor( width = 1, height = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGLRenderTarget = true; + + } + +} + +class DataArrayTexture extends Texture { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + super( null ); + + this.isDataArrayTexture = true; + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + +} + +class WebGLArrayRenderTarget extends WebGLRenderTarget { + + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGLArrayRenderTarget = true; + + this.depth = depth; + + this.texture = new DataArrayTexture( null, width, height, depth ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +class Data3DTexture extends Texture { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in DataTexture3D directly. + // + // const texture = new THREE.DataTexture3D( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + + super( null ); + + this.isData3DTexture = true; + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + +} + +class WebGL3DRenderTarget extends WebGLRenderTarget { + + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGL3DRenderTarget = true; + + this.depth = depth; + + this.texture = new Data3DTexture( null, width, height, depth ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +class WebGLMultipleRenderTargets extends WebGLRenderTarget { + + constructor( width = 1, height = 1, count = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGLMultipleRenderTargets = true; + + const texture = this.texture; + + this.texture = []; + + for ( let i = 0; i < count; i ++ ) { + + this.texture[ i ] = texture.clone(); + this.texture[ i ].isRenderTargetTexture = true; + + } + + } + + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + for ( let i = 0, il = this.texture.length; i < il; i ++ ) { + + this.texture[ i ].image.width = width; + this.texture[ i ].image.height = height; + this.texture[ i ].image.depth = depth; + + } + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + } + + copy( source ) { + + this.dispose(); + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.scissor.copy( source.scissor ); + this.scissorTest = source.scissorTest; + + this.viewport.copy( source.viewport ); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); + + this.texture.length = 0; + + for ( let i = 0, il = source.texture.length; i < il; i ++ ) { + + this.texture[ i ] = source.texture[ i ].clone(); + this.texture[ i ].isRenderTargetTexture = true; + + } + + return this; + + } + +} + +class Quaternion { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + this.isQuaternion = true; + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + } + + static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + let x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( t === 0 ) { + + dst[ dstOffset + 0 ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + return; + + } + + if ( t === 1 ) { + + dst[ dstOffset + 0 ] = x1; + dst[ dstOffset + 1 ] = y1; + dst[ dstOffset + 2 ] = z1; + dst[ dstOffset + 3 ] = w1; + return; + + } + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + let s = 1 - t; + const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + const sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + const tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + + static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { + + const x0 = src0[ srcOffset0 ]; + const y0 = src0[ srcOffset0 + 1 ]; + const z0 = src0[ srcOffset0 + 2 ]; + const w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 ]; + const y1 = src1[ srcOffset1 + 1 ]; + const z1 = src1[ srcOffset1 + 2 ]; + const w1 = src1[ srcOffset1 + 3 ]; + + dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; + dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; + dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; + dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; + + return dst; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get w() { + + return this._w; + + } + + set w( value ) { + + this._w = value; + this._onChangeCallback(); + + } + + set( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this._onChangeCallback(); + + return this; + + } + + clone() { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + } + + copy( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this._onChangeCallback(); + + return this; + + } + + setFromEuler( euler, update = true ) { + + const x = euler._x, y = euler._y, z = euler._z, order = euler._order; + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + const cos = Math.cos; + const sin = Math.sin; + + const c1 = cos( x / 2 ); + const c2 = cos( y / 2 ); + const c3 = cos( z / 2 ); + + const s1 = sin( x / 2 ); + const s2 = sin( y / 2 ); + const s3 = sin( z / 2 ); + + switch ( order ) { + + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + default: + console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); + + } + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + setFromAxisAngle( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + const halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this._onChangeCallback(); + + return this; + + } + + setFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33; + + if ( trace > 0 ) { + + const s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this._onChangeCallback(); + + return this; + + } + + setFromUnitVectors( vFrom, vTo ) { + + // assumes direction vectors vFrom and vTo are normalized + + let r = vFrom.dot( vTo ) + 1; + + if ( r < Number.EPSILON ) { + + // vFrom and vTo point in opposite directions + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + this._x = - vFrom.y; + this._y = vFrom.x; + this._z = 0; + this._w = r; + + } else { + + this._x = 0; + this._y = - vFrom.z; + this._z = vFrom.y; + this._w = r; + + } + + } else { + + // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 + + this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; + this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; + this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; + this._w = r; + + } + + return this.normalize(); + + } + + angleTo( q ) { + + return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) ); + + } + + rotateTowards( q, step ) { + + const angle = this.angleTo( q ); + + if ( angle === 0 ) return this; + + const t = Math.min( 1, step / angle ); + + this.slerp( q, t ); + + return this; + + } + + identity() { + + return this.set( 0, 0, 0, 1 ); + + } + + invert() { + + // quaternion is assumed to have unit length + + return this.conjugate(); + + } + + conjugate() { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this._onChangeCallback(); + + return this; + + } + + dot( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + } + + lengthSq() { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + } + + length() { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + } + + normalize() { + + let l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this._onChangeCallback(); + + return this; + + } + + multiply( q ) { + + return this.multiplyQuaternions( this, q ); + + } + + premultiply( q ) { + + return this.multiplyQuaternions( q, this ); + + } + + multiplyQuaternions( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this._onChangeCallback(); + + return this; + + } + + slerp( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + const x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; + + if ( sqrSinHalfTheta <= Number.EPSILON ) { + + const s = 1 - t; + this._w = s * w + t * this._w; + this._x = s * x + t * this._x; + this._y = s * y + t * this._y; + this._z = s * z + t * this._z; + + this.normalize(); // normalize calls _onChangeCallback() + + return this; + + } + + const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); + const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this._onChangeCallback(); + + return this; + + } + + slerpQuaternions( qa, qb, t ) { + + return this.copy( qa ).slerp( qb, t ); + + } + + random() { + + // Derived from http://planning.cs.uiuc.edu/node198.html + // Note, this source uses w, x, y, z ordering, + // so we swap the order below. + + const u1 = Math.random(); + const sqrt1u1 = Math.sqrt( 1 - u1 ); + const sqrtu1 = Math.sqrt( u1 ); + + const u2 = 2 * Math.PI * Math.random(); + + const u3 = 2 * Math.PI * Math.random(); + + return this.set( + sqrt1u1 * Math.cos( u2 ), + sqrtu1 * Math.sin( u3 ), + sqrtu1 * Math.cos( u3 ), + sqrt1u1 * Math.sin( u2 ), + ); + + } + + equals( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + } + + fromArray( array, offset = 0 ) { + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this._x = attribute.getX( index ); + this._y = attribute.getY( index ); + this._z = attribute.getZ( index ); + this._w = attribute.getW( index ); + + this._onChangeCallback(); + + return this; + + } + + toJSON() { + + return this.toArray(); + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._w; + + } + +} + +class Vector3 { + + constructor( x = 0, y = 0, z = 0 ) { + + Vector3.prototype.isVector3 = true; + + this.x = x; + this.y = y; + this.z = z; + + } + + set( x, y, z ) { + + if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) + + this.x = x; + this.y = y; + this.z = z; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + } + + multiplyVectors( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + } + + applyEuler( euler ) { + + return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); + + } + + applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + } + + applyNormalMatrix( m ) { + + return this.applyMatrix3( m ).normalize(); + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + + return this; + + } + + applyQuaternion( q ) { + + // quaternion q is assumed to have unit length + + const vx = this.x, vy = this.y, vz = this.z; + const qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // t = 2 * cross( q.xyz, v ); + const tx = 2 * ( qy * vz - qz * vy ); + const ty = 2 * ( qz * vx - qx * vz ); + const tz = 2 * ( qx * vy - qy * vx ); + + // v + q.w * t + cross( q.xyz, t ); + this.x = vx + qw * tx + qy * tz - qz * ty; + this.y = vy + qw * ty + qz * tx - qx * tz; + this.z = vz + qw * tz + qx * ty - qy * tx; + + return this; + + } + + project( camera ) { + + return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); + + } + + unproject( camera ) { + + return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); + + } + + transformDirection( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + } + + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + } + + // TODO lengthSquared? + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + + return this; + + } + + cross( v ) { + + return this.crossVectors( this, v ); + + } + + crossVectors( a, b ) { + + const ax = a.x, ay = a.y, az = a.z; + const bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + } + + projectOnVector( v ) { + + const denominator = v.lengthSq(); + + if ( denominator === 0 ) return this.set( 0, 0, 0 ); + + const scalar = v.dot( this ) / denominator; + + return this.copy( v ).multiplyScalar( scalar ); + + } + + projectOnPlane( planeNormal ) { + + _vector$c.copy( this ).projectOnVector( planeNormal ); + + return this.sub( _vector$c ); + + } + + reflect( normal ) { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + } + + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, - 1, 1 ) ); + + } + + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + } + + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + } + + setFromSpherical( s ) { + + return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); + + } + + setFromSphericalCoords( radius, phi, theta ) { + + const sinPhiRadius = Math.sin( phi ) * radius; + + this.x = sinPhiRadius * Math.sin( theta ); + this.y = Math.cos( phi ) * radius; + this.z = sinPhiRadius * Math.cos( theta ); + + return this; + + } + + setFromCylindrical( c ) { + + return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); + + } + + setFromCylindricalCoords( radius, theta, y ) { + + this.x = radius * Math.sin( theta ); + this.y = y; + this.z = radius * Math.cos( theta ); + + return this; + + } + + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + } + + setFromMatrixScale( m ) { + + const sx = this.setFromMatrixColumn( m, 0 ).length(); + const sy = this.setFromMatrixColumn( m, 1 ).length(); + const sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + } + + setFromMatrixColumn( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + } + + setFromMatrix3Column( m, index ) { + + return this.fromArray( m.elements, index * 3 ); + + } + + setFromEuler( e ) { + + this.x = e._x; + this.y = e._y; + this.z = e._z; + + return this; + + } + + setFromColor( c ) { + + this.x = c.r; + this.y = c.g; + this.z = c.b; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + + return this; + + } + + randomDirection() { + + // Derived from https://mathworld.wolfram.com/SpherePointPicking.html + + const u = ( Math.random() - 0.5 ) * 2; + const t = Math.random() * Math.PI * 2; + const f = Math.sqrt( 1 - u ** 2 ); + + this.x = f * Math.cos( t ); + this.y = f * Math.sin( t ); + this.z = u; + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + + } + +} + +const _vector$c = /*@__PURE__*/ new Vector3(); +const _quaternion$4 = /*@__PURE__*/ new Quaternion(); + +class Box3 { + + constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { + + this.isBox3 = true; + + this.min = min; + this.max = max; + + } + + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + setFromArray( array ) { + + this.makeEmpty(); + + for ( let i = 0, il = array.length; i < il; i += 3 ) { + + this.expandByPoint( _vector$b.fromArray( array, i ) ); + + } + + return this; + + } + + setFromBufferAttribute( attribute ) { + + this.makeEmpty(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) ); + + } + + return this; + + } + + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + setFromObject( object, precise = false ) { + + this.makeEmpty(); + + return this.expandByObject( object, precise ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + makeEmpty() { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + } + + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + } + + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + expandByObject( object, precise = false ) { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + object.updateWorldMatrix( false, false ); + + const geometry = object.geometry; + + if ( geometry !== undefined ) { + + const positionAttribute = geometry.getAttribute( 'position' ); + + // precise AABB computation based on vertex data requires at least a position attribute. + // instancing isn't supported so far and uses the normal (conservative) code path. + + if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { + + for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { + + if ( object.isMesh === true ) { + + object.getVertexPosition( i, _vector$b ); + + } else { + + _vector$b.fromBufferAttribute( positionAttribute, i ); + + } + + _vector$b.applyMatrix4( object.matrixWorld ); + this.expandByPoint( _vector$b ); + + } + + } else { + + if ( object.boundingBox !== undefined ) { + + // object-level bounding box + + if ( object.boundingBox === null ) { + + object.computeBoundingBox(); + + } + + _box$4.copy( object.boundingBox ); + + + } else { + + // geometry-level bounding box + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + _box$4.copy( geometry.boundingBox ); + + } + + _box$4.applyMatrix4( object.matrixWorld ); + + this.union( _box$4 ); + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + this.expandByObject( children[ i ], precise ); + + } + + return this; + + } + + containsPoint( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y || + point.z < this.min.z || point.z > this.max.z ? false : true; + + } + + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + } + + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + } + + intersectsBox( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y || + box.max.z < this.min.z || box.min.z > this.max.z ? false : true; + + } + + intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$b ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + intersectsPlane( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + let min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= - plane.constant && max >= - plane.constant ); + + } + + intersectsTriangle( triangle ) { + + if ( this.isEmpty() ) { + + return false; + + } + + // compute box center and extents + this.getCenter( _center ); + _extents.subVectors( this.max, _center ); + + // translate triangle to aabb origin + _v0$2.subVectors( triangle.a, _center ); + _v1$7.subVectors( triangle.b, _center ); + _v2$4.subVectors( triangle.c, _center ); + + // compute edge vectors for triangle + _f0.subVectors( _v1$7, _v0$2 ); + _f1.subVectors( _v2$4, _v1$7 ); + _f2.subVectors( _v0$2, _v2$4 ); + + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + let axes = [ + 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, + _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, + - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 + ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) { + + return false; + + } + + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + _triangleNormal.crossVectors( _f0, _f1 ); + axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; + + return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ); + + } + + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$b ).distanceTo( point ); + + } + + getBoundingSphere( target ) { + + if ( this.isEmpty() ) { + + target.makeEmpty(); + + } else { + + this.getCenter( target.center ); + + target.radius = this.getSize( _vector$b ).length() * 0.5; + + } + + return target; + + } + + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( _points ); + + return this; + + } + + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} + +const _points = [ + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3() +]; + +const _vector$b = /*@__PURE__*/ new Vector3(); + +const _box$4 = /*@__PURE__*/ new Box3(); + +// triangle centered vertices + +const _v0$2 = /*@__PURE__*/ new Vector3(); +const _v1$7 = /*@__PURE__*/ new Vector3(); +const _v2$4 = /*@__PURE__*/ new Vector3(); + +// triangle edge vectors + +const _f0 = /*@__PURE__*/ new Vector3(); +const _f1 = /*@__PURE__*/ new Vector3(); +const _f2 = /*@__PURE__*/ new Vector3(); + +const _center = /*@__PURE__*/ new Vector3(); +const _extents = /*@__PURE__*/ new Vector3(); +const _triangleNormal = /*@__PURE__*/ new Vector3(); +const _testAxis = /*@__PURE__*/ new Vector3(); + +function satForAxes( axes, v0, v1, v2, extents ) { + + for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { + + _testAxis.fromArray( axes, i ); + // project the aabb onto the separating axis + const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); + // project all 3 vertices of the triangle onto the separating axis + const p0 = v0.dot( _testAxis ); + const p1 = v1.dot( _testAxis ); + const p2 = v2.dot( _testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is separating and we can exit + return false; + + } + + } + + return true; + +} + +const _box$3 = /*@__PURE__*/ new Box3(); +const _v1$6 = /*@__PURE__*/ new Vector3(); +const _v2$3 = /*@__PURE__*/ new Vector3(); + +class Sphere { + + constructor( center = new Vector3(), radius = - 1 ) { + + this.isSphere = true; + + this.center = center; + this.radius = radius; + + } + + set( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + } + + setFromPoints( points, optionalCenter ) { + + const center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + _box$3.setFromPoints( points ).getCenter( center ); + + } + + let maxRadiusSq = 0; + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + } + + copy( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + } + + isEmpty() { + + return ( this.radius < 0 ); + + } + + makeEmpty() { + + this.center.set( 0, 0, 0 ); + this.radius = - 1; + + return this; + + } + + containsPoint( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + } + + distanceToPoint( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + } + + intersectsSphere( sphere ) { + + const radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + } + + intersectsBox( box ) { + + return box.intersectsSphere( this ); + + } + + intersectsPlane( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + } + + clampPoint( point, target ) { + + const deltaLengthSq = this.center.distanceToSquared( point ); + + target.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); + + } + + return target; + + } + + getBoundingBox( target ) { + + if ( this.isEmpty() ) { + + // Empty sphere produces empty bounding box + target.makeEmpty(); + return target; + + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + } + + applyMatrix4( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + } + + translate( offset ) { + + this.center.add( offset ); + + return this; + + } + + expandByPoint( point ) { + + if ( this.isEmpty() ) { + + this.center.copy( point ); + + this.radius = 0; + + return this; + + } + + _v1$6.subVectors( point, this.center ); + + const lengthSq = _v1$6.lengthSq(); + + if ( lengthSq > ( this.radius * this.radius ) ) { + + // calculate the minimal sphere + + const length = Math.sqrt( lengthSq ); + + const delta = ( length - this.radius ) * 0.5; + + this.center.addScaledVector( _v1$6, delta / length ); + + this.radius += delta; + + } + + return this; + + } + + union( sphere ) { + + if ( sphere.isEmpty() ) { + + return this; + + } + + if ( this.isEmpty() ) { + + this.copy( sphere ); + + return this; + + } + + if ( this.center.equals( sphere.center ) === true ) { + + this.radius = Math.max( this.radius, sphere.radius ); + + } else { + + _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius ); + + this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) ); + + this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) ); + + } + + return this; + + } + + equals( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$a = /*@__PURE__*/ new Vector3(); +const _segCenter = /*@__PURE__*/ new Vector3(); +const _segDir = /*@__PURE__*/ new Vector3(); +const _diff = /*@__PURE__*/ new Vector3(); + +const _edge1 = /*@__PURE__*/ new Vector3(); +const _edge2 = /*@__PURE__*/ new Vector3(); +const _normal$1 = /*@__PURE__*/ new Vector3(); + +class Ray { + + constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { + + this.origin = origin; + this.direction = direction; + + } + + set( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + } + + copy( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + } + + at( t, target ) { + + return target.copy( this.origin ).addScaledVector( this.direction, t ); + + } + + lookAt( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + } + + recast( t ) { + + this.origin.copy( this.at( t, _vector$a ) ); + + return this; + + } + + closestPointToPoint( point, target ) { + + target.subVectors( point, this.origin ); + + const directionDistance = target.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return target.copy( this.origin ); + + } + + return target.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + } + + distanceToPoint( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + } + + distanceSqToPoint( point ) { + + const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + return _vector$a.distanceToSquared( point ); + + } + + distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + _segDir.copy( v1 ).sub( v0 ).normalize(); + _diff.copy( this.origin ).sub( _segCenter ); + + const segExtent = v0.distanceTo( v1 ) * 0.5; + const a01 = - this.direction.dot( _segDir ); + const b0 = _diff.dot( this.direction ); + const b1 = - _diff.dot( _segDir ); + const c = _diff.lengthSq(); + const det = Math.abs( 1 - a01 * a01 ); + let s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + const invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 ); + + } + + return sqrDist; + + } + + intersectSphere( sphere, target ) { + + _vector$a.subVectors( sphere.center, this.origin ); + const tca = _vector$a.dot( this.direction ); + const d2 = _vector$a.dot( _vector$a ) - tca * tca; + const radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + const thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + const t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + const t1 = tca + thc; + + // test to see if t1 is behind the ray - if so, return null + if ( t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); + + } + + intersectsSphere( sphere ) { + + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + distanceToPlane( plane ) { + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + } + + intersectPlane( plane, target ) { + + const t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + } + + intersectsPlane( plane ) { + + // check if the ray lies on the plane first + + const distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + } + + intersectBox( box, target ) { + + let tmin, tmax, tymin, tymax, tzmin, tzmax; + + const invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + const origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin; + + if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, target ); + + } + + intersectsBox( box ) { + + return this.intersectBox( box, _vector$a ) !== null; + + } + + intersectTriangle( a, b, c, backfaceCulling, target ) { + + // Compute the offset origin, edges, and normal. + + // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + _edge1.subVectors( b, a ); + _edge2.subVectors( c, a ); + _normal$1.crossVectors( _edge1, _edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + let DdN = this.direction.dot( _normal$1 ); + let sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + _diff.subVectors( this.origin, a ); + const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + const QdN = - sign * _diff.dot( _normal$1 ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, target ); + + } + + applyMatrix4( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + } + + equals( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +class Matrix4 { + + constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + Matrix4.prototype.isMatrix4 = true; + + this.elements = [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ); + + } + + } + + set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + clone() { + + return new Matrix4().fromArray( this.elements ); + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + + return this; + + } + + copyPosition( m ) { + + const te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + } + + setFromMatrix3( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 3 ], me[ 6 ], 0, + me[ 1 ], me[ 4 ], me[ 7 ], 0, + me[ 2 ], me[ 5 ], me[ 8 ], 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + } + + makeBasis( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + } + + extractRotation( m ) { + + // this method does not support reflection matrices + + const te = this.elements; + const me = m.elements; + + const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); + const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); + const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; + + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromEuler( euler ) { + + const te = this.elements; + + const x = euler.x, y = euler.y, z = euler.z; + const a = Math.cos( x ), b = Math.sin( x ); + const c = Math.cos( y ), d = Math.sin( y ); + const e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromQuaternion( q ) { + + return this.compose( _zero, q, _one ); + + } + + lookAt( eye, target, up ) { + + const te = this.elements; + + _z.subVectors( eye, target ); + + if ( _z.lengthSq() === 0 ) { + + // eye and target are in the same position + + _z.z = 1; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + if ( _x.lengthSq() === 0 ) { + + // up and z are parallel + + if ( Math.abs( up.z ) === 1 ) { + + _z.x += 0.0001; + + } else { + + _z.z += 0.0001; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + } + + _x.normalize(); + _y.crossVectors( _z, _x ); + + te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; + te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; + te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; + + return this; + + } + + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + } + + transpose() { + + const te = this.elements; + let tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + } + + setPosition( x, y, z ) { + + const te = this.elements; + + if ( x.isVector3 ) { + + te[ 12 ] = x.x; + te[ 13 ] = x.y; + te[ 14 ] = x.z; + + } else { + + te[ 12 ] = x; + te[ 13 ] = y; + te[ 14 ] = z; + + } + + return this; + + } + + invert() { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], + n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], + n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], + n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + return this; + + } + + scale( v ) { + + const te = this.elements; + const x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + } + + getMaxScaleOnAxis() { + + const te = this.elements; + + const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + } + + makeTranslation( x, y, z ) { + + if ( x.isVector3 ) { + + this.set( + + 1, 0, 0, x.x, + 0, 1, 0, x.y, + 0, 0, 1, x.z, + 0, 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + } + + return this; + + } + + makeRotationX( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationY( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationZ( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationAxis( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + const c = Math.cos( angle ); + const s = Math.sin( angle ); + const t = 1 - c; + const x = axis.x, y = axis.y, z = axis.z; + const tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeScale( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeShear( xy, xz, yx, yz, zx, zy ) { + + this.set( + + 1, yx, zx, 0, + xy, 1, zy, 0, + xz, yz, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + compose( position, quaternion, scale ) { + + const te = this.elements; + + const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; + const x2 = x + x, y2 = y + y, z2 = z + z; + const xx = x * x2, xy = x * y2, xz = x * z2; + const yy = y * y2, yz = y * z2, zz = z * z2; + const wx = w * x2, wy = w * y2, wz = w * z2; + + const sx = scale.x, sy = scale.y, sz = scale.z; + + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; + + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; + + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; + + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; + + return this; + + } + + decompose( position, quaternion, scale ) { + + const te = this.elements; + + let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + const det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + _m1$2.copy( this ); + + const invSX = 1 / sx; + const invSY = 1 / sy; + const invSZ = 1 / sz; + + _m1$2.elements[ 0 ] *= invSX; + _m1$2.elements[ 1 ] *= invSX; + _m1$2.elements[ 2 ] *= invSX; + + _m1$2.elements[ 4 ] *= invSY; + _m1$2.elements[ 5 ] *= invSY; + _m1$2.elements[ 6 ] *= invSY; + + _m1$2.elements[ 8 ] *= invSZ; + _m1$2.elements[ 9 ] *= invSZ; + _m1$2.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( _m1$2 ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + } + + makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { + + const te = this.elements; + const x = 2 * near / ( right - left ); + const y = 2 * near / ( top - bottom ); + + const a = ( right + left ) / ( right - left ); + const b = ( top + bottom ) / ( top - bottom ); + + let c, d; + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + c = - ( far + near ) / ( far - near ); + d = ( - 2 * far * near ) / ( far - near ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + c = - far / ( far - near ); + d = ( - far * near ) / ( far - near ); + + } else { + + throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); + + } + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + + return this; + + } + + makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { + + const te = this.elements; + const w = 1.0 / ( right - left ); + const h = 1.0 / ( top - bottom ); + const p = 1.0 / ( far - near ); + + const x = ( right + left ) * w; + const y = ( top + bottom ) * h; + + let z, zInv; + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + z = ( far + near ) * p; + zInv = - 2 * p; + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + z = near * p; + zInv = - 1 * p; + + } else { + + throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); + + } + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + } + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + +} + +const _v1$5 = /*@__PURE__*/ new Vector3(); +const _m1$2 = /*@__PURE__*/ new Matrix4(); +const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); +const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); +const _x = /*@__PURE__*/ new Vector3(); +const _y = /*@__PURE__*/ new Vector3(); +const _z = /*@__PURE__*/ new Vector3(); + +const _matrix$1 = /*@__PURE__*/ new Matrix4(); +const _quaternion$3 = /*@__PURE__*/ new Quaternion(); + +class Euler { + + constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { + + this.isEuler = true; + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get order() { + + return this._order; + + } + + set order( value ) { + + this._order = value; + this._onChangeCallback(); + + } + + set( x, y, z, order = this._order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + this._onChangeCallback(); + + return this; + + } + + clone() { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + } + + copy( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this._onChangeCallback(); + + return this; + + } + + setFromRotationMatrix( m, order = this._order, update = true ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements; + const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + switch ( order ) { + + case 'XYZ': + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + break; + + case 'YXZ': + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.9999999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + break; + + case 'ZXY': + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.9999999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + break; + + case 'ZYX': + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + break; + + case 'YZX': + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + break; + + case 'XZY': + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + break; + + default: + + console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); + + } + + this._order = order; + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + setFromQuaternion( q, order, update ) { + + _matrix$1.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( _matrix$1, order, update ); + + } + + setFromVector3( v, order = this._order ) { + + return this.set( v.x, v.y, v.z, order ); + + } + + reorder( newOrder ) { + + // WARNING: this discards revolution information -bhouston + + _quaternion$3.setFromEuler( this ); + + return this.setFromQuaternion( _quaternion$3, newOrder ); + + } + + equals( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + } + + fromArray( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._order; + + } + +} + +Euler.DEFAULT_ORDER = 'XYZ'; + +class Layers { + + constructor() { + + this.mask = 1 | 0; + + } + + set( channel ) { + + this.mask = ( 1 << channel | 0 ) >>> 0; + + } + + enable( channel ) { + + this.mask |= 1 << channel | 0; + + } + + enableAll() { + + this.mask = 0xffffffff | 0; + + } + + toggle( channel ) { + + this.mask ^= 1 << channel | 0; + + } + + disable( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + } + + disableAll() { + + this.mask = 0; + + } + + test( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + + isEnabled( channel ) { + + return ( this.mask & ( 1 << channel | 0 ) ) !== 0; + + } + +} + +let _object3DId = 0; + +const _v1$4 = /*@__PURE__*/ new Vector3(); +const _q1 = /*@__PURE__*/ new Quaternion(); +const _m1$1 = /*@__PURE__*/ new Matrix4(); +const _target = /*@__PURE__*/ new Vector3(); + +const _position$3 = /*@__PURE__*/ new Vector3(); +const _scale$2 = /*@__PURE__*/ new Vector3(); +const _quaternion$2 = /*@__PURE__*/ new Quaternion(); + +const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 ); +const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 ); +const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 ); + +const _addedEvent = { type: 'added' }; +const _removedEvent = { type: 'removed' }; + +class Object3D extends EventDispatcher { + + constructor() { + + super(); + + this.isObject3D = true; + + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DEFAULT_UP.clone(); + + const position = new Vector3(); + const rotation = new Euler(); + const quaternion = new Quaternion(); + const scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation._onChange( onRotationChange ); + quaternion._onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + configurable: true, + enumerable: true, + value: position + }, + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + scale: { + configurable: true, + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; + + this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer + this.matrixWorldNeedsUpdate = false; + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.animations = []; + + this.userData = {}; + + } + + onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + applyMatrix4( matrix ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + this.matrix.premultiply( matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + } + + applyQuaternion( q ) { + + this.quaternion.premultiply( q ); + + return this; + + } + + setRotationFromAxisAngle( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + } + + setRotationFromEuler( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + } + + setRotationFromMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + } + + setRotationFromQuaternion( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + } + + rotateOnAxis( axis, angle ) { + + // rotate object on axis in object space + // axis is assumed to be normalized + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( _q1 ); + + return this; + + } + + rotateOnWorldAxis( axis, angle ) { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( _q1 ); + + return this; + + } + + rotateX( angle ) { + + return this.rotateOnAxis( _xAxis, angle ); + + } + + rotateY( angle ) { + + return this.rotateOnAxis( _yAxis, angle ); + + } + + rotateZ( angle ) { + + return this.rotateOnAxis( _zAxis, angle ); + + } + + translateOnAxis( axis, distance ) { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + _v1$4.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( _v1$4.multiplyScalar( distance ) ); + + return this; + + } + + translateX( distance ) { + + return this.translateOnAxis( _xAxis, distance ); + + } + + translateY( distance ) { + + return this.translateOnAxis( _yAxis, distance ); + + } + + translateZ( distance ) { + + return this.translateOnAxis( _zAxis, distance ); + + } + + localToWorld( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( this.matrixWorld ); + + } + + worldToLocal( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() ); + + } + + lookAt( x, y, z ) { + + // This method does not support objects having non-uniformly-scaled parent(s) + + if ( x.isVector3 ) { + + _target.copy( x ); + + } else { + + _target.set( x, y, z ); + + } + + const parent = this.parent; + + this.updateWorldMatrix( true, false ); + + _position$3.setFromMatrixPosition( this.matrixWorld ); + + if ( this.isCamera || this.isLight ) { + + _m1$1.lookAt( _position$3, _target, this.up ); + + } else { + + _m1$1.lookAt( _target, _position$3, this.up ); + + } + + this.quaternion.setFromRotationMatrix( _m1$1 ); + + if ( parent ) { + + _m1$1.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$1 ); + this.quaternion.premultiply( _q1.invert() ); + + } + + } + + add( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object ); + return this; + + } + + if ( object && object.isObject3D ) { + + if ( object.parent !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + this.children.push( object ); + + object.dispatchEvent( _addedEvent ); + + } else { + + console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); + + } + + return this; + + } + + remove( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + const index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + this.children.splice( index, 1 ); + + object.dispatchEvent( _removedEvent ); + + } + + return this; + + } + + removeFromParent() { + + const parent = this.parent; + + if ( parent !== null ) { + + parent.remove( this ); + + } + + return this; + + } + + clear() { + + return this.remove( ... this.children ); + + } + + attach( object ) { + + // adds object as a child of this, while maintaining the object's world transform + + // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s) + + this.updateWorldMatrix( true, false ); + + _m1$1.copy( this.matrixWorld ).invert(); + + if ( object.parent !== null ) { + + object.parent.updateWorldMatrix( true, false ); + + _m1$1.multiply( object.parent.matrixWorld ); + + } + + object.applyMatrix4( _m1$1 ); + + this.add( object ); + + object.updateWorldMatrix( false, true ); + + return this; + + } + + getObjectById( id ) { + + return this.getObjectByProperty( 'id', id ); + + } + + getObjectByName( name ) { + + return this.getObjectByProperty( 'name', name ); + + } + + getObjectByProperty( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( let i = 0, l = this.children.length; i < l; i ++ ) { + + const child = this.children[ i ]; + const object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + } + + getObjectsByProperty( name, value, result = [] ) { + + if ( this[ name ] === value ) result.push( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].getObjectsByProperty( name, value, result ); + + } + + return result; + + } + + getWorldPosition( target ) { + + this.updateWorldMatrix( true, false ); + + return target.setFromMatrixPosition( this.matrixWorld ); + + } + + getWorldQuaternion( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, target, _scale$2 ); + + return target; + + } + + getWorldScale( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, _quaternion$2, target ); + + return target; + + } + + getWorldDirection( target ) { + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + + } + + raycast( /* raycaster, intersects */ ) {} + + traverse( callback ) { + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + } + + traverseVisible( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + } + + traverseAncestors( callback ) { + + const parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + } + + updateMatrix() { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + } + + updateMatrixWorld( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // update children + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + if ( child.matrixWorldAutoUpdate === true || force === true ) { + + child.updateMatrixWorld( force ); + + } + + } + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + const parent = this.parent; + + if ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) { + + parent.updateWorldMatrix( true, false ); + + } + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + // update children + + if ( updateChildren === true ) { + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + if ( child.matrixWorldAutoUpdate === true ) { + + child.updateWorldMatrix( false, true ); + + } + + } + + } + + } + + toJSON( meta ) { + + // meta is a string when called from JSON.stringify + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + const output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {}, + skeletons: {}, + animations: {}, + nodes: {} + }; + + output.metadata = { + version: 4.6, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + const object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( this.frustumCulled === false ) object.frustumCulled = false; + if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; + if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData; + + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); + object.up = this.up.toArray(); + + if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; + + // object specific properties + + if ( this.isInstancedMesh ) { + + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); + + } + + if ( this.isBatchedMesh ) { + + object.type = 'BatchedMesh'; + object.perObjectFrustumCulled = this.perObjectFrustumCulled; + object.sortObjects = this.sortObjects; + + object.drawRanges = this._drawRanges; + object.reservedRanges = this._reservedRanges; + + object.visibility = this._visibility; + object.active = this._active; + object.bounds = this._bounds.map( bound => ( { + boxInitialized: bound.boxInitialized, + boxMin: bound.box.min.toArray(), + boxMax: bound.box.max.toArray(), + + sphereInitialized: bound.sphereInitialized, + sphereRadius: bound.sphere.radius, + sphereCenter: bound.sphere.center.toArray() + } ) ); + + object.maxGeometryCount = this._maxGeometryCount; + object.maxVertexCount = this._maxVertexCount; + object.maxIndexCount = this._maxIndexCount; + + object.geometryInitialized = this._geometryInitialized; + object.geometryCount = this._geometryCount; + + object.matricesTexture = this._matricesTexture.toJSON( meta ); + + if ( this.boundingSphere !== null ) { + + object.boundingSphere = { + center: object.boundingSphere.center.toArray(), + radius: object.boundingSphere.radius + }; + + } + + if ( this.boundingBox !== null ) { + + object.boundingBox = { + min: object.boundingBox.min.toArray(), + max: object.boundingBox.max.toArray() + }; + + } + + } + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.isScene ) { + + if ( this.background ) { + + if ( this.background.isColor ) { + + object.background = this.background.toJSON(); + + } else if ( this.background.isTexture ) { + + object.background = this.background.toJSON( meta ).uuid; + + } + + } + + if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) { + + object.environment = this.environment.toJSON( meta ).uuid; + + } + + } else if ( this.isMesh || this.isLine || this.isPoints ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + const parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + const shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.isSkinnedMesh ) { + + object.bindMode = this.bindMode; + object.bindMatrix = this.bindMatrix.toArray(); + + if ( this.skeleton !== undefined ) { + + serialize( meta.skeletons, this.skeleton ); + + object.skeleton = this.skeleton.uuid; + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + const uuids = []; + + for ( let i = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( let i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + // + + if ( this.animations.length > 0 ) { + + object.animations = []; + + for ( let i = 0; i < this.animations.length; i ++ ) { + + const animation = this.animations[ i ]; + + object.animations.push( serialize( meta.animations, animation ) ); + + } + + } + + if ( isRootObject ) { + + const geometries = extractFromCache( meta.geometries ); + const materials = extractFromCache( meta.materials ); + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + const shapes = extractFromCache( meta.shapes ); + const skeletons = extractFromCache( meta.skeletons ); + const animations = extractFromCache( meta.animations ); + const nodes = extractFromCache( meta.nodes ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + if ( skeletons.length > 0 ) output.skeletons = skeletons; + if ( animations.length > 0 ) output.animations = animations; + if ( nodes.length > 0 ) output.nodes = nodes; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + const values = []; + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + } + + clone( recursive ) { + + return new this.constructor().copy( this, recursive ); + + } + + copy( source, recursive = true ) { + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.rotation.order = source.rotation.order; + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.animations = source.animations.slice(); + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( let i = 0; i < source.children.length; i ++ ) { + + const child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} + +Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); +Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; +Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; + +const _v0$1 = /*@__PURE__*/ new Vector3(); +const _v1$3 = /*@__PURE__*/ new Vector3(); +const _v2$2 = /*@__PURE__*/ new Vector3(); +const _v3$1 = /*@__PURE__*/ new Vector3(); + +const _vab = /*@__PURE__*/ new Vector3(); +const _vac = /*@__PURE__*/ new Vector3(); +const _vbc = /*@__PURE__*/ new Vector3(); +const _vap = /*@__PURE__*/ new Vector3(); +const _vbp = /*@__PURE__*/ new Vector3(); +const _vcp = /*@__PURE__*/ new Vector3(); + +let warnedGetUV = false; + +class Triangle { + + constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { + + this.a = a; + this.b = b; + this.c = c; + + } + + static getNormal( a, b, c, target ) { + + target.subVectors( c, b ); + _v0$1.subVectors( a, b ); + target.cross( _v0$1 ); + + const targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { + + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + + } + + return target.set( 0, 0, 0 ); + + } + + // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + static getBarycoord( point, a, b, c, target ) { + + _v0$1.subVectors( c, a ); + _v1$3.subVectors( b, a ); + _v2$2.subVectors( point, a ); + + const dot00 = _v0$1.dot( _v0$1 ); + const dot01 = _v0$1.dot( _v1$3 ); + const dot02 = _v0$1.dot( _v2$2 ); + const dot11 = _v1$3.dot( _v1$3 ); + const dot12 = _v1$3.dot( _v2$2 ); + + const denom = ( dot00 * dot11 - dot01 * dot01 ); + + // collinear or singular triangle + if ( denom === 0 ) { + + target.set( 0, 0, 0 ); + return null; + + } + + const invDenom = 1 / denom; + const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); + + } + + static containsPoint( point, a, b, c ) { + + // if the triangle is degenerate then we can't contain a point + if ( this.getBarycoord( point, a, b, c, _v3$1 ) === null ) { + + return false; + + } + + return ( _v3$1.x >= 0 ) && ( _v3$1.y >= 0 ) && ( ( _v3$1.x + _v3$1.y ) <= 1 ); + + } + + static getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) { // @deprecated, r151 + + if ( warnedGetUV === false ) { + + console.warn( 'THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation().' ); + + warnedGetUV = true; + + } + + return this.getInterpolation( point, p1, p2, p3, uv1, uv2, uv3, target ); + + } + + static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { + + if ( this.getBarycoord( point, p1, p2, p3, _v3$1 ) === null ) { + + target.x = 0; + target.y = 0; + if ( 'z' in target ) target.z = 0; + if ( 'w' in target ) target.w = 0; + return null; + + } + + target.setScalar( 0 ); + target.addScaledVector( v1, _v3$1.x ); + target.addScaledVector( v2, _v3$1.y ); + target.addScaledVector( v3, _v3$1.z ); + + return target; + + } + + static isFrontFacing( a, b, c, direction ) { + + _v0$1.subVectors( c, b ); + _v1$3.subVectors( a, b ); + + // strictly front facing + return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; + + } + + set( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + } + + setFromPointsAndIndices( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + } + + setFromAttributeAndIndices( attribute, i0, i1, i2 ) { + + this.a.fromBufferAttribute( attribute, i0 ); + this.b.fromBufferAttribute( attribute, i1 ); + this.c.fromBufferAttribute( attribute, i2 ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + } + + getArea() { + + _v0$1.subVectors( this.c, this.b ); + _v1$3.subVectors( this.a, this.b ); + + return _v0$1.cross( _v1$3 ).length() * 0.5; + + } + + getMidpoint( target ) { + + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + } + + getNormal( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + } + + getPlane( target ) { + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + } + + getBarycoord( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + } + + getUV( point, uv1, uv2, uv3, target ) { // @deprecated, r151 + + if ( warnedGetUV === false ) { + + console.warn( 'THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation().' ); + + warnedGetUV = true; + + } + + return Triangle.getInterpolation( point, this.a, this.b, this.c, uv1, uv2, uv3, target ); + + } + + getInterpolation( point, v1, v2, v3, target ) { + + return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); + + } + + containsPoint( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + } + + isFrontFacing( direction ) { + + return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); + + } + + intersectsBox( box ) { + + return box.intersectsTriangle( this ); + + } + + closestPointToPoint( p, target ) { + + const a = this.a, b = this.b, c = this.c; + let v, w; + + // algorithm thanks to Real-Time Collision Detection by Christer Ericson, + // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., + // under the accompanying license; see chapter 5.1.5 for detailed explanation. + // basically, we're distinguishing which of the voronoi regions of the triangle + // the point lies in with the minimum amount of redundant computation. + + _vab.subVectors( b, a ); + _vac.subVectors( c, a ); + _vap.subVectors( p, a ); + const d1 = _vab.dot( _vap ); + const d2 = _vac.dot( _vap ); + if ( d1 <= 0 && d2 <= 0 ) { + + // vertex region of A; barycentric coords (1, 0, 0) + return target.copy( a ); + + } + + _vbp.subVectors( p, b ); + const d3 = _vab.dot( _vbp ); + const d4 = _vac.dot( _vbp ); + if ( d3 >= 0 && d4 <= d3 ) { + + // vertex region of B; barycentric coords (0, 1, 0) + return target.copy( b ); + + } + + const vc = d1 * d4 - d3 * d2; + if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { + + v = d1 / ( d1 - d3 ); + // edge region of AB; barycentric coords (1-v, v, 0) + return target.copy( a ).addScaledVector( _vab, v ); + + } + + _vcp.subVectors( p, c ); + const d5 = _vab.dot( _vcp ); + const d6 = _vac.dot( _vcp ); + if ( d6 >= 0 && d5 <= d6 ) { + + // vertex region of C; barycentric coords (0, 0, 1) + return target.copy( c ); + + } + + const vb = d5 * d2 - d1 * d6; + if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { + + w = d2 / ( d2 - d6 ); + // edge region of AC; barycentric coords (1-w, 0, w) + return target.copy( a ).addScaledVector( _vac, w ); + + } + + const va = d3 * d6 - d5 * d4; + if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { + + _vbc.subVectors( c, b ); + w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); + // edge region of BC; barycentric coords (0, 1-w, w) + return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC + + } + + // face region + const denom = 1 / ( va + vb + vc ); + // u = va * denom + v = vb * denom; + w = vc * denom; + + return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); + + } + + equals( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} + +const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + +const _hslA = { h: 0, s: 0, l: 0 }; +const _hslB = { h: 0, s: 0, l: 0 }; + +function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + +} + +class Color { + + constructor( r, g, b ) { + + this.isColor = true; + + this.r = 1; + this.g = 1; + this.b = 1; + + return this.set( r, g, b ); + + } + + set( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + + const value = r; + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + } else { + + this.setRGB( r, g, b ); + + } + + return this; + + } + + setScalar( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + } + + setHex( hex, colorSpace = SRGBColorSpace ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { + + this.r = r; + this.g = g; + this.b = b; + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = euclideanModulo( h, 1 ); + s = clamp( s, 0, 1 ); + l = clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + const q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setStyle( style, colorSpace = SRGBColorSpace ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + let m; + + if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + let color; + const name = m[ 1 ]; + const components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255, + colorSpace + ); + + } + + if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100, + colorSpace + ); + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setHSL( + parseFloat( color[ 1 ] ) / 360, + parseFloat( color[ 2 ] ) / 100, + parseFloat( color[ 3 ] ) / 100, + colorSpace + ); + + } + + break; + + default: + + console.warn( 'THREE.Color: Unknown color model ' + style ); + + } + + } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { + + // hex color + + const hex = m[ 1 ]; + const size = hex.length; + + if ( size === 3 ) { + + // #ff0 + return this.setRGB( + parseInt( hex.charAt( 0 ), 16 ) / 15, + parseInt( hex.charAt( 1 ), 16 ) / 15, + parseInt( hex.charAt( 2 ), 16 ) / 15, + colorSpace + ); + + } else if ( size === 6 ) { + + // #ff0000 + return this.setHex( parseInt( hex, 16 ), colorSpace ); + + } else { + + console.warn( 'THREE.Color: Invalid hex color ' + style ); + + } + + } else if ( style && style.length > 0 ) { + + return this.setColorName( style, colorSpace ); + + } + + return this; + + } + + setColorName( style, colorSpace = SRGBColorSpace ) { + + // color keywords + const hex = _colorKeywords[ style.toLowerCase() ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex, colorSpace ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + return this; + + } + + clone() { + + return new this.constructor( this.r, this.g, this.b ); + + } + + copy( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + } + + copySRGBToLinear( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + } + + copyLinearToSRGB( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + } + + convertSRGBToLinear() { + + this.copySRGBToLinear( this ); + + return this; + + } + + convertLinearToSRGB() { + + this.copyLinearToSRGB( this ); + + return this; + + } + + getHex( colorSpace = SRGBColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) ); + + } + + getHexString( colorSpace = SRGBColorSpace ) { + + return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 ); + + } + + getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + const max = Math.max( r, g, b ); + const min = Math.min( r, g, b ); + + let hue, saturation; + const lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + const delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + target.h = hue; + target.s = saturation; + target.l = lightness; + + return target; + + } + + getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + target.r = _color.r; + target.g = _color.g; + target.b = _color.b; + + return target; + + } + + getStyle( colorSpace = SRGBColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + if ( colorSpace !== SRGBColorSpace ) { + + // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). + return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`; + + } + + return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`; + + } + + offsetHSL( h, s, l ) { + + this.getHSL( _hslA ); + + return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l ); + + } + + add( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + } + + addColors( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + } + + addScalar( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + } + + sub( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + } + + multiply( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + } + + multiplyScalar( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + } + + lerp( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + } + + lerpColors( color1, color2, alpha ) { + + this.r = color1.r + ( color2.r - color1.r ) * alpha; + this.g = color1.g + ( color2.g - color1.g ) * alpha; + this.b = color1.b + ( color2.b - color1.b ) * alpha; + + return this; + + } + + lerpHSL( color, alpha ) { + + this.getHSL( _hslA ); + color.getHSL( _hslB ); + + const h = lerp( _hslA.h, _hslB.h, alpha ); + const s = lerp( _hslA.s, _hslB.s, alpha ); + const l = lerp( _hslA.l, _hslB.l, alpha ); + + this.setHSL( h, s, l ); + + return this; + + } + + setFromVector3( v ) { + + this.r = v.x; + this.g = v.y; + this.b = v.z; + + return this; + + } + + applyMatrix3( m ) { + + const r = this.r, g = this.g, b = this.b; + const e = m.elements; + + this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b; + this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b; + this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b; + + return this; + + } + + equals( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + } + + fromArray( array, offset = 0 ) { + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.r = attribute.getX( index ); + this.g = attribute.getY( index ); + this.b = attribute.getZ( index ); + + return this; + + } + + toJSON() { + + return this.getHex(); + + } + + *[ Symbol.iterator ]() { + + yield this.r; + yield this.g; + yield this.b; + + } + +} + +const _color = /*@__PURE__*/ new Color(); + +Color.NAMES = _colorKeywords; + +let _materialId = 0; + +class Material extends EventDispatcher { + + constructor() { + + super(); + + this.isMaterial = true; + + Object.defineProperty( this, 'id', { value: _materialId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'Material'; + + this.blending = NormalBlending; + this.side = FrontSide; + this.vertexColors = false; + + this.opacity = 1; + this.transparent = false; + this.alphaHash = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + this.blendColor = new Color( 0, 0, 0 ); + this.blendAlpha = 0; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.stencilWriteMask = 0xff; + this.stencilFunc = AlwaysStencilFunc; + this.stencilRef = 0; + this.stencilFuncMask = 0xff; + this.stencilFail = KeepStencilOp; + this.stencilZFail = KeepStencilOp; + this.stencilZPass = KeepStencilOp; + this.stencilWrite = false; + + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + this.shadowSide = null; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.dithering = false; + + this.alphaToCoverage = false; + this.premultipliedAlpha = false; + this.forceSinglePass = false; + + this.visible = true; + + this.toneMapped = true; + + this.userData = {}; + + this.version = 0; + + this._alphaTest = 0; + + } + + get alphaTest() { + + return this._alphaTest; + + } + + set alphaTest( value ) { + + if ( this._alphaTest > 0 !== value > 0 ) { + + this.version ++; + + } + + this._alphaTest = value; + + } + + onBuild( /* shaderobject, renderer */ ) {} + + onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} + + onBeforeCompile( /* shaderobject, renderer */ ) {} + + customProgramCacheKey() { + + return this.onBeforeCompile.toString(); + + } + + setValues( values ) { + + if ( values === undefined ) return; + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` ); + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` ); + continue; + + } + + if ( currentValue && currentValue.isColor ) { + + currentValue.set( newValue ); + + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( isRootObject ) { + + meta = { + textures: {}, + images: {} + }; + + } + + const data = { + metadata: { + version: 4.6, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.sheen !== undefined ) data.sheen = this.sheen; + if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); + if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; + if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + + } + + if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; + if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; + if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; + + if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { + + data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; + + } + + if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { + + data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; + + } + + if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy; + if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; + + if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { + + data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid; + + } + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + + if ( this.lightMap && this.lightMap.isTexture ) { + + data.lightMap = this.lightMap.toJSON( meta ).uuid; + data.lightMapIntensity = this.lightMapIntensity; + + } + + if ( this.aoMap && this.aoMap.isTexture ) { + + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; + + } + + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + + } + + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; + if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + + if ( this.combine !== undefined ) data.combine = this.combine; + + } + + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; + if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.transmission !== undefined ) data.transmission = this.transmission; + if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; + if ( this.thickness !== undefined ) data.thickness = this.thickness; + if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; + if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance; + if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); + + if ( this.size !== undefined ) data.size = this.size; + if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors === true ) data.vertexColors = true; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = true; + + if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc; + if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst; + if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation; + if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha; + if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha; + if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha; + if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex(); + if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha; + + if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc; + if ( this.depthTest === false ) data.depthTest = this.depthTest; + if ( this.depthWrite === false ) data.depthWrite = this.depthWrite; + if ( this.colorWrite === false ) data.colorWrite = this.colorWrite; + + if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask; + if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc; + if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef; + if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask; + if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail; + if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail; + if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass; + if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite; + + // rotation (SpriteMaterial) + if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.polygonOffset === true ) data.polygonOffset = true; + if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; + if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; + + if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.alphaHash === true ) data.alphaHash = true; + if ( this.alphaToCoverage === true ) data.alphaToCoverage = true; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true; + if ( this.forceSinglePass === true ) data.forceSinglePass = true; + + if ( this.wireframe === true ) data.wireframe = true; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.flatShading === true ) data.flatShading = true; + + if ( this.visible === false ) data.visible = false; + + if ( this.toneMapped === false ) data.toneMapped = false; + + if ( this.fog === false ) data.fog = false; + + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + const values = []; + + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRootObject ) { + + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.name = source.name; + + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + this.blendColor.copy( source.blendColor ); + this.blendAlpha = source.blendAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; + + if ( srcPlanes !== null ) { + + const n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( let i = 0; i !== n; ++ i ) { + + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + } + + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + + this.shadowSide = source.shadowSide; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.alphaHash = source.alphaHash; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; + this.forceSinglePass = source.forceSinglePass; + + this.visible = source.visible; + + this.toneMapped = source.toneMapped; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + +} + +class MeshBasicMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshBasicMaterial = true; + + this.type = 'MeshBasicMaterial'; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + +} + +// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf + +const _tables = /*@__PURE__*/ _generateTables(); + +function _generateTables() { + + // float32 to float16 helpers + + const buffer = new ArrayBuffer( 4 ); + const floatView = new Float32Array( buffer ); + const uint32View = new Uint32Array( buffer ); + + const baseTable = new Uint32Array( 512 ); + const shiftTable = new Uint32Array( 512 ); + + for ( let i = 0; i < 256; ++ i ) { + + const e = i - 127; + + // very small number (0, -0) + + if ( e < - 27 ) { + + baseTable[ i ] = 0x0000; + baseTable[ i | 0x100 ] = 0x8000; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // small number (denorm) + + } else if ( e < - 14 ) { + + baseTable[ i ] = 0x0400 >> ( - e - 14 ); + baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000; + shiftTable[ i ] = - e - 1; + shiftTable[ i | 0x100 ] = - e - 1; + + // normal number + + } else if ( e <= 15 ) { + + baseTable[ i ] = ( e + 15 ) << 10; + baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + // large number (Infinity, -Infinity) + + } else if ( e < 128 ) { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // stay (NaN, Infinity, -Infinity) + + } else { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + } + + } + + // float16 to float32 helpers + + const mantissaTable = new Uint32Array( 2048 ); + const exponentTable = new Uint32Array( 64 ); + const offsetTable = new Uint32Array( 64 ); + + for ( let i = 1; i < 1024; ++ i ) { + + let m = i << 13; // zero pad mantissa bits + let e = 0; // zero exponent + + // normalized + while ( ( m & 0x00800000 ) === 0 ) { + + m <<= 1; + e -= 0x00800000; // decrement exponent + + } + + m &= ~ 0x00800000; // clear leading 1 bit + e += 0x38800000; // adjust bias + + mantissaTable[ i ] = m | e; + + } + + for ( let i = 1024; i < 2048; ++ i ) { + + mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); + + } + + for ( let i = 1; i < 31; ++ i ) { + + exponentTable[ i ] = i << 23; + + } + + exponentTable[ 31 ] = 0x47800000; + exponentTable[ 32 ] = 0x80000000; + + for ( let i = 33; i < 63; ++ i ) { + + exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 ); + + } + + exponentTable[ 63 ] = 0xc7800000; + + for ( let i = 1; i < 64; ++ i ) { + + if ( i !== 32 ) { + + offsetTable[ i ] = 1024; + + } + + } + + return { + floatView: floatView, + uint32View: uint32View, + baseTable: baseTable, + shiftTable: shiftTable, + mantissaTable: mantissaTable, + exponentTable: exponentTable, + offsetTable: offsetTable + }; + +} + +// float32 to float16 + +function toHalfFloat( val ) { + + if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' ); + + val = clamp( val, - 65504, 65504 ); + + _tables.floatView[ 0 ] = val; + const f = _tables.uint32View[ 0 ]; + const e = ( f >> 23 ) & 0x1ff; + return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] ); + +} + +// float16 to float32 + +function fromHalfFloat( val ) { + + const m = val >> 10; + _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; + return _tables.floatView[ 0 ]; + +} + +const DataUtils = { + toHalfFloat: toHalfFloat, + fromHalfFloat: fromHalfFloat, +}; + +const _vector$9 = /*@__PURE__*/ new Vector3(); +const _vector2$1 = /*@__PURE__*/ new Vector2(); + +class BufferAttribute { + + constructor( array, itemSize, normalized = false ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.isBufferAttribute = true; + + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized; + + this.usage = StaticDrawUsage; + this._updateRange = { offset: 0, count: - 1 }; + this.updateRanges = []; + this.gpuType = FloatType; + + this.version = 0; + + } + + onUploadCallback() {} + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + get updateRange() { + + console.warn( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159 + return this._updateRange; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + copy( source ) { + + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.usage = source.usage; + this.gpuType = source.gpuType; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( let i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + copyArray( array ) { + + this.array.set( array ); + + return this; + + } + + applyMatrix3( m ) { + + if ( this.itemSize === 2 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector2$1.fromBufferAttribute( this, i ); + _vector2$1.applyMatrix3( m ); + + this.setXY( i, _vector2$1.x, _vector2$1.y ); + + } + + } else if ( this.itemSize === 3 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + _vector$9.applyMatrix3( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + } + + return this; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + + _vector$9.applyMatrix4( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + + _vector$9.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + + _vector$9.transformDirection( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + set( value, offset = 0 ) { + + // Matching BufferAttribute constructor, do not normalize the array. + this.array.set( value, offset ); + + return this; + + } + + getComponent( index, component ) { + + let value = this.array[ index * this.itemSize + component ]; + + if ( this.normalized ) value = denormalize( value, this.array ); + + return value; + + } + + setComponent( index, component, value ) { + + if ( this.normalized ) value = normalize( value, this.array ); + + this.array[ index * this.itemSize + component ] = value; + + return this; + + } + + getX( index ) { + + let x = this.array[ index * this.itemSize ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = x; + + return this; + + } + + getY( index ) { + + let y = this.array[ index * this.itemSize + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + } + + getZ( index ) { + + let z = this.array[ index * this.itemSize + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + } + + getW( index ) { + + let w = this.array[ index * this.itemSize + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + clone() { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + + toJSON() { + + const data = { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.from( this.array ), + normalized: this.normalized + }; + + if ( this.name !== '' ) data.name = this.name; + if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; + + return data; + + } + +} + +// + +class Int8BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int8Array( array ), itemSize, normalized ); + + } + +} + +class Uint8BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint8Array( array ), itemSize, normalized ); + + } + +} + +class Uint8ClampedBufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint8ClampedArray( array ), itemSize, normalized ); + + } + +} + +class Int16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int16Array( array ), itemSize, normalized ); + + } + +} + +class Uint16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + } + +} + +class Int32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int32Array( array ), itemSize, normalized ); + + } + +} + +class Uint32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint32Array( array ), itemSize, normalized ); + + } + +} + +class Float16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + this.isFloat16BufferAttribute = true; + + } + + getX( index ) { + + let x = fromHalfFloat( this.array[ index * this.itemSize ] ); + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = toHalfFloat( x ); + + return this; + + } + + getY( index ) { + + let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] ); + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = toHalfFloat( y ); + + return this; + + } + + getZ( index ) { + + let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] ); + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = toHalfFloat( z ); + + return this; + + } + + getW( index ) { + + let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] ); + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = toHalfFloat( w ); + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + this.array[ index + 3 ] = toHalfFloat( w ); + + return this; + + } + +} + + +class Float32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Float32Array( array ), itemSize, normalized ); + + } + +} + +class Float64BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Float64Array( array ), itemSize, normalized ); + + } + +} + +let _id$2 = 0; + +const _m1 = /*@__PURE__*/ new Matrix4(); +const _obj = /*@__PURE__*/ new Object3D(); +const _offset = /*@__PURE__*/ new Vector3(); +const _box$2 = /*@__PURE__*/ new Box3(); +const _boxMorphTargets = /*@__PURE__*/ new Box3(); +const _vector$8 = /*@__PURE__*/ new Vector3(); + +class BufferGeometry extends EventDispatcher { + + constructor() { + + super(); + + this.isBufferGeometry = true; + + Object.defineProperty( this, 'id', { value: _id$2 ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + this.morphTargetsRelative = false; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + + this.userData = {}; + + } + + getIndex() { + + return this.index; + + } + + setIndex( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + return this; + + } + + getAttribute( name ) { + + return this.attributes[ name ]; + + } + + setAttribute( name, attribute ) { + + this.attributes[ name ] = attribute; + + return this; + + } + + deleteAttribute( name ) { + + delete this.attributes[ name ]; + + return this; + + } + + hasAttribute( name ) { + + return this.attributes[ name ] !== undefined; + + } + + addGroup( start, count, materialIndex = 0 ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex + + } ); + + } + + clearGroups() { + + this.groups = []; + + } + + setDrawRange( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + } + + applyMatrix4( matrix ) { + + const position = this.attributes.position; + + if ( position !== undefined ) { + + position.applyMatrix4( matrix ); + + position.needsUpdate = true; + + } + + const normal = this.attributes.normal; + + if ( normal !== undefined ) { + + const normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normal.applyNormalMatrix( normalMatrix ); + + normal.needsUpdate = true; + + } + + const tangent = this.attributes.tangent; + + if ( tangent !== undefined ) { + + tangent.transformDirection( matrix ); + + tangent.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + } + + applyQuaternion( q ) { + + _m1.makeRotationFromQuaternion( q ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + rotateX( angle ) { + + // rotate geometry around world x-axis + + _m1.makeRotationX( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + rotateY( angle ) { + + // rotate geometry around world y-axis + + _m1.makeRotationY( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + rotateZ( angle ) { + + // rotate geometry around world z-axis + + _m1.makeRotationZ( angle ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + translate( x, y, z ) { + + // translate geometry + + _m1.makeTranslation( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + scale( x, y, z ) { + + // scale geometry + + _m1.makeScale( x, y, z ); + + this.applyMatrix4( _m1 ); + + return this; + + } + + lookAt( vector ) { + + _obj.lookAt( vector ); + + _obj.updateMatrix(); + + this.applyMatrix4( _obj.matrix ); + + return this; + + } + + center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( _offset ).negate(); + + this.translate( _offset.x, _offset.y, _offset.z ); + + return this; + + } + + setFromPoints( points ) { + + const position = []; + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + const point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + return this; + + } + + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this ); + + this.boundingBox.set( + new Vector3( - Infinity, - Infinity, - Infinity ), + new Vector3( + Infinity, + Infinity, + Infinity ) + ); + + return; + + } + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _box$2.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$8.addVectors( this.boundingBox.min, _box$2.min ); + this.boundingBox.expandByPoint( _vector$8 ); + + _vector$8.addVectors( this.boundingBox.max, _box$2.max ); + this.boundingBox.expandByPoint( _vector$8 ); + + } else { + + this.boundingBox.expandByPoint( _box$2.min ); + this.boundingBox.expandByPoint( _box$2.max ); + + } + + } + + } + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this ); + + this.boundingSphere.set( new Vector3(), Infinity ); + + return; + + } + + if ( position ) { + + // first, find the center of the bounding sphere + + const center = this.boundingSphere.center; + + _box$2.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$8.addVectors( _box$2.min, _boxMorphTargets.min ); + _box$2.expandByPoint( _vector$8 ); + + _vector$8.addVectors( _box$2.max, _boxMorphTargets.max ); + _box$2.expandByPoint( _vector$8 ); + + } else { + + _box$2.expandByPoint( _boxMorphTargets.min ); + _box$2.expandByPoint( _boxMorphTargets.max ); + + } + + } + + } + + _box$2.getCenter( center ); + + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + let maxRadiusSq = 0; + + for ( let i = 0, il = position.count; i < il; i ++ ) { + + _vector$8.fromBufferAttribute( position, i ); + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); + + } + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + const morphTargetsRelative = this.morphTargetsRelative; + + for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { + + _vector$8.fromBufferAttribute( morphAttribute, j ); + + if ( morphTargetsRelative ) { + + _offset.fromBufferAttribute( position, j ); + _vector$8.add( _offset ); + + } + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); + + } + + } + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + } + + computeTangents() { + + const index = this.index; + const attributes = this.attributes; + + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) + + if ( index === null || + attributes.position === undefined || + attributes.normal === undefined || + attributes.uv === undefined ) { + + console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); + return; + + } + + const indices = index.array; + const positions = attributes.position.array; + const normals = attributes.normal.array; + const uvs = attributes.uv.array; + + const nVertices = positions.length / 3; + + if ( this.hasAttribute( 'tangent' ) === false ) { + + this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) ); + + } + + const tangents = this.getAttribute( 'tangent' ).array; + + const tan1 = [], tan2 = []; + + for ( let i = 0; i < nVertices; i ++ ) { + + tan1[ i ] = new Vector3(); + tan2[ i ] = new Vector3(); + + } + + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), + + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), + + sdir = new Vector3(), + tdir = new Vector3(); + + function handleTriangle( a, b, c ) { + + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); + + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); + + vB.sub( vA ); + vC.sub( vA ); + + uvB.sub( uvA ); + uvC.sub( uvA ); + + const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); + + // silently ignore degenerate uv triangles having coincident or colinear vertices + + if ( ! isFinite( r ) ) return; + + sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); + tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); + + tan1[ a ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } + + let groups = this.groups; + + if ( groups.length === 0 ) { + + groups = [ { + start: 0, + count: indices.length + } ]; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleTriangle( + indices[ j + 0 ], + indices[ j + 1 ], + indices[ j + 2 ] + ); + + } + + } + + const tmp = new Vector3(), tmp2 = new Vector3(); + const n = new Vector3(), n2 = new Vector3(); + + function handleVertex( v ) { + + n.fromArray( normals, v * 3 ); + n2.copy( n ); + + const t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( n2, t ); + const test = tmp2.dot( tan2[ v ] ); + const w = ( test < 0.0 ) ? - 1.0 : 1.0; + + tangents[ v * 4 ] = tmp.x; + tangents[ v * 4 + 1 ] = tmp.y; + tangents[ v * 4 + 2 ] = tmp.z; + tangents[ v * 4 + 3 ] = w; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleVertex( indices[ j + 0 ] ); + handleVertex( indices[ j + 1 ] ); + handleVertex( indices[ j + 2 ] ); + + } + + } + + } + + computeVertexNormals() { + + const index = this.index; + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute !== undefined ) { + + let normalAttribute = this.getAttribute( 'normal' ); + + if ( normalAttribute === undefined ) { + + normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); + this.setAttribute( 'normal', normalAttribute ); + + } else { + + // reset existing normals to zero + + for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { + + normalAttribute.setXYZ( i, 0, 0, 0 ); + + } + + } + + const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); + const cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + for ( let i = 0, il = index.count; i < il; i += 3 ) { + + const vA = index.getX( i + 0 ); + const vB = index.getX( i + 1 ); + const vC = index.getX( i + 2 ); + + pA.fromBufferAttribute( positionAttribute, vA ); + pB.fromBufferAttribute( positionAttribute, vB ); + pC.fromBufferAttribute( positionAttribute, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + nA.fromBufferAttribute( normalAttribute, vA ); + nB.fromBufferAttribute( normalAttribute, vB ); + nC.fromBufferAttribute( normalAttribute, vC ); + + nA.add( cb ); + nB.add( cb ); + nC.add( cb ); + + normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); + normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); + normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { + + pA.fromBufferAttribute( positionAttribute, i + 0 ); + pB.fromBufferAttribute( positionAttribute, i + 1 ); + pC.fromBufferAttribute( positionAttribute, i + 2 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); + + } + + } + + this.normalizeNormals(); + + normalAttribute.needsUpdate = true; + + } + + } + + normalizeNormals() { + + const normals = this.attributes.normal; + + for ( let i = 0, il = normals.count; i < il; i ++ ) { + + _vector$8.fromBufferAttribute( normals, i ); + + _vector$8.normalize(); + + normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + } + + toNonIndexed() { + + function convertBufferAttribute( attribute, indices ) { + + const array = attribute.array; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array2 = new array.constructor( indices.length * itemSize ); + + let index = 0, index2 = 0; + + for ( let i = 0, l = indices.length; i < l; i ++ ) { + + if ( attribute.isInterleavedBufferAttribute ) { + + index = indices[ i ] * attribute.data.stride + attribute.offset; + + } else { + + index = indices[ i ] * itemSize; + + } + + for ( let j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + return new BufferAttribute( array2, itemSize, normalized ); + + } + + // + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); + return this; + + } + + const geometry2 = new BufferGeometry(); + + const indices = this.index.array; + const attributes = this.attributes; + + // attributes + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + geometry2.setAttribute( name, newAttribute ); + + } + + // morph attributes + + const morphAttributes = this.morphAttributes; + + for ( const name in morphAttributes ) { + + const morphArray = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const attribute = morphAttribute[ i ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + morphArray.push( newAttribute ); + + } + + geometry2.morphAttributes[ name ] = morphArray; + + } + + geometry2.morphTargetsRelative = this.morphTargetsRelative; + + // groups + + const groups = this.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + geometry2.addGroup( group.start, group.count, group.materialIndex ); + + } + + return geometry2; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + if ( this.parameters !== undefined ) { + + const parameters = this.parameters; + + for ( const key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + // for simplicity the code assumes attributes are not shared across geometries, see #15811 + + data.data = { attributes: {} }; + + const index = this.index; + + if ( index !== null ) { + + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call( index.array ) + }; + + } + + const attributes = this.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + + data.data.attributes[ key ] = attribute.toJSON( data.data ); + + } + + const morphAttributes = {}; + let hasMorphAttributes = false; + + for ( const key in this.morphAttributes ) { + + const attributeArray = this.morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + + array.push( attribute.toJSON( data.data ) ); + + } + + if ( array.length > 0 ) { + + morphAttributes[ key ] = array; + + hasMorphAttributes = true; + + } + + } + + if ( hasMorphAttributes ) { + + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; + + } + + const groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + const boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // used for storing cloned, shared data + + const data = {}; + + // name + + this.name = source.name; + + // index + + const index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone( data ) ); + + } + + // attributes + + const attributes = source.attributes; + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + this.setAttribute( name, attribute.clone( data ) ); + + } + + // morph attributes + + const morphAttributes = source.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone( data ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + this.morphTargetsRelative = source.morphTargetsRelative; + + // groups + + const groups = source.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + const boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + const boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + // user data + + this.userData = source.userData; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); +const _ray$3 = /*@__PURE__*/ new Ray(); +const _sphere$6 = /*@__PURE__*/ new Sphere(); +const _sphereHitAt = /*@__PURE__*/ new Vector3(); + +const _vA$1 = /*@__PURE__*/ new Vector3(); +const _vB$1 = /*@__PURE__*/ new Vector3(); +const _vC$1 = /*@__PURE__*/ new Vector3(); + +const _tempA = /*@__PURE__*/ new Vector3(); +const _morphA = /*@__PURE__*/ new Vector3(); + +const _uvA$1 = /*@__PURE__*/ new Vector2(); +const _uvB$1 = /*@__PURE__*/ new Vector2(); +const _uvC$1 = /*@__PURE__*/ new Vector2(); + +const _normalA = /*@__PURE__*/ new Vector3(); +const _normalB = /*@__PURE__*/ new Vector3(); +const _normalC = /*@__PURE__*/ new Vector3(); + +const _intersectionPoint = /*@__PURE__*/ new Vector3(); +const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); + +class Mesh extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { + + super(); + + this.isMesh = true; + + this.type = 'Mesh'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + + getVertexPosition( index, target ) { + + const geometry = this.geometry; + const position = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + + target.fromBufferAttribute( position, index ); + + const morphInfluences = this.morphTargetInfluences; + + if ( morphPosition && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + + for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morphAttribute = morphPosition[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morphAttribute, index ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( target ), influence ); + + } + + } + + target.add( _morphA ); + + } + + return target; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$6.copy( geometry.boundingSphere ); + _sphere$6.applyMatrix4( matrixWorld ); + + // check distance from ray origin to bounding sphere + + _ray$3.copy( raycaster.ray ).recast( raycaster.near ); + + if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) { + + if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return; + + if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; + + } + + // convert ray to local space of mesh + + _inverseMatrix$3.copy( matrixWorld ).invert(); + _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); + + // test with bounding box in local space + + if ( geometry.boundingBox !== null ) { + + if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$3 ); + + } + + _computeIntersections( raycaster, intersects, rayLocalSpace ) { + + let intersection; + + const geometry = this.geometry; + const material = this.material; + + const index = geometry.index; + const position = geometry.attributes.position; + const uv = geometry.attributes.uv; + const uv1 = geometry.attributes.uv1; + const normal = geometry.attributes.normal; + const groups = geometry.groups; + const drawRange = geometry.drawRange; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = index.getX( j ); + const b = index.getX( j + 1 ); + const c = index.getX( j + 2 ); + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + const c = index.getX( i + 2 ); + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = j; + const b = j + 1; + const c = j + 2; + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = i; + const b = i + 1; + const c = i + 2; + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } + +} + +function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) { + + let intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); + + } + + if ( intersect === null ) return null; + + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + +} + +function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { + + object.getVertexPosition( a, _vA$1 ); + object.getVertexPosition( b, _vB$1 ); + object.getVertexPosition( c, _vC$1 ); + + const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint ); + + if ( intersection ) { + + if ( uv ) { + + _uvA$1.fromBufferAttribute( uv, a ); + _uvB$1.fromBufferAttribute( uv, b ); + _uvC$1.fromBufferAttribute( uv, c ); + + intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); + + } + + if ( uv1 ) { + + _uvA$1.fromBufferAttribute( uv1, a ); + _uvB$1.fromBufferAttribute( uv1, b ); + _uvC$1.fromBufferAttribute( uv1, c ); + + intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() ); + intersection.uv2 = intersection.uv1; // @deprecated, r152 + + } + + if ( normal ) { + + _normalA.fromBufferAttribute( normal, a ); + _normalB.fromBufferAttribute( normal, b ); + _normalC.fromBufferAttribute( normal, c ); + + intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() ); + + if ( intersection.normal.dot( ray.direction ) > 0 ) { + + intersection.normal.multiplyScalar( - 1 ); + + } + + } + + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; + + Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); + + intersection.face = face; + + } + + return intersection; + +} + +class BoxGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { + + super(); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + const scope = this; + + // segments + + widthSegments = Math.floor( widthSegments ); + heightSegments = Math.floor( heightSegments ); + depthSegments = Math.floor( depthSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let numberOfVertices = 0; + let groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + const segmentWidth = width / gridX; + const segmentHeight = height / gridY; + + const widthHalf = width / 2; + const heightHalf = height / 2; + const depthHalf = depth / 2; + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + let vertexCounter = 0; + let groupCount = 0; + + const vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segmentHeight - heightHalf; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = numberOfVertices + ix + gridX1 * iy; + const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); + + } + +} + +/** + * Uniform Utilities + */ + +function cloneUniforms( src ) { + + const dst = {}; + + for ( const u in src ) { + + dst[ u ] = {}; + + for ( const p in src[ u ] ) { + + const property = src[ u ][ p ]; + + if ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture || property.isQuaternion ) ) { + + if ( property.isRenderTargetTexture ) { + + console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' ); + dst[ u ][ p ] = null; + + } else { + + dst[ u ][ p ] = property.clone(); + + } + + } else if ( Array.isArray( property ) ) { + + dst[ u ][ p ] = property.slice(); + + } else { + + dst[ u ][ p ] = property; + + } + + } + + } + + return dst; + +} + +function mergeUniforms( uniforms ) { + + const merged = {}; + + for ( let u = 0; u < uniforms.length; u ++ ) { + + const tmp = cloneUniforms( uniforms[ u ] ); + + for ( const p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + +} + +function cloneUniformsGroups( src ) { + + const dst = []; + + for ( let u = 0; u < src.length; u ++ ) { + + dst.push( src[ u ].clone() ); + + } + + return dst; + +} + +function getUnlitUniformColorSpace( renderer ) { + + if ( renderer.getRenderTarget() === null ) { + + // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 + return renderer.outputColorSpace; + + } + + return ColorManagement.workingColorSpace; + +} + +// Legacy + +const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; + +var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; + +var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; + +class ShaderMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isShaderMaterial = true; + + this.type = 'ShaderMaterial'; + + this.defines = {}; + this.uniforms = {}; + this.uniformsGroups = []; + + this.vertexShader = default_vertex; + this.fragmentShader = default_fragment; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.forceSinglePass = true; + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false, // set to use shader texture LOD + clipCullDistance: false // set to use vertex shader clipping + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv1': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + + this.glslVersion = null; + + if ( parameters !== undefined ) { + + this.setValues( parameters ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = cloneUniforms( source.uniforms ); + this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); + + this.defines = Object.assign( {}, source.defines ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.fog = source.fog; + this.lights = source.lights; + this.clipping = source.clipping; + + this.extensions = Object.assign( {}, source.extensions ); + + this.glslVersion = source.glslVersion; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.glslVersion = this.glslVersion; + data.uniforms = {}; + + for ( const name in this.uniforms ) { + + const uniform = this.uniforms[ name ]; + const value = uniform.value; + + if ( value && value.isTexture ) { + + data.uniforms[ name ] = { + type: 't', + value: value.toJSON( meta ).uuid + }; + + } else if ( value && value.isColor ) { + + data.uniforms[ name ] = { + type: 'c', + value: value.getHex() + }; + + } else if ( value && value.isVector2 ) { + + data.uniforms[ name ] = { + type: 'v2', + value: value.toArray() + }; + + } else if ( value && value.isVector3 ) { + + data.uniforms[ name ] = { + type: 'v3', + value: value.toArray() + }; + + } else if ( value && value.isVector4 ) { + + data.uniforms[ name ] = { + type: 'v4', + value: value.toArray() + }; + + } else if ( value && value.isMatrix3 ) { + + data.uniforms[ name ] = { + type: 'm3', + value: value.toArray() + }; + + } else if ( value && value.isMatrix4 ) { + + data.uniforms[ name ] = { + type: 'm4', + value: value.toArray() + }; + + } else { + + data.uniforms[ name ] = { + value: value + }; + + // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far + + } + + } + + if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; + + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + data.lights = this.lights; + data.clipping = this.clipping; + + const extensions = {}; + + for ( const key in this.extensions ) { + + if ( this.extensions[ key ] === true ) extensions[ key ] = true; + + } + + if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; + + return data; + + } + +} + +class Camera extends Object3D { + + constructor() { + + super(); + + this.isCamera = true; + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); + + this.coordinateSystem = WebGLCoordinateSystem; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + + this.projectionMatrix.copy( source.projectionMatrix ); + this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); + + this.coordinateSystem = source.coordinateSystem; + + return this; + + } + + getWorldDirection( target ) { + + return super.getWorldDirection( target ).negate(); + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + super.updateWorldMatrix( updateParents, updateChildren ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +class PerspectiveCamera extends Camera { + + constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { + + super(); + + this.isPerspectiveCamera = true; + + this.type = 'PerspectiveCamera'; + + this.fov = fov; + this.zoom = 1; + + this.near = near; + this.far = far; + this.focus = 10; + + this.aspect = aspect; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + } + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength( focalLength ) { + + /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ + const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + } + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength() { + + const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + } + + getEffectiveFOV() { + + return RAD2DEG * 2 * Math.atan( + Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + } + + getFilmWidth() { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + } + + getFilmHeight() { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * const w = 1920; + * const h = 1080; + * const fullWidth = w * 3; + * const fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const near = this.near; + let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; + let height = 2 * top; + let width = this.aspect * height; + let left = - 0.5 * width; + const view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + const fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + const skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + +} + +const fov = - 90; // negative fov is not an error +const aspect = 1; + +class CubeCamera extends Object3D { + + constructor( near, far, renderTarget ) { + + super(); + + this.type = 'CubeCamera'; + + this.renderTarget = renderTarget; + this.coordinateSystem = null; + this.activeMipmapLevel = 0; + + const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.layers = this.layers; + this.add( cameraPX ); + + const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.layers = this.layers; + this.add( cameraNX ); + + const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.layers = this.layers; + this.add( cameraPY ); + + const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.layers = this.layers; + this.add( cameraNY ); + + const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.layers = this.layers; + this.add( cameraPZ ); + + const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.layers = this.layers; + this.add( cameraNZ ); + + } + + updateCoordinateSystem() { + + const coordinateSystem = this.coordinateSystem; + + const cameras = this.children.concat(); + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras; + + for ( const camera of cameras ) this.remove( camera ); + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + cameraPX.up.set( 0, 1, 0 ); + cameraPX.lookAt( 1, 0, 0 ); + + cameraNX.up.set( 0, 1, 0 ); + cameraNX.lookAt( - 1, 0, 0 ); + + cameraPY.up.set( 0, 0, - 1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, 1 ); + cameraNY.lookAt( 0, - 1, 0 ); + + cameraPZ.up.set( 0, 1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, 1, 0 ); + cameraNZ.lookAt( 0, 0, - 1 ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( - 1, 0, 0 ); + + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( 1, 0, 0 ); + + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( 0, - 1, 0 ); + + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( 0, 0, - 1 ); + + } else { + + throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem ); + + } + + for ( const camera of cameras ) { + + this.add( camera ); + + camera.updateMatrixWorld(); + + } + + } + + update( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + const { renderTarget, activeMipmapLevel } = this; + + if ( this.coordinateSystem !== renderer.coordinateSystem ) { + + this.coordinateSystem = renderer.coordinateSystem; + + this.updateCoordinateSystem(); + + } + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; + + const currentRenderTarget = renderer.getRenderTarget(); + const currentActiveCubeFace = renderer.getActiveCubeFace(); + const currentActiveMipmapLevel = renderer.getActiveMipmapLevel(); + + const currentXrEnabled = renderer.xr.enabled; + + renderer.xr.enabled = false; + + const generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel ); + renderer.render( scene, cameraPX ); + + renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel ); + renderer.render( scene, cameraNX ); + + renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel ); + renderer.render( scene, cameraPY ); + + renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel ); + renderer.render( scene, cameraNY ); + + renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel ); + renderer.render( scene, cameraPZ ); + + // mipmaps are generated during the last call of render() + // at this point, all sides of the cube render target are defined + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel ); + renderer.render( scene, cameraNZ ); + + renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); + + renderer.xr.enabled = currentXrEnabled; + + renderTarget.texture.needsPMREMUpdate = true; + + } + +} + +class CubeTexture extends Texture { + + constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + + super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isCubeTexture = true; + + this.flipY = false; + + } + + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + +} + +class WebGLCubeRenderTarget extends WebGLRenderTarget { + + constructor( size = 1, options = {} ) { + + super( size, size, options ); + + this.isWebGLCubeRenderTarget = true; + + const image = { width: size, height: size, depth: 1 }; + const images = [ image, image, image, image, image, image ]; + + if ( options.encoding !== undefined ) { + + // @deprecated, r152 + warnOnce( 'THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace.' ); + options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace; + + } + + this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); + + // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) + // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, + // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. + + // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped + // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture + // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). + + this.texture.isRenderTargetTexture = true; + + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + + } + + fromEquirectangularTexture( renderer, texture ) { + + this.texture.type = texture.type; + this.texture.colorSpace = texture.colorSpace; + + this.texture.generateMipmaps = texture.generateMipmaps; + this.texture.minFilter = texture.minFilter; + this.texture.magFilter = texture.magFilter; + + const shader = { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: /* glsl */` + + varying vec3 vWorldDirection; + + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + + } + + void main() { + + vWorldDirection = transformDirection( position, modelMatrix ); + + #include + #include + + } + `, + + fragmentShader: /* glsl */` + + uniform sampler2D tEquirect; + + varying vec3 vWorldDirection; + + #include + + void main() { + + vec3 direction = normalize( vWorldDirection ); + + vec2 sampleUV = equirectUv( direction ); + + gl_FragColor = texture2D( tEquirect, sampleUV ); + + } + ` + }; + + const geometry = new BoxGeometry( 5, 5, 5 ); + + const material = new ShaderMaterial( { + + name: 'CubemapFromEquirect', + + uniforms: cloneUniforms( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader, + side: BackSide, + blending: NoBlending + + } ); + + material.uniforms.tEquirect.value = texture; + + const mesh = new Mesh( geometry, material ); + + const currentMinFilter = texture.minFilter; + + // Avoid blurred poles + if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; + + const camera = new CubeCamera( 1, 10, this ); + camera.update( renderer, mesh ); + + texture.minFilter = currentMinFilter; + + mesh.geometry.dispose(); + mesh.material.dispose(); + + return this; + + } + + clear( renderer, color, depth, stencil ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + for ( let i = 0; i < 6; i ++ ) { + + renderer.setRenderTarget( this, i ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( currentRenderTarget ); + + } + +} + +const _vector1 = /*@__PURE__*/ new Vector3(); +const _vector2 = /*@__PURE__*/ new Vector3(); +const _normalMatrix = /*@__PURE__*/ new Matrix3(); + +class Plane { + + constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { + + this.isPlane = true; + + // normal is assumed to be normalized + + this.normal = normal; + this.constant = constant; + + } + + set( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + } + + setComponents( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + } + + setFromNormalAndCoplanarPoint( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + } + + setFromCoplanarPoints( a, b, c ) { + + const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + } + + copy( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + } + + normalize() { + + // Note: will lead to a divide by zero if the plane is invalid. + + const inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + } + + negate() { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + } + + distanceToPoint( point ) { + + return this.normal.dot( point ) + this.constant; + + } + + distanceToSphere( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + } + + projectPoint( point, target ) { + + return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); + + } + + intersectLine( line, target ) { + + const direction = line.delta( _vector1 ); + + const denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return target.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return null; + + } + + const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return null; + + } + + return target.copy( line.start ).addScaledVector( direction, t ); + + } + + intersectsLine( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + const startSign = this.distanceToPoint( line.start ); + const endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + } + + intersectsBox( box ) { + + return box.intersectsPlane( this ); + + } + + intersectsSphere( sphere ) { + + return sphere.intersectsPlane( this ); + + } + + coplanarPoint( target ) { + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + } + + applyMatrix4( matrix, optionalNormalMatrix ) { + + const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); + + const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); + + const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + } + + translate( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + } + + equals( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _sphere$5 = /*@__PURE__*/ new Sphere(); +const _vector$7 = /*@__PURE__*/ new Vector3(); + +class Frustum { + + constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { + + this.planes = [ p0, p1, p2, p3, p4, p5 ]; + + } + + set( p0, p1, p2, p3, p4, p5 ) { + + const planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + } + + copy( frustum ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + } + + setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) { + + const planes = this.planes; + const me = m.elements; + const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); + + } else { + + throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); + + } + + return this; + + } + + intersectsObject( object ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + + _sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } else { + + const geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } + + return this.intersectsSphere( _sphere$5 ); + + } + + intersectsSprite( sprite ) { + + _sphere$5.center.set( 0, 0, 0 ); + _sphere$5.radius = 0.7071067811865476; + _sphere$5.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( _sphere$5 ); + + } + + intersectsSphere( sphere ) { + + const planes = this.planes; + const center = sphere.center; + const negRadius = - sphere.radius; + + for ( let i = 0; i < 6; i ++ ) { + + const distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + } + + intersectsBox( box ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + const plane = planes[ i ]; + + // corner at max distance + + _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + if ( plane.distanceToPoint( _vector$7 ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + containsPoint( point ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +function WebGLAnimation() { + + let context = null; + let isAnimating = false; + let animationLoop = null; + let requestId = null; + + function onAnimationFrame( time, frame ) { + + animationLoop( time, frame ); + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + } + + return { + + start: function () { + + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + context.cancelAnimationFrame( requestId ); + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + +} + +function WebGLAttributes( gl, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + const buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + const array = attribute.array; + const usage = attribute.usage; + const size = array.byteLength; + + const buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + let type; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( array instanceof Uint16Array ) { + + if ( attribute.isFloat16BufferAttribute ) { + + if ( isWebGL2 ) { + + type = gl.HALF_FLOAT; + + } else { + + throw new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' ); + + } + + } else { + + type = gl.UNSIGNED_SHORT; + + } + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } else if ( array instanceof Uint8ClampedArray ) { + + type = gl.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version, + size: size + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + const array = attribute.array; + const updateRange = attribute._updateRange; // deprecated + const updateRanges = attribute.updateRanges; + + gl.bindBuffer( bufferType, buffer ); + + if ( updateRange.count === - 1 && updateRanges.length === 0 ) { + + // Not using update ranges + gl.bufferSubData( bufferType, 0, array ); + + } + + if ( updateRanges.length !== 0 ) { + + for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { + + const range = updateRanges[ i ]; + if ( isWebGL2 ) { + + gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, + array, range.start, range.count ); + + } else { + + gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, + array.subarray( range.start, range.start + range.count ) ); + + } + + } + + attribute.clearUpdateRanges(); + + } + + // deprecated + if ( updateRange.count !== - 1 ) { + + if ( isWebGL2 ) { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array, updateRange.offset, updateRange.count ); + + } else { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + + } + + updateRange.count = - 1; // reset range + + } + + attribute.onUploadCallback(); + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isGLBufferAttribute ) { + + const cached = buffers.get( attribute ); + + if ( ! cached || cached.version < attribute.version ) { + + buffers.set( attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + } ); + + } + + return; + + } + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, createBuffer( attribute, bufferType ) ); + + } else if ( data.version < attribute.version ) { + + if ( data.size !== attribute.array.byteLength ) { + + throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' ); + + } + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + +} + +class PlaneGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { + + super(); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + const width_half = width / 2; + const height_half = height / 2; + + const gridX = Math.floor( widthSegments ); + const gridY = Math.floor( heightSegments ); + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + const segment_width = width / gridX; + const segment_height = height / gridY; + + // + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segment_height - height_half; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = ix + gridX1 * iy; + const b = ix + gridX1 * ( iy + 1 ); + const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = ( ix + 1 ) + gridX1 * iy; + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); + + } + +} + +var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif"; + +var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif"; + +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var alphatest_fragment = "#ifdef USE_ALPHATEST\n\tif ( diffuseColor.a < alphaTest ) discard;\n#endif"; + +var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif"; + +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + +var batching_pars_vertex = "#ifdef USE_BATCHING\n\tattribute float batchId;\n\tuniform highp sampler2D batchingTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif"; + +var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( batchId );\n#endif"; + +var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif"; + +var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; + +var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated"; + +var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; + +var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif"; + +var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif"; + +var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif"; + +var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif"; + +var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; + +var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; + +var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; + +var colorspace_pars_fragment = "\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn sRGBTransferOETF( value );\n}"; + +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; + +var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; + +var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; + +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; + +var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif"; + +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; + +var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + +var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}"; + +var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + +var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;"; + +var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert"; + +var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif"; + +var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif"; + +var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; + +var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong"; + +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif"; + +var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; + +var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; + +var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif"; + +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif"; + +var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + +var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif"; + +var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif"; + +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; + +var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; + +var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + +var morphcolor_vertex = "#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif"; + +var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;"; + +var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; + +var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif"; + +var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif"; + +var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif"; + +var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif"; + +var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif"; + +var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; + +var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; + +var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; + +var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + +var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif"; + +var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; + +var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif"; + +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; + +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif"; + +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; + +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; + +var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor *= toneMappingExposure;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\treturn color;\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; + +var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif"; + +var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif"; + +var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; + +const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; + +const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; + +const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; + +const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}"; + +const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; + +const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; + +const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; + +const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; + +const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; + +const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; + +const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; + +const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; + +const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$2 = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; + +const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const ShaderChunk = { + alphahash_fragment: alphahash_fragment, + alphahash_pars_fragment: alphahash_pars_fragment, + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + alphatest_pars_fragment: alphatest_pars_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + batching_pars_vertex: batching_pars_vertex, + batching_vertex: batching_vertex, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + iridescence_fragment: iridescence_fragment, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + colorspace_fragment: colorspace_fragment, + colorspace_pars_fragment: colorspace_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_fragment: lightmap_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_fragment: lights_lambert_fragment, + lights_lambert_pars_fragment: lights_lambert_pars_fragment, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphcolor_vertex: morphcolor_vertex, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normal_pars_fragment: normal_pars_fragment, + normal_pars_vertex: normal_pars_vertex, + normal_vertex: normal_vertex, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + iridescence_pars_fragment: iridescence_pars_fragment, + opaque_fragment: opaque_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmission_fragment: transmission_fragment, + transmission_pars_fragment: transmission_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + worldpos_vertex: worldpos_vertex, + + background_vert: vertex$h, + background_frag: fragment$h, + backgroundCube_vert: vertex$g, + backgroundCube_frag: fragment$g, + cube_vert: vertex$f, + cube_frag: fragment$f, + depth_vert: vertex$e, + depth_frag: fragment$e, + distanceRGBA_vert: vertex$d, + distanceRGBA_frag: fragment$d, + equirect_vert: vertex$c, + equirect_frag: fragment$c, + linedashed_vert: vertex$b, + linedashed_frag: fragment$b, + meshbasic_vert: vertex$a, + meshbasic_frag: fragment$a, + meshlambert_vert: vertex$9, + meshlambert_frag: fragment$9, + meshmatcap_vert: vertex$8, + meshmatcap_frag: fragment$8, + meshnormal_vert: vertex$7, + meshnormal_frag: fragment$7, + meshphong_vert: vertex$6, + meshphong_frag: fragment$6, + meshphysical_vert: vertex$5, + meshphysical_frag: fragment$5, + meshtoon_vert: vertex$4, + meshtoon_frag: fragment$4, + points_vert: vertex$3, + points_frag: fragment$3, + shadow_vert: vertex$2, + shadow_frag: fragment$2, + sprite_vert: vertex$1, + sprite_frag: fragment$1 +}; + +/** + * Uniforms library for shared webgl shaders + */ + +const UniformsLib = { + + common: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaTest: { value: 0 } + + }, + + specularmap: { + + specularMap: { value: null }, + specularMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + envmap: { + + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, // basic, lambert, phong + ior: { value: 1.5 }, // physical + refractionRatio: { value: 0.98 }, // basic, lambert, phong + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 }, + aoMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 }, + lightMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + emissivemap: { + + emissiveMap: { value: null }, + emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + metalnessmap: { + + metalnessMap: { value: null }, + metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + roughnessmap: { + + roughnessMap: { value: null }, + roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + lightProbe: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + directionalLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, + + spotLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotLightMap: { value: [] }, + spotShadowMap: { value: [] }, + spotLightMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, + + pointLightShadows: { value: [], properties: { + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, + + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } }, + + ltc_1: { value: null }, + ltc_2: { value: null } + + }, + + points: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 }, + uvTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + sprite: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) }, + rotation: { value: 0.0 }, + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 } + + } + +}; + +const ShaderLib = { + + basic: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + roughness: { value: 1.0 }, + metalness: { value: 0.0 }, + envMapIntensity: { value: 1 } // temporary + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + toon: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + + }, + + matcap: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), + + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + + }, + + points: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.meshnormal_vert, + fragmentShader: ShaderChunk.meshnormal_frag + + }, + + sprite: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + background: { + + uniforms: { + uvTransform: { value: /*@__PURE__*/ new Matrix3() }, + t2D: { value: null }, + backgroundIntensity: { value: 1 } + }, + + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + + }, + + backgroundCube: { + + uniforms: { + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + backgroundBlurriness: { value: 0 }, + backgroundIntensity: { value: 1 } + }, + + vertexShader: ShaderChunk.backgroundCube_vert, + fragmentShader: ShaderChunk.backgroundCube_frag + + }, + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: /*@__PURE__*/ new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalMap: { value: null }, + clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + iridescence: { value: 0 }, + iridescenceMap: { value: null }, + iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + iridescenceIOR: { value: 1.3 }, + iridescenceThicknessMinimum: { value: 100 }, + iridescenceThicknessMaximum: { value: 400 }, + iridescenceThicknessMap: { value: null }, + iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheen: { value: 0 }, + sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + sheenColorMap: { value: null }, + sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheenRoughness: { value: 1 }, + sheenRoughnessMap: { value: null }, + sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmission: { value: 0 }, + transmissionMap: { value: null }, + transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, + transmissionSamplerMap: { value: null }, + thickness: { value: 0 }, + thicknessMap: { value: null }, + thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + attenuationDistance: { value: 0 }, + attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, + specularColorMap: { value: null }, + specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + specularIntensity: { value: 1 }, + specularIntensityMap: { value: null }, + specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, + anisotropyMap: { value: null }, + anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + +const _rgb = { r: 0, b: 0, g: 0 }; + +function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) { + + const clearColor = new Color( 0x000000 ); + let clearAlpha = alpha === true ? 0 : 1; + + let planeMesh; + let boxMesh; + + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; + + function render( renderList, scene ) { + + let forceClear = false; + let background = scene.isScene === true ? scene.background : null; + + if ( background && background.isTexture ) { + + const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background + background = ( usePMREM ? cubeuvmaps : cubemaps ).get( background ); + + } + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + const environmentBlendMode = renderer.xr.getEnvironmentBlendMode(); + + if ( environmentBlendMode === 'additive' ) { + + state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha ); + + } else if ( environmentBlendMode === 'alpha-blend' ) { + + state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha ); + + } + + if ( renderer.autoClear || forceClear ) { + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxGeometry( 1, 1, 1 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), + vertexShader: ShaderLib.backgroundCube.vertexShader, + fragmentShader: ShaderLib.backgroundCube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.deleteAttribute( 'normal' ); + boxMesh.geometry.deleteAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + // add "envMap" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( boxMesh.material, 'envMap', { + + get: function () { + + return this.uniforms.envMap.value; + + } + + } ); + + objects.update( boxMesh ); + + } + + boxMesh.material.uniforms.envMap.value = background; + boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1; + boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; + boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + boxMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + boxMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeMesh === undefined ) { + + planeMesh = new Mesh( + new PlaneGeometry( 2, 2 ), + new ShaderMaterial( { + name: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + planeMesh.geometry.deleteAttribute( 'normal' ); + + // add "map" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( planeMesh.material, 'map', { + + get: function () { + + return this.uniforms.t2D.value; + + } + + } ); + + objects.update( planeMesh ); + + } + + planeMesh.material.uniforms.t2D.value = background; + planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( background.matrixAutoUpdate === true ) { + + background.updateMatrix(); + + } + + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + planeMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + planeMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); + + } + + } + + function setClear( color, alpha ) { + + color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); + + state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha = 1 ) { + + clearColor.set( color ); + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render + + }; + +} + +function WebGLBindingStates( gl, extensions, attributes, capabilities ) { + + const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + + const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' ); + const vaoAvailable = capabilities.isWebGL2 || extension !== null; + + const bindingStates = {}; + + const defaultState = createBindingState( null ); + let currentState = defaultState; + let forceUpdate = false; + + function setup( object, material, program, geometry, index ) { + + let updateBuffers = false; + + if ( vaoAvailable ) { + + const state = getBindingState( geometry, program, material ); + + if ( currentState !== state ) { + + currentState = state; + bindVertexArrayObject( currentState.object ); + + } + + updateBuffers = needsUpdate( object, geometry, program, index ); + + if ( updateBuffers ) saveCache( object, geometry, program, index ); + + } else { + + const wireframe = ( material.wireframe === true ); + + if ( currentState.geometry !== geometry.id || + currentState.program !== program.id || + currentState.wireframe !== wireframe ) { + + currentState.geometry = geometry.id; + currentState.program = program.id; + currentState.wireframe = wireframe; + + updateBuffers = true; + + } + + } + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + if ( updateBuffers || forceUpdate ) { + + forceUpdate = false; + + setupVertexAttributes( object, material, program, geometry ); + + if ( index !== null ) { + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); + + } + + } + + } + + function createVertexArrayObject() { + + if ( capabilities.isWebGL2 ) return gl.createVertexArray(); + + return extension.createVertexArrayOES(); + + } + + function bindVertexArrayObject( vao ) { + + if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao ); + + return extension.bindVertexArrayOES( vao ); + + } + + function deleteVertexArrayObject( vao ) { + + if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao ); + + return extension.deleteVertexArrayOES( vao ); + + } + + function getBindingState( geometry, program, material ) { + + const wireframe = ( material.wireframe === true ); + + let programMap = bindingStates[ geometry.id ]; + + if ( programMap === undefined ) { + + programMap = {}; + bindingStates[ geometry.id ] = programMap; + + } + + let stateMap = programMap[ program.id ]; + + if ( stateMap === undefined ) { + + stateMap = {}; + programMap[ program.id ] = stateMap; + + } + + let state = stateMap[ wireframe ]; + + if ( state === undefined ) { + + state = createBindingState( createVertexArrayObject() ); + stateMap[ wireframe ] = state; + + } + + return state; + + } + + function createBindingState( vao ) { + + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; + + for ( let i = 0; i < maxVertexAttributes; i ++ ) { + + newAttributes[ i ] = 0; + enabledAttributes[ i ] = 0; + attributeDivisors[ i ] = 0; + + } + + return { + + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, + + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null + + }; + + } + + function needsUpdate( object, geometry, program, index ) { + + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; + + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + const cachedAttribute = cachedAttributes[ name ]; + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( cachedAttribute === undefined ) return true; + + if ( cachedAttribute.attribute !== geometryAttribute ) return true; + + if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; + + attributesNum ++; + + } + + } + + if ( currentState.attributesNum !== attributesNum ) return true; + + if ( currentState.index !== index ) return true; + + return false; + + } + + function saveCache( object, geometry, program, index ) { + + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let attribute = attributes[ name ]; + + if ( attribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; + + } + + const data = {}; + data.attribute = attribute; + + if ( attribute && attribute.data ) { + + data.data = attribute.data; + + } + + cache[ name ] = data; + + attributesNum ++; + + } + + } + + currentState.attributes = cache; + currentState.attributesNum = attributesNum; + + currentState.index = index; + + } + + function initAttributes() { + + const newAttributes = currentState.newAttributes; + + for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' ); + + extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + + for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) { + + if ( integer === true ) { + + gl.vertexAttribIPointer( index, size, type, stride, offset ); + + } else { + + gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); + + } + + } + + function setupVertexAttributes( object, material, program, geometry ) { + + if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) { + + if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return; + + } + + initAttributes(); + + const geometryAttributes = geometry.attributes; + + const programAttributes = program.getAttributes(); + + const materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( geometryAttribute !== undefined ) { + + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; + + const attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; + + // check for integer attributes (WebGL 2 only) + + const integer = ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ) ); + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; + + if ( data.isInstancedInterleavedBuffer ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = data.meshPerAttribute * data.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + stride * bytesPerElement, + ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement, + integer + ); + + } + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + size * bytesPerElement, + ( size / programAttribute.locationSize ) * i * bytesPerElement, + integer + ); + + } + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + const value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + gl.vertexAttrib2fv( programAttribute.location, value ); + break; + + case 3: + gl.vertexAttrib3fv( programAttribute.location, value ); + break; + + case 4: + gl.vertexAttrib4fv( programAttribute.location, value ); + break; + + default: + gl.vertexAttrib1fv( programAttribute.location, value ); + + } + + } + + } + + } + + } + + disableUnusedAttributes(); + + } + + function dispose() { + + reset(); + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometryId ]; + + } + + } + + function releaseStatesOfGeometry( geometry ) { + + if ( bindingStates[ geometry.id ] === undefined ) return; + + const programMap = bindingStates[ geometry.id ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometry.id ]; + + } + + function releaseStatesOfProgram( program ) { + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + if ( programMap[ program.id ] === undefined ) continue; + + const stateMap = programMap[ program.id ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ program.id ]; + + } + + } + + function reset() { + + resetDefaultState(); + forceUpdate = true; + + if ( currentState === defaultState ) return; + + currentState = defaultState; + bindVertexArrayObject( currentState.object ); + + } + + // for backward-compatibility + + function resetDefaultState() { + + defaultState.geometry = null; + defaultState.program = null; + defaultState.wireframe = false; + + } + + return { + + setup: setup, + reset: reset, + resetDefaultState: resetDefaultState, + dispose: dispose, + releaseStatesOfGeometry: releaseStatesOfGeometry, + releaseStatesOfProgram: releaseStatesOfProgram, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes + + }; + +} + +function WebGLBufferRenderer( gl, extensions, info, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + let mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + let extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawArraysInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawArraysInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, start, count, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + if ( extension === null ) { + + for ( let i = 0; i < drawCount; i ++ ) { + + this.render( starts[ i ], counts[ i ] ); + + } + + } else { + + extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + } + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + +} + +function WebGLCapabilities( gl, extensions, parameters ) { + + let maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl.constructor.name === 'WebGL2RenderingContext'; + + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + const drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' ); + + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + + const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + const vertexTextures = maxVertexTextures > 0; + const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' ); + const floatVertexTextures = vertexTextures && floatFragmentTextures; + + const maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0; + + return { + + isWebGL2: isWebGL2, + + drawBuffers: drawBuffers, + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + vertexTextures: vertexTextures, + floatFragmentTextures: floatFragmentTextures, + floatVertexTextures: floatVertexTextures, + + maxSamples: maxSamples + + }; + +} + +function WebGLClipping( properties ) { + + const scope = this; + + let globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false; + + const plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping ) { + + const enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + + }; + + this.setGlobalState = function ( planes, camera ) { + + globalState = projectPlanes( planes, camera, 0 ); + + }; + + this.setState = function ( material, camera, useCache ) { + + const planes = material.clippingPlanes, + clipIntersection = material.clipIntersection, + clipShadows = material.clipShadows; + + const materialProperties = properties.get( material ); + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + const nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4; + + let dstArray = materialProperties.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, useCache ); + + for ( let i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + materialProperties.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + const nPlanes = planes !== null ? planes.length : 0; + let dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + const flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + scope.numIntersection = 0; + + return dstArray; + + } + +} + +function WebGLCubeMaps( renderer ) { + + let cubemaps = new WeakMap(); + + function mapTextureMapping( texture, mapping ) { + + if ( mapping === EquirectangularReflectionMapping ) { + + texture.mapping = CubeReflectionMapping; + + } else if ( mapping === EquirectangularRefractionMapping ) { + + texture.mapping = CubeRefractionMapping; + + } + + return texture; + + } + + function get( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { + + if ( cubemaps.has( texture ) ) { + + const cubemap = cubemaps.get( texture ).texture; + return mapTextureMapping( cubemap, texture.mapping ); + + } else { + + const image = texture.image; + + if ( image && image.height > 0 ) { + + const renderTarget = new WebGLCubeRenderTarget( image.height / 2 ); + renderTarget.fromEquirectangularTexture( renderer, texture ); + cubemaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onTextureDispose ); + + return mapTextureMapping( renderTarget.texture, texture.mapping ); + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + return texture; + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + const cubemap = cubemaps.get( texture ); + + if ( cubemap !== undefined ) { + + cubemaps.delete( texture ); + cubemap.dispose(); + + } + + } + + function dispose() { + + cubemaps = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +class OrthographicCamera extends Camera { + + constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) { + + super(); + + this.isOrthographicCamera = true; + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = near; + this.far = far; + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + } + + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const dx = ( this.right - this.left ) / ( 2 * this.zoom ); + const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + const cx = ( this.right + this.left ) / 2; + const cy = ( this.top + this.bottom ) / 2; + + let left = cx - dx; + let right = cx + dx; + let top = cy + dy; + let bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; + const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; + + left += scaleW * this.view.offsetX; + right = left + scaleW * this.view.width; + top -= scaleH * this.view.offsetY; + bottom = top - scaleH * this.view.height; + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} + +const LOD_MIN = 4; + +// The standard deviations (radians) associated with the extra mips. These are +// chosen to approximate a Trowbridge-Reitz distribution function times the +// geometric shadowing function. These sigma values squared must match the +// variance #defines in cube_uv_reflection_fragment.glsl.js. +const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; + +// The maximum length of the blur for loop. Smaller sigmas will use fewer +// samples and exit early, but not recompile the shader. +const MAX_SAMPLES = 20; + +const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); +const _clearColor = /*@__PURE__*/ new Color(); +let _oldTarget = null; +let _oldActiveCubeFace = 0; +let _oldActiveMipmapLevel = 0; + +// Golden Ratio +const PHI = ( 1 + Math.sqrt( 5 ) ) / 2; +const INV_PHI = 1 / PHI; + +// Vertices of a dodecahedron (except the opposites, which represent the +// same axis), used as axis directions evenly spread on a sphere. +const _axisDirections = [ + /*@__PURE__*/ new Vector3( 1, 1, 1 ), + /*@__PURE__*/ new Vector3( - 1, 1, 1 ), + /*@__PURE__*/ new Vector3( 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), + /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), + /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), + /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ]; + +/** + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (PMREM) from a cubeMap environment texture. This allows different levels of + * blur to be quickly accessed based on material roughness. It is packed into a + * special CubeUV format that allows us to perform custom interpolation so that + * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap + * chain, it only goes down to the LOD_MIN level (above), and then creates extra + * even more filtered 'mips' at the same LOD_MIN resolution, associated with + * higher roughness levels. In this way we maintain resolution to smoothly + * interpolate diffuse lighting while limiting sampling computation. + * + * Paper: Fast, Accurate Image-Based Lighting + * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view +*/ + +class PMREMGenerator { + + constructor( renderer ) { + + this._renderer = renderer; + this._pingPongRenderTarget = null; + + this._lodMax = 0; + this._cubeSize = 0; + this._lodPlanes = []; + this._sizeLods = []; + this._sigmas = []; + + this._blurMaterial = null; + this._cubemapMaterial = null; + this._equirectMaterial = null; + + this._compileMaterial( this._blurMaterial ); + + } + + /** + * Generates a PMREM from a supplied Scene, which can be faster than using an + * image if networking bandwidth is low. Optional sigma specifies a blur radius + * in radians to be applied to the scene before PMREM generation. Optional near + * and far planes ensure the scene is rendered in its entirety (the cubeCamera + * is placed at the origin). + */ + fromScene( scene, sigma = 0, near = 0.1, far = 100 ) { + + _oldTarget = this._renderer.getRenderTarget(); + _oldActiveCubeFace = this._renderer.getActiveCubeFace(); + _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); + + this._setSize( 256 ); + + const cubeUVRenderTarget = this._allocateTargets(); + cubeUVRenderTarget.depthBuffer = true; + + this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget ); + + if ( sigma > 0 ) { + + this._blur( cubeUVRenderTarget, 0, 0, sigma ); + + } + + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + /** + * Generates a PMREM from an equirectangular texture, which can be either LDR + * or HDR. The ideal input image size is 1k (1024 x 512), + * as this matches best with the 256 x 256 cubemap output. + */ + fromEquirectangular( equirectangular, renderTarget = null ) { + + return this._fromTexture( equirectangular, renderTarget ); + + } + + /** + * Generates a PMREM from an cubemap texture, which can be either LDR + * or HDR. The ideal input cube size is 256 x 256, + * as this matches best with the 256 x 256 cubemap output. + */ + fromCubemap( cubemap, renderTarget = null ) { + + return this._fromTexture( cubemap, renderTarget ); + + } + + /** + * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ + compileCubemapShader() { + + if ( this._cubemapMaterial === null ) { + + this._cubemapMaterial = _getCubemapMaterial(); + this._compileMaterial( this._cubemapMaterial ); + + } + + } + + /** + * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ + compileEquirectangularShader() { + + if ( this._equirectMaterial === null ) { + + this._equirectMaterial = _getEquirectMaterial(); + this._compileMaterial( this._equirectMaterial ); + + } + + } + + /** + * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, + * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on + * one of them will cause any others to also become unusable. + */ + dispose() { + + this._dispose(); + + if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose(); + if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose(); + + } + + // private interface + + _setSize( cubeSize ) { + + this._lodMax = Math.floor( Math.log2( cubeSize ) ); + this._cubeSize = Math.pow( 2, this._lodMax ); + + } + + _dispose() { + + if ( this._blurMaterial !== null ) this._blurMaterial.dispose(); + + if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); + + for ( let i = 0; i < this._lodPlanes.length; i ++ ) { + + this._lodPlanes[ i ].dispose(); + + } + + } + + _cleanup( outputTarget ) { + + this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel ); + outputTarget.scissorTest = false; + _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); + + } + + _fromTexture( texture, renderTarget ) { + + if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) { + + this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) ); + + } else { // Equirectangular + + this._setSize( texture.image.width / 4 ); + + } + + _oldTarget = this._renderer.getRenderTarget(); + _oldActiveCubeFace = this._renderer.getActiveCubeFace(); + _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); + + const cubeUVRenderTarget = renderTarget || this._allocateTargets(); + this._textureToCubeUV( texture, cubeUVRenderTarget ); + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + _allocateTargets() { + + const width = 3 * Math.max( this._cubeSize, 16 * 7 ); + const height = 4 * this._cubeSize; + + const params = { + magFilter: LinearFilter, + minFilter: LinearFilter, + generateMipmaps: false, + type: HalfFloatType, + format: RGBAFormat, + colorSpace: LinearSRGBColorSpace, + depthBuffer: false + }; + + const cubeUVRenderTarget = _createRenderTarget( width, height, params ); + + if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) { + + if ( this._pingPongRenderTarget !== null ) { + + this._dispose(); + + } + + this._pingPongRenderTarget = _createRenderTarget( width, height, params ); + + const { _lodMax } = this; + ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) ); + + this._blurMaterial = _getBlurShader( _lodMax, width, height ); + + } + + return cubeUVRenderTarget; + + } + + _compileMaterial( material ) { + + const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material ); + this._renderer.compile( tmpMesh, _flatCamera ); + + } + + _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) { + + const fov = 90; + const aspect = 1; + const cubeCamera = new PerspectiveCamera( fov, aspect, near, far ); + const upSign = [ 1, - 1, 1, 1, 1, 1 ]; + const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; + const renderer = this._renderer; + + const originalAutoClear = renderer.autoClear; + const toneMapping = renderer.toneMapping; + renderer.getClearColor( _clearColor ); + + renderer.toneMapping = NoToneMapping; + renderer.autoClear = false; + + const backgroundMaterial = new MeshBasicMaterial( { + name: 'PMREM.Background', + side: BackSide, + depthWrite: false, + depthTest: false, + } ); + + const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial ); + + let useSolidColor = false; + const background = scene.background; + + if ( background ) { + + if ( background.isColor ) { + + backgroundMaterial.color.copy( background ); + scene.background = null; + useSolidColor = true; + + } + + } else { + + backgroundMaterial.color.copy( _clearColor ); + useSolidColor = true; + + } + + for ( let i = 0; i < 6; i ++ ) { + + const col = i % 3; + + if ( col === 0 ) { + + cubeCamera.up.set( 0, upSign[ i ], 0 ); + cubeCamera.lookAt( forwardSign[ i ], 0, 0 ); + + } else if ( col === 1 ) { + + cubeCamera.up.set( 0, 0, upSign[ i ] ); + cubeCamera.lookAt( 0, forwardSign[ i ], 0 ); + + } else { + + cubeCamera.up.set( 0, upSign[ i ], 0 ); + cubeCamera.lookAt( 0, 0, forwardSign[ i ] ); + + } + + const size = this._cubeSize; + + _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + + if ( useSolidColor ) { + + renderer.render( backgroundBox, cubeCamera ); + + } + + renderer.render( scene, cubeCamera ); + + } + + backgroundBox.geometry.dispose(); + backgroundBox.material.dispose(); + + renderer.toneMapping = toneMapping; + renderer.autoClear = originalAutoClear; + scene.background = background; + + } + + _textureToCubeUV( texture, cubeUVRenderTarget ) { + + const renderer = this._renderer; + + const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ); + + if ( isCubeTexture ) { + + if ( this._cubemapMaterial === null ) { + + this._cubemapMaterial = _getCubemapMaterial(); + + } + + this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1; + + } else { + + if ( this._equirectMaterial === null ) { + + this._equirectMaterial = _getEquirectMaterial(); + + } + + } + + const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; + const mesh = new Mesh( this._lodPlanes[ 0 ], material ); + + const uniforms = material.uniforms; + + uniforms[ 'envMap' ].value = texture; + + const size = this._cubeSize; + + _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.render( mesh, _flatCamera ); + + } + + _applyPMREM( cubeUVRenderTarget ) { + + const renderer = this._renderer; + const autoClear = renderer.autoClear; + renderer.autoClear = false; + + for ( let i = 1; i < this._lodPlanes.length; i ++ ) { + + const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] ); + + const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ]; + + this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); + + } + + renderer.autoClear = autoClear; + + } + + /** + * This is a two-pass Gaussian blur for a cubemap. Normally this is done + * vertically and horizontally, but this breaks down on a cube. Here we apply + * the blur latitudinally (around the poles), and then longitudinally (towards + * the poles) to approximate the orthogonally-separable blur. It is least + * accurate at the poles, but still does a decent job. + */ + _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) { + + const pingPongRenderTarget = this._pingPongRenderTarget; + + this._halfBlur( + cubeUVRenderTarget, + pingPongRenderTarget, + lodIn, + lodOut, + sigma, + 'latitudinal', + poleAxis ); + + this._halfBlur( + pingPongRenderTarget, + cubeUVRenderTarget, + lodOut, + lodOut, + sigma, + 'longitudinal', + poleAxis ); + + } + + _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) { + + const renderer = this._renderer; + const blurMaterial = this._blurMaterial; + + if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) { + + console.error( + 'blur direction must be either latitudinal or longitudinal!' ); + + } + + // Number of standard deviations at which to cut off the discrete approximation. + const STANDARD_DEVIATIONS = 3; + + const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial ); + const blurUniforms = blurMaterial.uniforms; + + const pixels = this._sizeLods[ lodIn ] - 1; + const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 ); + const sigmaPixels = sigmaRadians / radiansPerPixel; + const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES; + + if ( samples > MAX_SAMPLES ) { + + console.warn( `sigmaRadians, ${ + sigmaRadians}, is too large and will clip, as it requested ${ + samples} samples when the maximum is set to ${MAX_SAMPLES}` ); + + } + + const weights = []; + let sum = 0; + + for ( let i = 0; i < MAX_SAMPLES; ++ i ) { + + const x = i / sigmaPixels; + const weight = Math.exp( - x * x / 2 ); + weights.push( weight ); + + if ( i === 0 ) { + + sum += weight; + + } else if ( i < samples ) { + + sum += 2 * weight; + + } + + } + + for ( let i = 0; i < weights.length; i ++ ) { + + weights[ i ] = weights[ i ] / sum; + + } + + blurUniforms[ 'envMap' ].value = targetIn.texture; + blurUniforms[ 'samples' ].value = samples; + blurUniforms[ 'weights' ].value = weights; + blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal'; + + if ( poleAxis ) { + + blurUniforms[ 'poleAxis' ].value = poleAxis; + + } + + const { _lodMax } = this; + blurUniforms[ 'dTheta' ].value = radiansPerPixel; + blurUniforms[ 'mipInt' ].value = _lodMax - lodIn; + + const outputSize = this._sizeLods[ lodOut ]; + const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); + const y = 4 * ( this._cubeSize - outputSize ); + + _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( targetOut ); + renderer.render( blurMesh, _flatCamera ); + + } + +} + + + +function _createPlanes( lodMax ) { + + const lodPlanes = []; + const sizeLods = []; + const sigmas = []; + + let lod = lodMax; + + const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; + + for ( let i = 0; i < totalLods; i ++ ) { + + const sizeLod = Math.pow( 2, lod ); + sizeLods.push( sizeLod ); + let sigma = 1.0 / sizeLod; + + if ( i > lodMax - LOD_MIN ) { + + sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ]; + + } else if ( i === 0 ) { + + sigma = 0; + + } + + sigmas.push( sigma ); + + const texelSize = 1.0 / ( sizeLod - 2 ); + const min = - texelSize; + const max = 1 + texelSize; + const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; + + const cubeFaces = 6; + const vertices = 6; + const positionSize = 3; + const uvSize = 2; + const faceIndexSize = 1; + + const position = new Float32Array( positionSize * vertices * cubeFaces ); + const uv = new Float32Array( uvSize * vertices * cubeFaces ); + const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); + + for ( let face = 0; face < cubeFaces; face ++ ) { + + const x = ( face % 3 ) * 2 / 3 - 1; + const y = face > 2 ? 0 : - 1; + const coordinates = [ + x, y, 0, + x + 2 / 3, y, 0, + x + 2 / 3, y + 1, 0, + x, y, 0, + x + 2 / 3, y + 1, 0, + x, y + 1, 0 + ]; + position.set( coordinates, positionSize * vertices * face ); + uv.set( uv1, uvSize * vertices * face ); + const fill = [ face, face, face, face, face, face ]; + faceIndex.set( fill, faceIndexSize * vertices * face ); + + } + + const planes = new BufferGeometry(); + planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); + planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); + planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); + lodPlanes.push( planes ); + + if ( lod > LOD_MIN ) { + + lod --; + + } + + } + + return { lodPlanes, sizeLods, sigmas }; + +} + +function _createRenderTarget( width, height, params ) { + + const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params ); + cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; + cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; + cubeUVRenderTarget.scissorTest = true; + return cubeUVRenderTarget; + +} + +function _setViewport( target, x, y, width, height ) { + + target.viewport.set( x, y, width, height ); + target.scissor.set( x, y, width, height ); + +} + +function _getBlurShader( lodMax, width, height ) { + + const weights = new Float32Array( MAX_SAMPLES ); + const poleAxis = new Vector3( 0, 1, 0 ); + const shaderMaterial = new ShaderMaterial( { + + name: 'SphericalGaussianBlur', + + defines: { + 'n': MAX_SAMPLES, + 'CUBEUV_TEXEL_WIDTH': 1.0 / width, + 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, + 'CUBEUV_MAX_MIP': `${lodMax}.0`, + }, + + uniforms: { + 'envMap': { value: null }, + 'samples': { value: 1 }, + 'weights': { value: weights }, + 'latitudinal': { value: false }, + 'dTheta': { value: 0 }, + 'mipInt': { value: 0 }, + 'poleAxis': { value: poleAxis } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform int samples; + uniform float weights[ n ]; + uniform bool latitudinal; + uniform float dTheta; + uniform float mipInt; + uniform vec3 poleAxis; + + #define ENVMAP_TYPE_CUBE_UV + #include + + vec3 getSample( float theta, vec3 axis ) { + + float cosTheta = cos( theta ); + // Rodrigues' axis-angle rotation + vec3 sampleDirection = vOutputDirection * cosTheta + + cross( axis, vOutputDirection ) * sin( theta ) + + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); + + return bilinearCubeUV( envMap, sampleDirection, mipInt ); + + } + + void main() { + + vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); + + if ( all( equal( axis, vec3( 0.0 ) ) ) ) { + + axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); + + } + + axis = normalize( axis ); + + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); + + for ( int i = 1; i < n; i++ ) { + + if ( i >= samples ) { + + break; + + } + + float theta = dTheta * float( i ); + gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); + gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); + + } + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + +} + +function _getEquirectMaterial() { + + return new ShaderMaterial( { + + name: 'EquirectangularToCubeUV', + + uniforms: { + 'envMap': { value: null } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + + #include + + void main() { + + vec3 outputDirection = normalize( vOutputDirection ); + vec2 uv = equirectUv( outputDirection ); + + gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + +} + +function _getCubemapMaterial() { + + return new ShaderMaterial( { + + name: 'CubemapToCubeUV', + + uniforms: { + 'envMap': { value: null }, + 'flipEnvMap': { value: - 1 } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + uniform float flipEnvMap; + + varying vec3 vOutputDirection; + + uniform samplerCube envMap; + + void main() { + + gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + +} + +function _getCommonVertexShader() { + + return /* glsl */` + + precision mediump float; + precision mediump int; + + attribute float faceIndex; + + varying vec3 vOutputDirection; + + // RH coordinate system; PMREM face-indexing convention + vec3 getDirection( vec2 uv, float face ) { + + uv = 2.0 * uv - 1.0; + + vec3 direction = vec3( uv, 1.0 ); + + if ( face == 0.0 ) { + + direction = direction.zyx; // ( 1, v, u ) pos x + + } else if ( face == 1.0 ) { + + direction = direction.xzy; + direction.xz *= -1.0; // ( -u, 1, -v ) pos y + + } else if ( face == 2.0 ) { + + direction.x *= -1.0; // ( -u, v, 1 ) pos z + + } else if ( face == 3.0 ) { + + direction = direction.zyx; + direction.xz *= -1.0; // ( -1, v, -u ) neg x + + } else if ( face == 4.0 ) { + + direction = direction.xzy; + direction.xy *= -1.0; // ( -u, -1, v ) neg y + + } else if ( face == 5.0 ) { + + direction.z *= -1.0; // ( u, v, -1 ) neg z + + } + + return direction; + + } + + void main() { + + vOutputDirection = getDirection( uv, faceIndex ); + gl_Position = vec4( position, 1.0 ); + + } + `; + +} + +function WebGLCubeUVMaps( renderer ) { + + let cubeUVmaps = new WeakMap(); + + let pmremGenerator = null; + + function get( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); + const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); + + // equirect/cube map to cubeUV conversion + + if ( isEquirectMap || isCubeMap ) { + + if ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) { + + texture.needsPMREMUpdate = false; + + let renderTarget = cubeUVmaps.get( texture ); + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); + cubeUVmaps.set( texture, renderTarget ); + + return renderTarget.texture; + + } else { + + if ( cubeUVmaps.has( texture ) ) { + + return cubeUVmaps.get( texture ).texture; + + } else { + + const image = texture.image; + + if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); + cubeUVmaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onTextureDispose ); + + return renderTarget.texture; + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + } + + return texture; + + } + + function isCubeTextureComplete( image ) { + + let count = 0; + const length = 6; + + for ( let i = 0; i < length; i ++ ) { + + if ( image[ i ] !== undefined ) count ++; + + } + + return count === length; + + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + const cubemapUV = cubeUVmaps.get( texture ); + + if ( cubemapUV !== undefined ) { + + cubeUVmaps.delete( texture ); + cubemapUV.dispose(); + + } + + } + + function dispose() { + + cubeUVmaps = new WeakMap(); + + if ( pmremGenerator !== null ) { + + pmremGenerator.dispose(); + pmremGenerator = null; + + } + + } + + return { + get: get, + dispose: dispose + }; + +} + +function WebGLExtensions( gl ) { + + const extensions = {}; + + function getExtension( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + let extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + return { + + has: function ( name ) { + + return getExtension( name ) !== null; + + }, + + init: function ( capabilities ) { + + if ( capabilities.isWebGL2 ) { + + getExtension( 'EXT_color_buffer_float' ); + getExtension( 'WEBGL_clip_cull_distance' ); + + } else { + + getExtension( 'WEBGL_depth_texture' ); + getExtension( 'OES_texture_float' ); + getExtension( 'OES_texture_half_float' ); + getExtension( 'OES_texture_half_float_linear' ); + getExtension( 'OES_standard_derivatives' ); + getExtension( 'OES_element_index_uint' ); + getExtension( 'OES_vertex_array_object' ); + getExtension( 'ANGLE_instanced_arrays' ); + + } + + getExtension( 'OES_texture_float_linear' ); + getExtension( 'EXT_color_buffer_half_float' ); + getExtension( 'WEBGL_multisampled_render_to_texture' ); + + }, + + get: function ( name ) { + + const extension = getExtension( name ); + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + return extension; + + } + + }; + +} + +function WebGLGeometries( gl, attributes, info, bindingStates ) { + + const geometries = {}; + const wireframeAttributes = new WeakMap(); + + function onGeometryDispose( event ) { + + const geometry = event.target; + + if ( geometry.index !== null ) { + + attributes.remove( geometry.index ); + + } + + for ( const name in geometry.attributes ) { + + attributes.remove( geometry.attributes[ name ] ); + + } + + for ( const name in geometry.morphAttributes ) { + + const array = geometry.morphAttributes[ name ]; + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + attributes.remove( array[ i ] ); + + } + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + const attribute = wireframeAttributes.get( geometry ); + + if ( attribute ) { + + attributes.remove( attribute ); + wireframeAttributes.delete( geometry ); + + } + + bindingStates.releaseStatesOfGeometry( geometry ); + + if ( geometry.isInstancedBufferGeometry === true ) { + + delete geometry._maxInstanceCount; + + } + + // + + info.memory.geometries --; + + } + + function get( object, geometry ) { + + if ( geometries[ geometry.id ] === true ) return geometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + geometries[ geometry.id ] = true; + + info.memory.geometries ++; + + return geometry; + + } + + function update( geometry ) { + + const geometryAttributes = geometry.attributes; + + // Updating index buffer in VAO now. See WebGLBindingStates. + + for ( const name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + const morphAttributes = geometry.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = morphAttributes[ name ]; + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + } + + function updateWireframeAttribute( geometry ) { + + const indices = []; + + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; + + if ( geometryIndex !== null ) { + + const array = geometryIndex.array; + version = geometryIndex.version; + + for ( let i = 0, l = array.length; i < l; i += 3 ) { + + const a = array[ i + 0 ]; + const b = array[ i + 1 ]; + const c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else if ( geometryPosition !== undefined ) { + + const array = geometryPosition.array; + version = geometryPosition.version; + + for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + const a = i + 0; + const b = i + 1; + const c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + return; + + } + + const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; + + // Updating index buffer in VAO now. See WebGLBindingStates + + // + + const previousAttribute = wireframeAttributes.get( geometry ); + + if ( previousAttribute ) attributes.remove( previousAttribute ); + + // + + wireframeAttributes.set( geometry, attribute ); + + } + + function getWireframeAttribute( geometry ) { + + const currentAttribute = wireframeAttributes.get( geometry ); + + if ( currentAttribute ) { + + const geometryIndex = geometry.index; + + if ( geometryIndex !== null ) { + + // if the attribute is obsolete, create a new one + + if ( currentAttribute.version < geometryIndex.version ) { + + updateWireframeAttribute( geometry ); + + } + + } + + } else { + + updateWireframeAttribute( geometry ); + + } + + return wireframeAttributes.get( geometry ); + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + +function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + let mode; + + function setMode( value ) { + + mode = value; + + } + + let type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + let extension, methodName; + + if ( isWebGL2 ) { + + extension = gl; + methodName = 'drawElementsInstanced'; + + } else { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + methodName = 'drawElementsInstancedANGLE'; + + if ( extension === null ) { + + console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + if ( extension === null ) { + + for ( let i = 0; i < drawCount; i ++ ) { + + this.render( starts[ i ] / bytesPerElement, counts[ i ] ); + + } + + } else { + + extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + } + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + +} + +function WebGLInfo( gl ) { + + const memory = { + geometries: 0, + textures: 0 + }; + + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; + + function update( count, mode, instanceCount ) { + + render.calls ++; + + switch ( mode ) { + + case gl.TRIANGLES: + render.triangles += instanceCount * ( count / 3 ); + break; + + case gl.LINES: + render.lines += instanceCount * ( count / 2 ); + break; + + case gl.LINE_STRIP: + render.lines += instanceCount * ( count - 1 ); + break; + + case gl.LINE_LOOP: + render.lines += instanceCount * count; + break; + + case gl.POINTS: + render.points += instanceCount * count; + break; + + default: + console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); + break; + + } + + } + + function reset() { + + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + + } + + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + +} + +function numericalSort( a, b ) { + + return a[ 0 ] - b[ 0 ]; + +} + +function absNumericalSort( a, b ) { + + return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] ); + +} + +function WebGLMorphtargets( gl, capabilities, textures ) { + + const influencesList = {}; + const morphInfluences = new Float32Array( 8 ); + const morphTextures = new WeakMap(); + const morph = new Vector4(); + + const workInfluences = []; + + for ( let i = 0; i < 8; i ++ ) { + + workInfluences[ i ] = [ i, 0 ]; + + } + + function update( object, geometry, program ) { + + const objectInfluences = object.morphTargetInfluences; + + if ( capabilities.isWebGL2 === true ) { + + // instead of using attributes, the WebGL 2 code path encodes morph targets + // into an array of data textures. Each layer represents a single morph target. + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let entry = morphTextures.get( geometry ); + + if ( entry === undefined || entry.count !== morphTargetsCount ) { + + if ( entry !== undefined ) entry.texture.dispose(); + + const hasMorphPosition = geometry.morphAttributes.position !== undefined; + const hasMorphNormals = geometry.morphAttributes.normal !== undefined; + const hasMorphColors = geometry.morphAttributes.color !== undefined; + + const morphTargets = geometry.morphAttributes.position || []; + const morphNormals = geometry.morphAttributes.normal || []; + const morphColors = geometry.morphAttributes.color || []; + + let vertexDataCount = 0; + + if ( hasMorphPosition === true ) vertexDataCount = 1; + if ( hasMorphNormals === true ) vertexDataCount = 2; + if ( hasMorphColors === true ) vertexDataCount = 3; + + let width = geometry.attributes.position.count * vertexDataCount; + let height = 1; + + if ( width > capabilities.maxTextureSize ) { + + height = Math.ceil( width / capabilities.maxTextureSize ); + width = capabilities.maxTextureSize; + + } + + const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); + + const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); + texture.type = FloatType; + texture.needsUpdate = true; + + // fill buffer + + const vertexDataStride = vertexDataCount * 4; + + for ( let i = 0; i < morphTargetsCount; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const morphNormal = morphNormals[ i ]; + const morphColor = morphColors[ i ]; + + const offset = width * height * 4 * i; + + for ( let j = 0; j < morphTarget.count; j ++ ) { + + const stride = j * vertexDataStride; + + if ( hasMorphPosition === true ) { + + morph.fromBufferAttribute( morphTarget, j ); + + buffer[ offset + stride + 0 ] = morph.x; + buffer[ offset + stride + 1 ] = morph.y; + buffer[ offset + stride + 2 ] = morph.z; + buffer[ offset + stride + 3 ] = 0; + + } + + if ( hasMorphNormals === true ) { + + morph.fromBufferAttribute( morphNormal, j ); + + buffer[ offset + stride + 4 ] = morph.x; + buffer[ offset + stride + 5 ] = morph.y; + buffer[ offset + stride + 6 ] = morph.z; + buffer[ offset + stride + 7 ] = 0; + + } + + if ( hasMorphColors === true ) { + + morph.fromBufferAttribute( morphColor, j ); + + buffer[ offset + stride + 8 ] = morph.x; + buffer[ offset + stride + 9 ] = morph.y; + buffer[ offset + stride + 10 ] = morph.z; + buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; + + } + + } + + } + + entry = { + count: morphTargetsCount, + texture: texture, + size: new Vector2( width, height ) + }; + + morphTextures.set( geometry, entry ); + + function disposeTexture() { + + texture.dispose(); + + morphTextures.delete( geometry ); + + geometry.removeEventListener( 'dispose', disposeTexture ); + + } + + geometry.addEventListener( 'dispose', disposeTexture ); + + } + + // + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); + + program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); + program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); + + + } else { + + // When object doesn't have morph target influences defined, we treat it as a 0-length array + // This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences + + const length = objectInfluences === undefined ? 0 : objectInfluences.length; + + let influences = influencesList[ geometry.id ]; + + if ( influences === undefined || influences.length !== length ) { + + // initialise list + + influences = []; + + for ( let i = 0; i < length; i ++ ) { + + influences[ i ] = [ i, 0 ]; + + } + + influencesList[ geometry.id ] = influences; + + } + + // Collect influences + + for ( let i = 0; i < length; i ++ ) { + + const influence = influences[ i ]; + + influence[ 0 ] = i; + influence[ 1 ] = objectInfluences[ i ]; + + } + + influences.sort( absNumericalSort ); + + for ( let i = 0; i < 8; i ++ ) { + + if ( i < length && influences[ i ][ 1 ] ) { + + workInfluences[ i ][ 0 ] = influences[ i ][ 0 ]; + workInfluences[ i ][ 1 ] = influences[ i ][ 1 ]; + + } else { + + workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER; + workInfluences[ i ][ 1 ] = 0; + + } + + } + + workInfluences.sort( numericalSort ); + + const morphTargets = geometry.morphAttributes.position; + const morphNormals = geometry.morphAttributes.normal; + + let morphInfluencesSum = 0; + + for ( let i = 0; i < 8; i ++ ) { + + const influence = workInfluences[ i ]; + const index = influence[ 0 ]; + const value = influence[ 1 ]; + + if ( index !== Number.MAX_SAFE_INTEGER && value ) { + + if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) { + + geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] ); + + } + + if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) { + + geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] ); + + } + + morphInfluences[ i ] = value; + morphInfluencesSum += value; + + } else { + + if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) { + + geometry.deleteAttribute( 'morphTarget' + i ); + + } + + if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) { + + geometry.deleteAttribute( 'morphNormal' + i ); + + } + + morphInfluences[ i ] = 0; + + } + + } + + // GLSL shader uses formula baseinfluence * base + sum(target * influence) + // This allows us to switch between absolute morphs and relative morphs without changing shader code + // When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence) + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences ); + + } + + } + + return { + + update: update + + }; + +} + +function WebGLObjects( gl, geometries, attributes, info ) { + + let updateMap = new WeakMap(); + + function update( object ) { + + const frame = info.render.frame; + + const geometry = object.geometry; + const buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateMap.get( buffergeometry ) !== frame ) { + + geometries.update( buffergeometry ); + + updateMap.set( buffergeometry, frame ); + + } + + if ( object.isInstancedMesh ) { + + if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { + + object.addEventListener( 'dispose', onInstancedMeshDispose ); + + } + + if ( updateMap.get( object ) !== frame ) { + + attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); + + if ( object.instanceColor !== null ) { + + attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); + + } + + updateMap.set( object, frame ); + + } + + } + + if ( object.isSkinnedMesh ) { + + const skeleton = object.skeleton; + + if ( updateMap.get( skeleton ) !== frame ) { + + skeleton.update(); + + updateMap.set( skeleton, frame ); + + } + + } + + return buffergeometry; + + } + + function dispose() { + + updateMap = new WeakMap(); + + } + + function onInstancedMeshDispose( event ) { + + const instancedMesh = event.target; + + instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); + + attributes.remove( instancedMesh.instanceMatrix ); + + if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); + + } + + return { + + update: update, + dispose: dispose + + }; + +} + +class DepthTexture extends Texture { + + constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) { + + format = format !== undefined ? format : DepthFormat; + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + if ( type === undefined && format === DepthFormat ) type = UnsignedIntType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isDepthTexture = true; + + this.image = { width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + this.compareFunction = null; + + } + + + copy( source ) { + + super.copy( source ); + + this.compareFunction = source.compareFunction; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction; + + return data; + + } + +} + +/** + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + + +const emptyTexture = /*@__PURE__*/ new Texture(); + +const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 ); +emptyShadowTexture.compareFunction = LessEqualCompare; + +const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); +const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); +const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +const arrayCacheF32 = []; +const arrayCacheI32 = []; + +// Float32Array caches used for uploading Matrix uniforms + +const mat4array = new Float32Array( 16 ); +const mat3array = new Float32Array( 9 ); +const mat2array = new Float32Array( 4 ); + +// Flattening for arrays of vectors and matrices + +function flatten( array, nBlocks, blockSize ) { + + const firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + const n = nBlocks * blockSize; + let r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + +} + +function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; + + for ( let i = 0, l = a.length; i < l; i ++ ) { + + if ( a[ i ] !== b[ i ] ) return false; + + } + + return true; + +} + +function copyArray( a, b ) { + + for ( let i = 0, l = b.length; i < l; i ++ ) { + + a[ i ] = b[ i ]; + + } + +} + +// Texture unit allocation + +function allocTexUnits( textures, n ) { + + let r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( let i = 0; i !== n; ++ i ) { + + r[ i ] = textures.allocateTextureUnit(); + + } + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValueV1f( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValueV2f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2f( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else if ( v.r !== undefined ) { + + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single matrix (from flat array or THREE.MatrixN) + +function setValueM2( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix2fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat2array.set( elements ); + + gl.uniformMatrix2fv( this.addr, false, mat2array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM3( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix3fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat3array.set( elements ); + + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM4( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix4fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat4array.set( elements ); + + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + copyArray( cache, elements ); + + } + +} + +// Single integer / boolean + +function setValueV1i( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single integer / boolean vector (from flat array or THREE.VectorN) + +function setValueV2i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2i( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3i( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single unsigned integer + +function setValueV1ui( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1ui( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single unsigned integer vector (from flat array or THREE.VectorN) + +function setValueV2ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2ui( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3ui( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + + +// Single texture (2D / Cube) + +function setValueT1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + const emptyTexture2D = ( this.type === gl.SAMPLER_2D_SHADOW ) ? emptyShadowTexture : emptyTexture; + + textures.setTexture2D( v || emptyTexture2D, unit ); + +} + +function setValueT3D1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture3D( v || empty3dTexture, unit ); + +} + +function setValueT6( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTextureCube( v || emptyCubeTexture, unit ); + +} + +function setValueT2DArray1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2DArray( v || emptyArrayTexture, unit ); + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 + + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 + + case 0x1405: return setValueV1ui; // UINT + case 0x8dc6: return setValueV2ui; // _VEC2 + case 0x8dc7: return setValueV3ui; // _VEC3 + case 0x8dc8: return setValueV4ui; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + + } + +} + + +// Array of scalars + +function setValueV1fArray( gl, v ) { + + gl.uniform1fv( this.addr, v ); + +} + +// Array of vectors (from flat array or array of THREE.VectorN) + +function setValueV2fArray( gl, v ) { + + const data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); + +} + +function setValueV3fArray( gl, v ) { + + const data = flatten( v, this.size, 3 ); + + gl.uniform3fv( this.addr, data ); + +} + +function setValueV4fArray( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniform4fv( this.addr, data ); + +} + +// Array of matrices (from flat array or array of THREE.MatrixN) + +function setValueM2Array( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniformMatrix2fv( this.addr, false, data ); + +} + +function setValueM3Array( gl, v ) { + + const data = flatten( v, this.size, 9 ); + + gl.uniformMatrix3fv( this.addr, false, data ); + +} + +function setValueM4Array( gl, v ) { + + const data = flatten( v, this.size, 16 ); + + gl.uniformMatrix4fv( this.addr, false, data ); + +} + +// Array of integer / boolean + +function setValueV1iArray( gl, v ) { + + gl.uniform1iv( this.addr, v ); + +} + +// Array of integer / boolean vectors (from flat array) + +function setValueV2iArray( gl, v ) { + + gl.uniform2iv( this.addr, v ); + +} + +function setValueV3iArray( gl, v ) { + + gl.uniform3iv( this.addr, v ); + +} + +function setValueV4iArray( gl, v ) { + + gl.uniform4iv( this.addr, v ); + +} + +// Array of unsigned integer + +function setValueV1uiArray( gl, v ) { + + gl.uniform1uiv( this.addr, v ); + +} + +// Array of unsigned integer vectors (from flat array) + +function setValueV2uiArray( gl, v ) { + + gl.uniform2uiv( this.addr, v ); + +} + +function setValueV3uiArray( gl, v ) { + + gl.uniform3uiv( this.addr, v ); + +} + +function setValueV4uiArray( gl, v ) { + + gl.uniform4uiv( this.addr, v ); + +} + + +// Array of textures (2D / 3D / Cube / 2DArray) + +function setValueT1Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + +} + +function setValueT3DArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); + + } + +} + +function setValueT6Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + +} + +function setValueT2DArrayArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); + + } + +} + + +// Helper to pick the right setter for a pure (bottom-level) array + +function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 + + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 + + case 0x1405: return setValueV1uiArray; // UINT + case 0x8dc6: return setValueV2uiArray; // _VEC2 + case 0x8dc7: return setValueV3uiArray; // _VEC3 + case 0x8dc8: return setValueV4uiArray; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3DArray; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArrayArray; + + } + +} + +// --- Uniform Classes --- + +class SingleUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class PureArrayUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class StructuredUniform { + + constructor( id ) { + + this.id = id; + + this.seq = []; + this.map = {}; + + } + + setValue( gl, value, textures ) { + + const seq = this.seq; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); + + } + + } + +} + +// --- Top-level --- + +// Parser - builds up the property tree from the path strings + +const RePathPart = /(\w+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. + +function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + +} + +function parseUniform( activeInfo, addr, container ) { + + const path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + while ( true ) { + + const match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex; + + let id = match[ 1 ]; + const idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + const map = container.map; + let next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +class WebGLUniforms { + + constructor( gl, program ) { + + this.seq = []; + this.map = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( let i = 0; i < n; ++ i ) { + + const info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + + } + + setValue( gl, name, value, textures ) { + + const u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, textures ); + + } + + setOptional( gl, object, name ) { + + const v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + } + + static upload( gl, seq, values, textures ) { + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); + + } + + } + + } + + static seqWithValue( seq, values ) { + + const r = []; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + } + +} + +function WebGLShader( gl, type, string ) { + + const shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + return shader; + +} + +// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/ +const COMPLETION_STATUS_KHR = 0x91B1; + +let programIdCount = 0; + +function handleSource( string, errorLine ) { + + const lines = string.split( '\n' ); + const lines2 = []; + + const from = Math.max( errorLine - 6, 0 ); + const to = Math.min( errorLine + 6, lines.length ); + + for ( let i = from; i < to; i ++ ) { + + const line = i + 1; + lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); + + } + + return lines2.join( '\n' ); + +} + +function getEncodingComponents( colorSpace ) { + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const encodingPrimaries = ColorManagement.getPrimaries( colorSpace ); + + let gamutMapping; + + if ( workingPrimaries === encodingPrimaries ) { + + gamutMapping = ''; + + } else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) { + + gamutMapping = 'LinearDisplayP3ToLinearSRGB'; + + } else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) { + + gamutMapping = 'LinearSRGBToLinearDisplayP3'; + + } + + switch ( colorSpace ) { + + case LinearSRGBColorSpace: + case LinearDisplayP3ColorSpace: + return [ gamutMapping, 'LinearTransferOETF' ]; + + case SRGBColorSpace: + case DisplayP3ColorSpace: + return [ gamutMapping, 'sRGBTransferOETF' ]; + + default: + console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace ); + return [ gamutMapping, 'LinearTransferOETF' ]; + + } + +} + +function getShaderErrors( gl, shader, type ) { + + const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); + const errors = gl.getShaderInfoLog( shader ).trim(); + + if ( status && errors === '' ) return ''; + + const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); + if ( errorMatches ) { + + // --enable-privileged-webgl-extension + // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + const errorLine = parseInt( errorMatches[ 1 ] ); + return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); + + } else { + + return errors; + + } + +} + +function getTexelEncodingFunction( functionName, colorSpace ) { + + const components = getEncodingComponents( colorSpace ); + return `vec4 ${functionName}( vec4 value ) { return ${components[ 0 ]}( ${components[ 1 ]}( value ) ); }`; + +} + +function getToneMappingFunction( functionName, toneMapping ) { + + let toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case CineonToneMapping: + toneMappingName = 'OptimizedCineon'; + break; + + case ACESFilmicToneMapping: + toneMappingName = 'ACESFilmic'; + break; + + case AgXToneMapping: + toneMappingName = 'AgX'; + break; + + case CustomToneMapping: + toneMappingName = 'Custom'; + break; + + default: + console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); + toneMappingName = 'Linear'; + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +function generateExtensions( parameters ) { + + const chunks = [ + ( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.normalMapTangentSpace || parameters.clearcoatNormalMap || parameters.flatShading || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '', + ( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateVertexExtensions( parameters ) { + + const chunks = [ + parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '' + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + const chunks = []; + + for ( const name in defines ) { + + const value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + const attributes = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( let i = 0; i < n; i ++ ) { + + const info = gl.getActiveAttrib( program, i ); + const name = info.name; + + let locationSize = 1; + if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; + if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; + if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; + + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = { + type: info.type, + location: gl.getAttribLocation( program, name ), + locationSize: locationSize + }; + + } + + return attributes; + +} + +function filterEmptyLine( string ) { + + return string !== ''; + +} + +function replaceLightNums( string, parameters ) { + + const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) + .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); + +} + +function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + +} + +// Resolve Includes + +const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + +function resolveIncludes( string ) { + + return string.replace( includePattern, includeReplacer ); + +} + +const shaderChunkMap = new Map( [ + [ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154 + [ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154 + [ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154 +] ); + +function includeReplacer( match, include ) { + + let string = ShaderChunk[ include ]; + + if ( string === undefined ) { + + const newInclude = shaderChunkMap.get( include ); + + if ( newInclude !== undefined ) { + + string = ShaderChunk[ newInclude ]; + console.warn( 'THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude ); + + } else { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + } + + return resolveIncludes( string ); + +} + +// Unroll Loops + +const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; + +function unrollLoops( string ) { + + return string.replace( unrollLoopPattern, loopReplacer ); + +} + +function loopReplacer( match, start, end, snippet ) { + + let string = ''; + + for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { + + string += snippet + .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); + + } + + return string; + +} + +// + +function generatePrecision( parameters ) { + + let precisionstring = 'precision ' + parameters.precision + ' float;\nprecision ' + parameters.precision + ' int;'; + + if ( parameters.precision === 'highp' ) { + + precisionstring += '\n#define HIGH_PRECISION'; + + } else if ( parameters.precision === 'mediump' ) { + + precisionstring += '\n#define MEDIUM_PRECISION'; + + } else if ( parameters.precision === 'lowp' ) { + + precisionstring += '\n#define LOW_PRECISION'; + + } + + return precisionstring; + +} + +function generateShadowMapTypeDefine( parameters ) { + + let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } else if ( parameters.shadowMapType === VSMShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; + + } + + return shadowMapTypeDefine; + +} + +function generateEnvMapTypeDefine( parameters ) { + + let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + } + + } + + return envMapTypeDefine; + +} + +function generateEnvMapModeDefine( parameters ) { + + let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeRefractionMapping: + + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + } + + return envMapModeDefine; + +} + +function generateEnvMapBlendingDefine( parameters ) { + + let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; + + if ( parameters.envMap ) { + + switch ( parameters.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + return envMapBlendingDefine; + +} + +function generateCubeUVSize( parameters ) { + + const imageHeight = parameters.envMapCubeUVHeight; + + if ( imageHeight === null ) return null; + + const maxMip = Math.log2( imageHeight ) - 2; + + const texelHeight = 1.0 / imageHeight; + + const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) ); + + return { texelWidth, texelHeight, maxMip }; + +} + +function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + + // TODO Send this event to Three.js DevTools + // console.log( 'WebGLProgram', cacheKey ); + + const gl = renderer.getContext(); + + const defines = parameters.defines; + + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; + + const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + const envMapModeDefine = generateEnvMapModeDefine( parameters ); + const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); + const envMapCubeUVSize = generateCubeUVSize( parameters ); + + const customExtensions = parameters.isWebGL2 ? '' : generateExtensions( parameters ); + + const customVertexExtensions = generateVertexExtensions( parameters ); + + const customDefines = generateDefines( defines ); + + const program = gl.createProgram(); + + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + customExtensions, + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '', + parameters.batching ? '#define USE_BATCHING' : '', + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + // + + parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '', + parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '', + parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '', + parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '', + parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '', + parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '', + parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '', + parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '', + + parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '', + parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '', + + parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '', + + parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '', + parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '', + parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '', + + parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '', + parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '', + + parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '', + parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '', + + parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '', + parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '', + parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '', + + parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '', + parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '', + + // + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + ( parameters.morphColors && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '', + ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '', + ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', + ( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + '#ifdef USE_INSTANCING', + + ' attribute mat4 instanceMatrix;', + + '#endif', + + '#ifdef USE_INSTANCING_COLOR', + + ' attribute vec3 instanceColor;', + + '#endif', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_UV1', + + ' attribute vec2 uv1;', + + '#endif', + + '#ifdef USE_UV2', + + ' attribute vec2 uv2;', + + '#endif', + + '#ifdef USE_UV3', + + ' attribute vec2 uv3;', + + '#endif', + + '#ifdef USE_TANGENT', + + ' attribute vec4 tangent;', + + '#endif', + + '#if defined( USE_COLOR_ALPHA )', + + ' attribute vec4 color;', + + '#elif defined( USE_COLOR )', + + ' attribute vec3 color;', + + '#endif', + + '#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )', + + ' attribute vec3 morphTarget0;', + ' attribute vec3 morphTarget1;', + ' attribute vec3 morphTarget2;', + ' attribute vec3 morphTarget3;', + + ' #ifdef USE_MORPHNORMALS', + + ' attribute vec3 morphNormal0;', + ' attribute vec3 morphNormal1;', + ' attribute vec3 morphNormal2;', + ' attribute vec3 morphNormal3;', + + ' #else', + + ' attribute vec3 morphTarget4;', + ' attribute vec3 morphTarget5;', + ' attribute vec3 morphTarget6;', + ' attribute vec3 morphTarget7;', + + ' #endif', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', + envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoat ? '#define USE_CLEARCOAT' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.iridescence ? '#define USE_IRIDESCENCE' : '', + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaTest ? '#define USE_ALPHATEST' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.sheen ? '#define USE_SHEEN' : '', + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors || parameters.instancingColor ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.useLegacyLights ? '#define LEGACY_LIGHTS' : '', + + parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + ( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + parameters.opaque ? '#define OPAQUE' : '', + + ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below + getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ), + + parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( parameters.isWebGL2 && parameters.isRawShaderMaterial !== true ) { + + // GLSL 3.0 conversion for built-in materials and ShaderMaterial + + versionString = '#version 300 es\n'; + + prefixVertex = [ + customVertexExtensions, + 'precision mediump sampler2DArray;', + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + 'precision mediump sampler2DArray;', + '#define varying in', + ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', + ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( parameters.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + function onFirstUse( self ) { + + // check for link errors + if ( renderer.debug.checkShaderErrors ) { + + const programLog = gl.getProgramInfoLog( program ).trim(); + const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + + let runnable = true; + let haveDiagnostics = true; + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + if ( typeof renderer.debug.onShaderError === 'function' ) { + + renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader ); + + } else { + + // default error reporting + + const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); + const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); + + console.error( + 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + + 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + + 'Program Info Log: ' + programLog + '\n' + + vertexErrors + '\n' + + fragmentErrors + ); + + } + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + self.diagnostics = { + + runnable: runnable, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + } + + // Clean up + + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + cachedUniforms = new WebGLUniforms( gl, program ); + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + // set up caching for uniform locations + + let cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + // Populates cachedUniforms and cachedAttributes + onFirstUse( this ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + let cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + // Populates cachedAttributes and cachedUniforms + onFirstUse( this ); + + } + + return cachedAttributes; + + }; + + // indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported, + // flag the program as ready immediately. It may cause a stall when it's first used. + + let programReady = ( parameters.rendererExtensionParallelShaderCompile === false ); + + this.isReady = function () { + + if ( programReady === false ) { + + programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR ); + + } + + return programReady; + + }; + + // free resource + + this.destroy = function () { + + bindingStates.releaseStatesOfProgram( this ); + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // + + this.type = parameters.shaderType; + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +let _id$1 = 0; + +class WebGLShaderCache { + + constructor() { + + this.shaderCache = new Map(); + this.materialCache = new Map(); + + } + + update( material ) { + + const vertexShader = material.vertexShader; + const fragmentShader = material.fragmentShader; + + const vertexShaderStage = this._getShaderStage( vertexShader ); + const fragmentShaderStage = this._getShaderStage( fragmentShader ); + + const materialShaders = this._getShaderCacheForMaterial( material ); + + if ( materialShaders.has( vertexShaderStage ) === false ) { + + materialShaders.add( vertexShaderStage ); + vertexShaderStage.usedTimes ++; + + } + + if ( materialShaders.has( fragmentShaderStage ) === false ) { + + materialShaders.add( fragmentShaderStage ); + fragmentShaderStage.usedTimes ++; + + } + + return this; + + } + + remove( material ) { + + const materialShaders = this.materialCache.get( material ); + + for ( const shaderStage of materialShaders ) { + + shaderStage.usedTimes --; + + if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code ); + + } + + this.materialCache.delete( material ); + + return this; + + } + + getVertexShaderID( material ) { + + return this._getShaderStage( material.vertexShader ).id; + + } + + getFragmentShaderID( material ) { + + return this._getShaderStage( material.fragmentShader ).id; + + } + + dispose() { + + this.shaderCache.clear(); + this.materialCache.clear(); + + } + + _getShaderCacheForMaterial( material ) { + + const cache = this.materialCache; + let set = cache.get( material ); + + if ( set === undefined ) { + + set = new Set(); + cache.set( material, set ); + + } + + return set; + + } + + _getShaderStage( code ) { + + const cache = this.shaderCache; + let stage = cache.get( code ); + + if ( stage === undefined ) { + + stage = new WebGLShaderStage( code ); + cache.set( code, stage ); + + } + + return stage; + + } + +} + +class WebGLShaderStage { + + constructor( code ) { + + this.id = _id$1 ++; + + this.code = code; + this.usedTimes = 0; + + } + +} + +function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) { + + const _programLayers = new Layers(); + const _customShaders = new WebGLShaderCache(); + const programs = []; + + const IS_WEBGL2 = capabilities.isWebGL2; + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures; + + let precision = capabilities.precision; + + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + function getChannel( value ) { + + if ( value === 0 ) return 'uv'; + + return `uv${ value }`; + + } + + function getParameters( material, lights, shadows, scene, object ) { + + const fog = scene.fog; + const geometry = object.geometry; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + + const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); + const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null; + + const shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + // + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let morphTextureStride = 0; + + if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; + if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; + if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3; + + // + + let vertexShader, fragmentShader; + let customVertexShaderID, customFragmentShaderID; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + + vertexShader = shader.vertexShader; + fragmentShader = shader.fragmentShader; + + } else { + + vertexShader = material.vertexShader; + fragmentShader = material.fragmentShader; + + _customShaders.update( material ); + + customVertexShaderID = _customShaders.getVertexShaderID( material ); + customFragmentShaderID = _customShaders.getFragmentShaderID( material ); + + } + + const currentRenderTarget = renderer.getRenderTarget(); + + const IS_INSTANCEDMESH = object.isInstancedMesh === true; + const IS_BATCHEDMESH = object.isBatchedMesh === true; + + const HAS_MAP = !! material.map; + const HAS_MATCAP = !! material.matcap; + const HAS_ENVMAP = !! envMap; + const HAS_AOMAP = !! material.aoMap; + const HAS_LIGHTMAP = !! material.lightMap; + const HAS_BUMPMAP = !! material.bumpMap; + const HAS_NORMALMAP = !! material.normalMap; + const HAS_DISPLACEMENTMAP = !! material.displacementMap; + const HAS_EMISSIVEMAP = !! material.emissiveMap; + + const HAS_METALNESSMAP = !! material.metalnessMap; + const HAS_ROUGHNESSMAP = !! material.roughnessMap; + + const HAS_ANISOTROPY = material.anisotropy > 0; + const HAS_CLEARCOAT = material.clearcoat > 0; + const HAS_IRIDESCENCE = material.iridescence > 0; + const HAS_SHEEN = material.sheen > 0; + const HAS_TRANSMISSION = material.transmission > 0; + + const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap; + + const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; + const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; + const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap; + + const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; + const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap; + + const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; + const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap; + + const HAS_SPECULARMAP = !! material.specularMap; + const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; + const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap; + + const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; + const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap; + + const HAS_GRADIENTMAP = !! material.gradientMap; + + const HAS_ALPHAMAP = !! material.alphaMap; + + const HAS_ALPHATEST = material.alphaTest > 0; + + const HAS_ALPHAHASH = !! material.alphaHash; + + const HAS_EXTENSIONS = !! material.extensions; + + const HAS_ATTRIBUTE_UV1 = !! geometry.attributes.uv1; + const HAS_ATTRIBUTE_UV2 = !! geometry.attributes.uv2; + const HAS_ATTRIBUTE_UV3 = !! geometry.attributes.uv3; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = renderer.toneMapping; + + } + + } + + const parameters = { + + isWebGL2: IS_WEBGL2, + + shaderID: shaderID, + shaderType: material.type, + shaderName: material.name, + + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, + + customVertexShaderID: customVertexShaderID, + customFragmentShaderID: customFragmentShaderID, + + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, + + precision: precision, + + batching: IS_BATCHEDMESH, + instancing: IS_INSTANCEDMESH, + instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, + + supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES, + outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ), + + map: HAS_MAP, + matcap: HAS_MATCAP, + envMap: HAS_ENVMAP, + envMapMode: HAS_ENVMAP && envMap.mapping, + envMapCubeUVHeight: envMapCubeUVHeight, + aoMap: HAS_AOMAP, + lightMap: HAS_LIGHTMAP, + bumpMap: HAS_BUMPMAP, + normalMap: HAS_NORMALMAP, + displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP, + emissiveMap: HAS_EMISSIVEMAP, + + normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, + normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap, + + metalnessMap: HAS_METALNESSMAP, + roughnessMap: HAS_ROUGHNESSMAP, + + anisotropy: HAS_ANISOTROPY, + anisotropyMap: HAS_ANISOTROPYMAP, + + clearcoat: HAS_CLEARCOAT, + clearcoatMap: HAS_CLEARCOATMAP, + clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, + clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP, + + iridescence: HAS_IRIDESCENCE, + iridescenceMap: HAS_IRIDESCENCEMAP, + iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP, + + sheen: HAS_SHEEN, + sheenColorMap: HAS_SHEEN_COLORMAP, + sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP, + + specularMap: HAS_SPECULARMAP, + specularColorMap: HAS_SPECULAR_COLORMAP, + specularIntensityMap: HAS_SPECULAR_INTENSITYMAP, + + transmission: HAS_TRANSMISSION, + transmissionMap: HAS_TRANSMISSIONMAP, + thicknessMap: HAS_THICKNESSMAP, + + gradientMap: HAS_GRADIENTMAP, + + opaque: material.transparent === false && material.blending === NormalBlending, + + alphaMap: HAS_ALPHAMAP, + alphaTest: HAS_ALPHATEST, + alphaHash: HAS_ALPHAHASH, + + combine: material.combine, + + // + + mapUv: HAS_MAP && getChannel( material.map.channel ), + aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), + lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), + bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), + normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), + displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), + emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ), + + metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), + roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ), + + anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ), + + clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), + clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), + clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ), + + iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), + iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ), + + sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), + sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ), + + specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), + specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), + specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ), + + transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), + thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ), + + alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ), + + // + + vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, + vertexUv1s: HAS_ATTRIBUTE_UV1, + vertexUv2s: HAS_ATTRIBUTE_UV2, + vertexUv3s: HAS_ATTRIBUTE_UV3, + + pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ), + + fog: !! fog, + useFog: material.fog === true, + fogExp2: ( fog && fog.isFogExp2 ), + + flatShading: material.flatShading === true, + + sizeAttenuation: material.sizeAttenuation === true, + logarithmicDepthBuffer: logarithmicDepthBuffer, + + skinning: object.isSkinnedMesh === true, + + morphTargets: geometry.morphAttributes.position !== undefined, + morphNormals: geometry.morphAttributes.normal !== undefined, + morphColors: geometry.morphAttributes.color !== undefined, + morphTargetsCount: morphTargetsCount, + morphTextureStride: morphTextureStride, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numSpotLightMaps: lights.spotLightMap.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, + + numLightProbes: lights.numLightProbes, + + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: toneMapping, + useLegacyLights: renderer._useLegacyLights, + + decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ), + + premultipliedAlpha: material.premultipliedAlpha, + + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + useDepthPacking: material.depthPacking >= 0, + depthPacking: material.depthPacking || 0, + + index0AttributeName: material.index0AttributeName, + + extensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true, + extensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true, + extensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true, + extensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true, + extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance && extensions.has( 'WEBGL_clip_cull_distance' ), + + rendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ), + rendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ), + rendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ), + rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ), + + customProgramCacheKey: material.customProgramCacheKey() + + }; + + return parameters; + + } + + function getProgramCacheKey( parameters ) { + + const array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( parameters.customVertexShaderID ); + array.push( parameters.customFragmentShaderID ); + + } + + if ( parameters.defines !== undefined ) { + + for ( const name in parameters.defines ) { + + array.push( name ); + array.push( parameters.defines[ name ] ); + + } + + } + + if ( parameters.isRawShaderMaterial === false ) { + + getProgramCacheKeyParameters( array, parameters ); + getProgramCacheKeyBooleans( array, parameters ); + array.push( renderer.outputColorSpace ); + + } + + array.push( parameters.customProgramCacheKey ); + + return array.join(); + + } + + function getProgramCacheKeyParameters( array, parameters ) { + + array.push( parameters.precision ); + array.push( parameters.outputColorSpace ); + array.push( parameters.envMapMode ); + array.push( parameters.envMapCubeUVHeight ); + array.push( parameters.mapUv ); + array.push( parameters.alphaMapUv ); + array.push( parameters.lightMapUv ); + array.push( parameters.aoMapUv ); + array.push( parameters.bumpMapUv ); + array.push( parameters.normalMapUv ); + array.push( parameters.displacementMapUv ); + array.push( parameters.emissiveMapUv ); + array.push( parameters.metalnessMapUv ); + array.push( parameters.roughnessMapUv ); + array.push( parameters.anisotropyMapUv ); + array.push( parameters.clearcoatMapUv ); + array.push( parameters.clearcoatNormalMapUv ); + array.push( parameters.clearcoatRoughnessMapUv ); + array.push( parameters.iridescenceMapUv ); + array.push( parameters.iridescenceThicknessMapUv ); + array.push( parameters.sheenColorMapUv ); + array.push( parameters.sheenRoughnessMapUv ); + array.push( parameters.specularMapUv ); + array.push( parameters.specularColorMapUv ); + array.push( parameters.specularIntensityMapUv ); + array.push( parameters.transmissionMapUv ); + array.push( parameters.thicknessMapUv ); + array.push( parameters.combine ); + array.push( parameters.fogExp2 ); + array.push( parameters.sizeAttenuation ); + array.push( parameters.morphTargetsCount ); + array.push( parameters.morphAttributeCount ); + array.push( parameters.numDirLights ); + array.push( parameters.numPointLights ); + array.push( parameters.numSpotLights ); + array.push( parameters.numSpotLightMaps ); + array.push( parameters.numHemiLights ); + array.push( parameters.numRectAreaLights ); + array.push( parameters.numDirLightShadows ); + array.push( parameters.numPointLightShadows ); + array.push( parameters.numSpotLightShadows ); + array.push( parameters.numSpotLightShadowsWithMaps ); + array.push( parameters.numLightProbes ); + array.push( parameters.shadowMapType ); + array.push( parameters.toneMapping ); + array.push( parameters.numClippingPlanes ); + array.push( parameters.numClipIntersection ); + array.push( parameters.depthPacking ); + + } + + function getProgramCacheKeyBooleans( array, parameters ) { + + _programLayers.disableAll(); + + if ( parameters.isWebGL2 ) + _programLayers.enable( 0 ); + if ( parameters.supportsVertexTextures ) + _programLayers.enable( 1 ); + if ( parameters.instancing ) + _programLayers.enable( 2 ); + if ( parameters.instancingColor ) + _programLayers.enable( 3 ); + if ( parameters.matcap ) + _programLayers.enable( 4 ); + if ( parameters.envMap ) + _programLayers.enable( 5 ); + if ( parameters.normalMapObjectSpace ) + _programLayers.enable( 6 ); + if ( parameters.normalMapTangentSpace ) + _programLayers.enable( 7 ); + if ( parameters.clearcoat ) + _programLayers.enable( 8 ); + if ( parameters.iridescence ) + _programLayers.enable( 9 ); + if ( parameters.alphaTest ) + _programLayers.enable( 10 ); + if ( parameters.vertexColors ) + _programLayers.enable( 11 ); + if ( parameters.vertexAlphas ) + _programLayers.enable( 12 ); + if ( parameters.vertexUv1s ) + _programLayers.enable( 13 ); + if ( parameters.vertexUv2s ) + _programLayers.enable( 14 ); + if ( parameters.vertexUv3s ) + _programLayers.enable( 15 ); + if ( parameters.vertexTangents ) + _programLayers.enable( 16 ); + if ( parameters.anisotropy ) + _programLayers.enable( 17 ); + if ( parameters.alphaHash ) + _programLayers.enable( 18 ); + if ( parameters.batching ) + _programLayers.enable( 19 ); + + array.push( _programLayers.mask ); + _programLayers.disableAll(); + + if ( parameters.fog ) + _programLayers.enable( 0 ); + if ( parameters.useFog ) + _programLayers.enable( 1 ); + if ( parameters.flatShading ) + _programLayers.enable( 2 ); + if ( parameters.logarithmicDepthBuffer ) + _programLayers.enable( 3 ); + if ( parameters.skinning ) + _programLayers.enable( 4 ); + if ( parameters.morphTargets ) + _programLayers.enable( 5 ); + if ( parameters.morphNormals ) + _programLayers.enable( 6 ); + if ( parameters.morphColors ) + _programLayers.enable( 7 ); + if ( parameters.premultipliedAlpha ) + _programLayers.enable( 8 ); + if ( parameters.shadowMapEnabled ) + _programLayers.enable( 9 ); + if ( parameters.useLegacyLights ) + _programLayers.enable( 10 ); + if ( parameters.doubleSided ) + _programLayers.enable( 11 ); + if ( parameters.flipSided ) + _programLayers.enable( 12 ); + if ( parameters.useDepthPacking ) + _programLayers.enable( 13 ); + if ( parameters.dithering ) + _programLayers.enable( 14 ); + if ( parameters.transmission ) + _programLayers.enable( 15 ); + if ( parameters.sheen ) + _programLayers.enable( 16 ); + if ( parameters.opaque ) + _programLayers.enable( 17 ); + if ( parameters.pointsUvs ) + _programLayers.enable( 18 ); + if ( parameters.decodeVideoTexture ) + _programLayers.enable( 19 ); + + array.push( _programLayers.mask ); + + } + + function getUniforms( material ) { + + const shaderID = shaderIDs[ material.type ]; + let uniforms; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + uniforms = UniformsUtils.clone( shader.uniforms ); + + } else { + + uniforms = material.uniforms; + + } + + return uniforms; + + } + + function acquireProgram( parameters, cacheKey ) { + + let program; + + // Check if code has been already compiled + for ( let p = 0, pl = programs.length; p < pl; p ++ ) { + + const preexistingProgram = programs[ p ]; + + if ( preexistingProgram.cacheKey === cacheKey ) { + + program = preexistingProgram; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); + programs.push( program ); + + } + + return program; + + } + + function releaseProgram( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + const i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + } + + function releaseShaderCache( material ) { + + _customShaders.remove( material ); + + } + + function dispose() { + + _customShaders.dispose(); + + } + + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + releaseShaderCache: releaseShaderCache, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs, + dispose: dispose + }; + +} + +function WebGLProperties() { + + let properties = new WeakMap(); + + function get( object ) { + + let map = properties.get( object ); + + if ( map === undefined ) { + + map = {}; + properties.set( object, map ); + + } + + return map; + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + get: get, + remove: remove, + update: update, + dispose: dispose + }; + +} + +function painterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + +} + +function reversePainterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + +} + + +function WebGLRenderList() { + + const renderItems = []; + let renderItemsIndex = 0; + + const opaque = []; + const transmissive = []; + const transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transmissive.length = 0; + transparent.length = 0; + + } + + function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { + + let renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + renderItemsIndex ++; + + return renderItem; + + } + + function push( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.push( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.push( renderItem ); + + } else { + + opaque.push( renderItem ); + + } + + } + + function unshift( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.unshift( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.unshift( renderItem ); + + } else { + + opaque.unshift( renderItem ); + + } + + } + + function sort( customOpaqueSort, customTransparentSort ) { + + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); + + } + + function finish() { + + // Clear references from inactive renderItems in the list + + for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { + + const renderItem = renderItems[ i ]; + + if ( renderItem.id === null ) break; + + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.group = null; + + } + + } + + return { + + opaque: opaque, + transmissive: transmissive, + transparent: transparent, + + init: init, + push: push, + unshift: unshift, + finish: finish, + + sort: sort + }; + +} + +function WebGLRenderLists() { + + let lists = new WeakMap(); + + function get( scene, renderCallDepth ) { + + const listArray = lists.get( scene ); + let list; + + if ( listArray === undefined ) { + + list = new WebGLRenderList(); + lists.set( scene, [ list ] ); + + } else { + + if ( renderCallDepth >= listArray.length ) { + + list = new WebGLRenderList(); + listArray.push( list ); + + } else { + + list = listArray[ renderCallDepth ]; + + } + + } + + return list; + + } + + function dispose() { + + lists = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +function UniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +function ShadowUniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + // TODO (abelnation): set RectAreaLight shadow uniforms + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + + + +let nextVersion = 0; + +function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { + + return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); + +} + +function WebGLLights( extensions, capabilities ) { + + const cache = new UniformsCache(); + + const shadowCache = ShadowUniformsCache(); + + const state = { + + version: 0, + + hash: { + directionalLength: - 1, + pointLength: - 1, + spotLength: - 1, + rectAreaLength: - 1, + hemiLength: - 1, + + numDirectionalShadows: - 1, + numPointShadows: - 1, + numSpotShadows: - 1, + numSpotMaps: - 1, + + numLightProbes: - 1 + }, + + ambient: [ 0, 0, 0 ], + probe: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotLightMap: [], + spotShadow: [], + spotShadowMap: [], + spotLightMatrix: [], + rectArea: [], + rectAreaLTC1: null, + rectAreaLTC2: null, + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], + numSpotLightShadowsWithMaps: 0, + numLightProbes: 0 + + }; + + for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); + + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); + + function setup( lights, useLegacyLights ) { + + let r = 0, g = 0, b = 0; + + for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; + let numSpotMaps = 0; + let numSpotShadowsWithMaps = 0; + + let numLightProbes = 0; + + // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] + lights.sort( shadowCastingAndTexturingLightsFirst ); + + // artist-friendly light intensity scaling factor + const scaleFactor = ( useLegacyLights === true ) ? Math.PI : 1; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; + + const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light.isAmbientLight ) { + + r += color.r * intensity * scaleFactor; + g += color.g * intensity * scaleFactor; + b += color.b * intensity * scaleFactor; + + } else if ( light.isLightProbe ) { + + for ( let j = 0; j < 9; j ++ ) { + + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); + + } + + numLightProbes ++; + + } else if ( light.isDirectionalLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + + numDirectionalShadows ++; + + } + + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + + uniforms.color.copy( color ).multiplyScalar( intensity * scaleFactor ); + uniforms.distance = distance; + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; + + state.spot[ spotLength ] = uniforms; + + const shadow = light.shadow; + + if ( light.map ) { + + state.spotLightMap[ numSpotMaps ] = light.map; + numSpotMaps ++; + + // make sure the lightMatrix is up to date + // TODO : do it if required only + shadow.updateMatrices( light ); + + if ( light.castShadow ) numSpotShadowsWithMaps ++; + + } + + state.spotLightMatrix[ spotLength ] = shadow.matrix; + + if ( light.castShadow ) { + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + + numSpotShadows ++; + + } + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + + numPointShadows ++; + + } + + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = cache.get( light ); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity * scaleFactor ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + if ( rectAreaLength > 0 ) { + + if ( capabilities.isWebGL2 ) { + + // WebGL 2 + + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else { + + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + + } + + } else { + + // WebGL 1 + + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + + } else { + + console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' ); + + } + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + const hash = state.hash; + + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows || + hash.numSpotMaps !== numSpotMaps || + hash.numLightProbes !== numLightProbes ) { + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; + state.spotLightMap.length = numSpotMaps; + state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; + state.numLightProbes = numLightProbes; + + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + hash.numSpotMaps = numSpotMaps; + + hash.numLightProbes = numLightProbes; + + state.version = nextVersion ++; + + } + + } + + function setupView( lights, camera ) { + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + const viewMatrix = camera.matrixWorldInverse; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + if ( light.isDirectionalLight ) { + + const uniforms = state.directional[ directionalLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = state.spot[ spotLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = state.rectArea[ rectAreaLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = state.point[ pointLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = state.hemi[ hemiLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + + hemiLength ++; + + } + + } + + } + + return { + setup: setup, + setupView: setupView, + state: state + }; + +} + +function WebGLRenderState( extensions, capabilities ) { + + const lights = new WebGLLights( extensions, capabilities ); + + const lightsArray = []; + const shadowsArray = []; + + function init() { + + lightsArray.length = 0; + shadowsArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function setupLights( useLegacyLights ) { + + lights.setup( lightsArray, useLegacyLights ); + + } + + function setupLightsView( camera ) { + + lights.setupView( lightsArray, camera ); + + } + + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + + lights: lights + }; + + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, + + pushLight: pushLight, + pushShadow: pushShadow + }; + +} + +function WebGLRenderStates( extensions, capabilities ) { + + let renderStates = new WeakMap(); + + function get( scene, renderCallDepth = 0 ) { + + const renderStateArray = renderStates.get( scene ); + let renderState; + + if ( renderStateArray === undefined ) { + + renderState = new WebGLRenderState( extensions, capabilities ); + renderStates.set( scene, [ renderState ] ); + + } else { + + if ( renderCallDepth >= renderStateArray.length ) { + + renderState = new WebGLRenderState( extensions, capabilities ); + renderStateArray.push( renderState ); + + } else { + + renderState = renderStateArray[ renderCallDepth ]; + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +class MeshDepthMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshDepthMaterial = true; + + this.type = 'MeshDepthMaterial'; + + this.depthPacking = BasicDepthPacking; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.depthPacking = source.depthPacking; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + } + +} + +class MeshDistanceMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshDistanceMaterial = true; + + this.type = 'MeshDistanceMaterial'; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + return this; + + } + +} + +const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; + +const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; + +function WebGLShadowMap( _renderer, _objects, _capabilities ) { + + let _frustum = new Frustum(); + + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + + _viewport = new Vector4(), + + _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ), + _distanceMaterial = new MeshDistanceMaterial(), + + _materialCache = {}, + + _maxTextureSize = _capabilities.maxTextureSize; + + const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; + + const shadowMaterialVertical = new ShaderMaterial( { + defines: { + VSM_SAMPLES: 8 + }, + uniforms: { + shadow_pass: { value: null }, + resolution: { value: new Vector2() }, + radius: { value: 4.0 } + }, + + vertexShader: vertex, + fragmentShader: fragment + + } ); + + const shadowMaterialHorizontal = shadowMaterialVertical.clone(); + shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; + + const fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute( + 'position', + new BufferAttribute( + new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), + 3 + ) + ); + + const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); + + const scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + let _previousType = this.type; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + const currentRenderTarget = _renderer.getRenderTarget(); + const activeCubeFace = _renderer.getActiveCubeFace(); + const activeMipmapLevel = _renderer.getActiveMipmapLevel(); + + const _state = _renderer.state; + + // Set GL state for depth map. + _state.setBlending( NoBlending ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // check for shadow map type changes + + const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap ); + const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap ); + + // render depth map + + for ( let i = 0, il = lights.length; i < il; i ++ ) { + + const light = lights[ i ]; + const shadow = light.shadow; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; + + _shadowMapSize.copy( shadow.mapSize ); + + const shadowFrameExtents = shadow.getFrameExtents(); + + _shadowMapSize.multiply( shadowFrameExtents ); + + _viewportSize.copy( shadow.mapSize ); + + if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { + + if ( _shadowMapSize.x > _maxTextureSize ) { + + _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; + + } + + if ( _shadowMapSize.y > _maxTextureSize ) { + + _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; + + } + + } + + if ( shadow.map === null || toVSM === true || fromVSM === true ) { + + const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {}; + + if ( shadow.map !== null ) { + + shadow.map.dispose(); + + } + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + '.shadowMap'; + + shadow.camera.updateProjectionMatrix(); + + } + + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + + const viewportCount = shadow.getViewportCount(); + + for ( let vp = 0; vp < viewportCount; vp ++ ) { + + const viewport = shadow.getViewport( vp ); + + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); + + _state.viewport( _viewport ); + + shadow.updateMatrices( light, vp ); + + _frustum = shadow.getFrustum(); + + renderObject( scene, camera, shadow.camera, light, this.type ); + + } + + // do blur pass for VSM + + if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { + + VSMPass( shadow, camera ); + + } + + shadow.needsUpdate = false; + + } + + _previousType = this.type; + + scope.needsUpdate = false; + + _renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); + + }; + + function VSMPass( shadow, camera ) { + + const geometry = _objects.update( fullScreenMesh ); + + if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { + + shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; + shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; + + shadowMaterialVertical.needsUpdate = true; + shadowMaterialHorizontal.needsUpdate = true; + + } + + if ( shadow.mapPass === null ) { + + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); + + } + + // vertical pass + + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; + shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; + shadowMaterialVertical.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.mapPass ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); + + // horizontal pass + + shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; + shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; + _renderer.setRenderTarget( shadow.map ); + _renderer.clear(); + _renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); + + } + + function getDepthMaterial( object, material, light, type ) { + + let result = null; + + const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; + + if ( customMaterial !== undefined ) { + + result = customMaterial; + + } else { + + result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; + + if ( ( _renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || + ( material.displacementMap && material.displacementScale !== 0 ) || + ( material.alphaMap && material.alphaTest > 0 ) || + ( material.map && material.alphaTest > 0 ) ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + const keyA = result.uuid, keyB = material.uuid; + + let materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + let cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + material.addEventListener( 'dispose', onMaterialDispose ); + + } + + result = cachedMaterial; + + } + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; + + } else { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; + + } + + result.alphaMap = material.alphaMap; + result.alphaTest = material.alphaTest; + result.map = material.map; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.displacementMap = material.displacementMap; + result.displacementScale = material.displacementScale; + result.displacementBias = material.displacementBias; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { + + const materialProperties = _renderer.properties.get( result ); + materialProperties.light = light; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, light, type ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + const geometry = _objects.update( object ); + const material = object.material; + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let k = 0, kl = groups.length; k < kl; k ++ ) { + + const group = groups[ k ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); + + object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + } + + } + + } else if ( material.visible ) { + + const depthMaterial = getDepthMaterial( object, material, light, type ); + + object.onBeforeShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + object.onAfterShadow( _renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, light, type ); + + } + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + // make sure to remove the unique distance/depth materials used for shadow map rendering + + for ( const id in _materialCache ) { + + const cache = _materialCache[ id ]; + + const uuid = event.target.uuid; + + if ( uuid in cache ) { + + const shadowMaterial = cache[ uuid ]; + shadowMaterial.dispose(); + delete cache[ uuid ]; + + } + + } + + } + +} + +function WebGLState( gl, extensions, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + function ColorBuffer() { + + let locked = false; + + const color = new Vector4(); + let currentColorMask = null; + const currentColorClear = new Vector4( 0, 0, 0, 0 ); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a, premultipliedAlpha ) { + + if ( premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + function DepthBuffer() { + + let locked = false; + + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; + + return { + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + + } + + }; + + } + + function StencilBuffer() { + + let locked = false; + + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( ! locked ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); + + const uboBindings = new WeakMap(); + const uboProgramMap = new WeakMap(); + + let enabledCapabilities = {}; + + let currentBoundFramebuffers = {}; + let currentDrawbuffers = new WeakMap(); + let defaultDrawbuffers = []; + + let currentProgram = null; + + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentBlendColor = new Color( 0, 0, 0 ); + let currentBlendAlpha = 0; + let currentPremultipledAlpha = false; + + let currentFlipSided = null; + let currentCullFace = null; + + let currentLineWidth = null; + + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; + + const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter( gl.VERSION ); + + if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { + + version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { + + version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + let currentTextureSlot = null; + let currentBoundTextures = {}; + + const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); + const viewportParam = gl.getParameter( gl.VIEWPORT ); + + const currentScissor = new Vector4().fromArray( scissorParam ); + const currentViewport = new Vector4().fromArray( viewportParam ); + + function createTexture( type, target, count, dimensions ) { + + const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + const texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( let i = 0; i < count; i ++ ) { + + if ( isWebGL2 && ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) ) { + + gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } else { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + } + + return texture; + + } + + const emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + + if ( isWebGL2 ) { + + emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 ); + emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 ); + + } + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + setBlending( NoBlending ); + + // + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function bindFramebuffer( target, framebuffer ) { + + if ( currentBoundFramebuffers[ target ] !== framebuffer ) { + + gl.bindFramebuffer( target, framebuffer ); + + currentBoundFramebuffers[ target ] = framebuffer; + + if ( isWebGL2 ) { + + // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER + + if ( target === gl.DRAW_FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; + + } + + if ( target === gl.FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; + + } + + } + + return true; + + } + + return false; + + } + + function drawBuffers( renderTarget, framebuffer ) { + + let drawBuffers = defaultDrawbuffers; + + let needsUpdate = false; + + if ( renderTarget ) { + + drawBuffers = currentDrawbuffers.get( framebuffer ); + + if ( drawBuffers === undefined ) { + + drawBuffers = []; + currentDrawbuffers.set( framebuffer, drawBuffers ); + + } + + if ( renderTarget.isWebGLMultipleRenderTargets ) { + + const textures = renderTarget.texture; + + if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; + + } + + drawBuffers.length = textures.length; + + needsUpdate = true; + + } + + } else { + + if ( drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { + + drawBuffers[ 0 ] = gl.COLOR_ATTACHMENT0; + + needsUpdate = true; + + } + + } + + } else { + + if ( drawBuffers[ 0 ] !== gl.BACK ) { + + drawBuffers[ 0 ] = gl.BACK; + + needsUpdate = true; + + } + + } + + if ( needsUpdate ) { + + if ( capabilities.isWebGL2 ) { + + gl.drawBuffers( drawBuffers ); + + } else { + + extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers ); + + } + + } + + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + const equationToGL = { + [ AddEquation ]: gl.FUNC_ADD, + [ SubtractEquation ]: gl.FUNC_SUBTRACT, + [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT + }; + + if ( isWebGL2 ) { + + equationToGL[ MinEquation ] = gl.MIN; + equationToGL[ MaxEquation ] = gl.MAX; + + } else { + + const extension = extensions.get( 'EXT_blend_minmax' ); + + if ( extension !== null ) { + + equationToGL[ MinEquation ] = extension.MIN_EXT; + equationToGL[ MaxEquation ] = extension.MAX_EXT; + + } + + } + + const factorToGL = { + [ ZeroFactor ]: gl.ZERO, + [ OneFactor ]: gl.ONE, + [ SrcColorFactor ]: gl.SRC_COLOR, + [ SrcAlphaFactor ]: gl.SRC_ALPHA, + [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, + [ DstColorFactor ]: gl.DST_COLOR, + [ DstAlphaFactor ]: gl.DST_ALPHA, + [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, + [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, + [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, + [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA, + [ ConstantColorFactor ]: gl.CONSTANT_COLOR, + [ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR, + [ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA, + [ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA + }; + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled === true ) { + + disable( gl.BLEND ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( currentBlendingEnabled === false ) { + + enable( gl.BLEND ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( gl.FUNC_ADD ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } else { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } + + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor.set( 0, 0, 0 ); + currentBlendAlpha = 0; + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + return; + + } + + // custom blending + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) { + + gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha ); + + currentBlendColor.copy( blendColor ); + currentBlendAlpha = blendAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = false; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + let flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { + + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); + + } + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + material.alphaToCoverage === true + ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) + : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture, webglSlot ) { + + if ( webglSlot === undefined ) { + + if ( currentTextureSlot === null ) { + + webglSlot = gl.TEXTURE0 + maxTextures - 1; + + } else { + + webglSlot = currentTextureSlot; + + } + + } + + let boundTexture = currentBoundTextures[ webglSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ webglSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function unbindTexture() { + + const boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture !== undefined && boundTexture.type !== undefined ) { + + gl.bindTexture( boundTexture.type, null ); + + boundTexture.type = undefined; + boundTexture.texture = undefined; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexImage3D() { + + try { + + gl.compressedTexImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texSubImage2D() { + + try { + + gl.texSubImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texSubImage3D() { + + try { + + gl.texSubImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexSubImage2D() { + + try { + + gl.compressedTexSubImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexSubImage3D() { + + try { + + gl.compressedTexSubImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texStorage2D() { + + try { + + gl.texStorage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texStorage3D() { + + try { + + gl.texStorage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage3D() { + + try { + + gl.texImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + function updateUBOMapping( uniformsGroup, program ) { + + let mapping = uboProgramMap.get( program ); + + if ( mapping === undefined ) { + + mapping = new WeakMap(); + + uboProgramMap.set( program, mapping ); + + } + + let blockIndex = mapping.get( uniformsGroup ); + + if ( blockIndex === undefined ) { + + blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); + + mapping.set( uniformsGroup, blockIndex ); + + } + + } + + function uniformBlockBinding( uniformsGroup, program ) { + + const mapping = uboProgramMap.get( program ); + const blockIndex = mapping.get( uniformsGroup ); + + if ( uboBindings.get( program ) !== blockIndex ) { + + // bind shader specific block index to global block point + gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); + + uboBindings.set( program, blockIndex ); + + } + + } + + // + + function reset() { + + // reset state + + gl.disable( gl.BLEND ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.POLYGON_OFFSET_FILL ); + gl.disable( gl.SCISSOR_TEST ); + gl.disable( gl.STENCIL_TEST ); + gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ONE, gl.ZERO ); + gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); + gl.blendColor( 0, 0, 0, 0 ); + + gl.colorMask( true, true, true, true ); + gl.clearColor( 0, 0, 0, 0 ); + + gl.depthMask( true ); + gl.depthFunc( gl.LESS ); + gl.clearDepth( 1 ); + + gl.stencilMask( 0xffffffff ); + gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); + gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); + gl.clearStencil( 0 ); + + gl.cullFace( gl.BACK ); + gl.frontFace( gl.CCW ); + + gl.polygonOffset( 0, 0 ); + + gl.activeTexture( gl.TEXTURE0 ); + + gl.bindFramebuffer( gl.FRAMEBUFFER, null ); + + if ( isWebGL2 === true ) { + + gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); + + } + + gl.useProgram( null ); + + gl.lineWidth( 1 ); + + gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); + + // reset internals + + enabledCapabilities = {}; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentBoundFramebuffers = {}; + currentDrawbuffers = new WeakMap(); + defaultDrawbuffers = []; + + currentProgram = null; + + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor = new Color( 0, 0, 0 ); + currentBlendAlpha = 0; + currentPremultipledAlpha = false; + + currentFlipSided = null; + currentCullFace = null; + + currentLineWidth = null; + + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; + + currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); + currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + enable: enable, + disable: disable, + + bindFramebuffer: bindFramebuffer, + drawBuffers: drawBuffers, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + compressedTexImage3D: compressedTexImage3D, + texImage2D: texImage2D, + texImage3D: texImage3D, + + updateUBOMapping: updateUBOMapping, + uniformBlockBinding: uniformBlockBinding, + + texStorage2D: texStorage2D, + texStorage3D: texStorage3D, + texSubImage2D: texSubImage2D, + texSubImage3D: texSubImage3D, + compressedTexSubImage2D: compressedTexSubImage2D, + compressedTexSubImage3D: compressedTexSubImage3D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + +} + +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + + const isWebGL2 = capabilities.isWebGL2; + const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); + + const _videoTextures = new WeakMap(); + let _canvas; + + const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source + + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). + + let useOffscreenCanvas = false; + + try { + + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' + // eslint-disable-next-line compat/compat + && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; + + } catch ( err ) { + + // Ignore any errors + + } + + function createCanvas( width, height ) { + + // Use OffscreenCanvas when available. Specially needed in web workers + + return useOffscreenCanvas ? + // eslint-disable-next-line compat/compat + new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); + + } + + function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) { + + let scale = 1; + + // handle case if texture exceeds max size + + if ( image.width > maxSize || image.height > maxSize ) { + + scale = maxSize / Math.max( image.width, image.height ); + + } + + // only perform resize if necessary + + if ( scale < 1 || needsPowerOfTwo === true ) { + + // only perform resize for certain image types + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor; + + const width = floor( scale * image.width ); + const height = floor( scale * image.height ); + + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); + + // cube textures can't reuse the same canvas + + const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; + + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); + + console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' ); + + return canvas; + + } else { + + if ( 'data' in image ) { + + console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' ); + + } + + return image; + + } + + } + + return image; + + } + + function isPowerOfTwo$1( image ) { + + return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ); + + } + + function textureNeedsPowerOfTwo( texture ) { + + if ( isWebGL2 ) return false; + + return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || + ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + + } + + function textureNeedsGenerateMipmaps( texture, supportsMips ) { + + return texture.generateMipmaps && supportsMips && + texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + } + + function generateMipmap( target ) { + + _gl.generateMipmap( target ); + + } + + function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) { + + if ( isWebGL2 === false ) return glFormat; + + if ( internalFormatName !== null ) { + + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; + + console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); + + } + + let internalFormat = glFormat; + + if ( glFormat === _gl.RED ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8; + + } + + if ( glFormat === _gl.RED_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.R8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.R16I; + if ( glType === _gl.INT ) internalFormat = _gl.R32I; + + } + + if ( glFormat === _gl.RG ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; + + } + + if ( glFormat === _gl.RGBA ) { + + const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace ); + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; + if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; + if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; + + } + + if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || + internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || + internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { + + extensions.get( 'EXT_color_buffer_float' ); + + } + + return internalFormat; + + } + + function getMipLevels( texture, image, supportsMips ) { + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { + + return Math.log2( Math.max( image.width, image.height ) ) + 1; + + } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { + + // user-defined mipmaps + + return texture.mipmaps.length; + + } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { + + return image.mipmaps.length; + + } else { + + // texture without mipmaps (only base level) + + return 1; + + } + + } + + // Fallback filters for non-power-of-2 textures + + function filterFallback( f ) { + + if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) { + + return _gl.NEAREST; + + } + + return _gl.LINEAR; + + } + + // + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + _videoTextures.delete( texture ); + + } + + } + + function onRenderTargetDispose( event ) { + + const renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + } + + // + + function deallocateTexture( texture ) { + + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglInit === undefined ) return; + + // check if it's necessary to remove the WebGLTexture object + + const source = texture.source; + const webglTextures = _sources.get( source ); + + if ( webglTextures ) { + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + webglTexture.usedTimes --; + + // the WebGLTexture object is not used anymore, remove it + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + // remove the weak map entry if no WebGLTexture uses the source anymore + + if ( Object.keys( webglTextures ).length === 0 ) { + + _sources.delete( source ); + + } + + } + + properties.remove( texture ); + + } + + function deleteTexture( texture ) { + + const textureProperties = properties.get( texture ); + _gl.deleteTexture( textureProperties.__webglTexture ); + + const source = texture.source; + const webglTextures = _sources.get( source ); + delete webglTextures[ textureProperties.__cacheKey ]; + + info.memory.textures --; + + } + + function deallocateRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglTexture !== undefined ) { + + _gl.deleteTexture( textureProperties.__webglTexture ); + + info.memory.textures --; + + } + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + } + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + for ( let i = 0; i < 6; i ++ ) { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + + if ( renderTargetProperties.__webglColorRenderbuffer ) { + + for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { + + if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + } + + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); + + } + + if ( renderTarget.isWebGLMultipleRenderTargets ) { + + for ( let i = 0, il = texture.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( texture[ i ] ); + + if ( attachmentProperties.__webglTexture ) { + + _gl.deleteTexture( attachmentProperties.__webglTexture ); + + info.memory.textures --; + + } + + properties.remove( texture[ i ] ); + + } + + } + + properties.remove( texture ); + properties.remove( renderTarget ); + + } + + // + + let textureUnits = 0; + + function resetTextureUnits() { + + textureUnits = 0; + + } + + function allocateTextureUnit() { + + const textureUnit = textureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + textureUnits += 1; + + return textureUnit; + + } + + function getTextureCacheKey( texture ) { + + const array = []; + + array.push( texture.wrapS ); + array.push( texture.wrapT ); + array.push( texture.wrapR || 0 ); + array.push( texture.magFilter ); + array.push( texture.minFilter ); + array.push( texture.anisotropy ); + array.push( texture.internalFormat ); + array.push( texture.format ); + array.push( texture.type ); + array.push( texture.generateMipmaps ); + array.push( texture.premultiplyAlpha ); + array.push( texture.flipY ); + array.push( texture.unpackAlignment ); + array.push( texture.colorSpace ); + + return array.join(); + + } + + // + + function setTexture2D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isVideoTexture ) updateVideoTexture( texture ); + + if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { + + const image = texture.image; + + if ( image === null ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture2DArray( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture3D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTextureCube( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadCubeTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + const wrappingToGL = { + [ RepeatWrapping ]: _gl.REPEAT, + [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, + [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT + }; + + const filterToGL = { + [ NearestFilter ]: _gl.NEAREST, + [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, + [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, + + [ LinearFilter ]: _gl.LINEAR, + [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, + [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR + }; + + const compareToGL = { + [ NeverCompare ]: _gl.NEVER, + [ AlwaysCompare ]: _gl.ALWAYS, + [ LessCompare ]: _gl.LESS, + [ LessEqualCompare ]: _gl.LEQUAL, + [ EqualCompare ]: _gl.EQUAL, + [ GreaterEqualCompare ]: _gl.GEQUAL, + [ GreaterCompare ]: _gl.GREATER, + [ NotEqualCompare ]: _gl.NOTEQUAL + }; + + function setTextureParameters( textureType, texture, supportsMips ) { + + if ( supportsMips ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); + + if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); + + } else { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE ); + + if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE ); + + } + + if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) ); + + if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' ); + + } + + } + + if ( texture.compareFunction ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE ); + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); + + } + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( texture.magFilter === NearestFilter ) return; + if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2 + if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function initTexture( textureProperties, texture ) { + + let forceUpload = false; + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + } + + // create Source <-> WebGLTextures mapping if necessary + + const source = texture.source; + let webglTextures = _sources.get( source ); + + if ( webglTextures === undefined ) { + + webglTextures = {}; + _sources.set( source, webglTextures ); + + } + + // check if there is already a WebGLTexture object for the given texture parameters + + const textureCacheKey = getTextureCacheKey( texture ); + + if ( textureCacheKey !== textureProperties.__cacheKey ) { + + // if not, create a new instance of WebGLTexture + + if ( webglTextures[ textureCacheKey ] === undefined ) { + + // create new entry + + webglTextures[ textureCacheKey ] = { + texture: _gl.createTexture(), + usedTimes: 0 + }; + + info.memory.textures ++; + + // when a new instance of WebGLTexture was created, a texture upload is required + // even if the image contents are identical + + forceUpload = true; + + } + + webglTextures[ textureCacheKey ].usedTimes ++; + + // every time the texture cache key changes, it's necessary to check if an instance of + // WebGLTexture can be deleted in order to avoid a memory leak. + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + + if ( webglTexture !== undefined ) { + + webglTextures[ textureProperties.__cacheKey ].usedTimes --; + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + } + + // store references to cache key and WebGLTexture object + + textureProperties.__cacheKey = textureCacheKey; + textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; + + } + + return forceUpload; + + } + + function uploadTexture( textureProperties, texture, slot ) { + + let textureType = _gl.TEXTURE_2D; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; + if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false; + let image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize ); + image = verifyColorSpace( texture, image ); + + const supportsMips = isPowerOfTwo$1( image ) || isWebGL2, + glFormat = utils.convert( texture.format, texture.colorSpace ); + + let glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture ); + + setTextureParameters( textureType, texture, supportsMips ); + + let mipmap; + const mipmaps = texture.mipmaps; + + const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true && glInternalFormat !== RGB_ETC1_Format ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const levels = getMipLevels( texture, image, supportsMips ); + + if ( texture.isDepthTexture ) { + + // populate depth texture with dummy data + + glInternalFormat = _gl.DEPTH_COMPONENT; + + if ( isWebGL2 ) { + + if ( texture.type === FloatType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( texture.type === UnsignedIntType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } else if ( texture.type === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + + } else { + + glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D + + } + + } else { + + if ( texture.type === FloatType ) { + + console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' ); + + } + + } + + // validation checks for WebGL 1 + + if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); + + texture.type = UnsignedIntType; + glType = utils.convert( texture.type ); + + } + + } + + if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) { + + // Depth stencil textures need the DEPTH_STENCIL internal format + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + glInternalFormat = _gl.DEPTH_STENCIL; + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedInt248Type ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); + + texture.type = UnsignedInt248Type; + glType = utils.convert( texture.type ); + + } + + } + + // + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } + + } + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } + + } else if ( texture.isCompressedTexture ) { + + if ( texture.isCompressedArrayTexture ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 ); + + } else { + + state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } else { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else if ( texture.isDataArrayTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isData3DTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } else { + + state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isFramebufferTexture ) { + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } else { + + let width = image.width, height = image.height; + + for ( let i = 0; i < levels; i ++ ) { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); + + width >>= 1; + height >>= 1; + + } + + } + + } + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 && supportsMips ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( textureType ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + function uploadCubeTexture( textureProperties, texture, slot ) { + + if ( texture.image.length !== 6 ) return; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); + const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + const cubeImage = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); + + } + + const image = cubeImage[ 0 ], + supportsMips = isPowerOfTwo$1( image ) || isWebGL2, + glFormat = utils.convert( texture.format, texture.colorSpace ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + + const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + let levels = getMipLevels( texture, image, supportsMips ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); + + let mipmaps; + + if ( isCompressed ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + mipmaps = cubeImage[ i ].mipmaps; + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else { + + mipmaps = texture.mipmaps; + + if ( useTexStorage && allocateMemory ) { + + // TODO: Uniformly handle mipmap definitions + // Normal textures and compressed cube textures define base level + mips with their mipmap array + // Uncompressed cube textures use their mipmap array only for mips (no base level) + + if ( mipmaps.length > 0 ) levels ++; + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + if ( isDataTexture ) { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + const mipmapImage = mipmap.image[ i ].image; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); + + } + + } + + } else { + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( useTexStorage ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); + + } + + } + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + // We assume images for cube map have the same size. + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) { + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + const renderTargetProperties = properties.get( renderTarget ); + + if ( ! renderTargetProperties.__hasExternalTextures ) { + + const width = Math.max( 1, renderTarget.width >> level ); + const height = Math.max( 1, renderTarget.height >> level ); + + if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { + + state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null ); + + } else { + + state.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null ); + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); + + } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) { + + let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16; + + if ( isMultisample || useMultisampledRTT( renderTarget ) ) { + + const depthTexture = renderTarget.depthTexture; + + if ( depthTexture && depthTexture.isDepthTexture ) { + + if ( depthTexture.type === FloatType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( depthTexture.type === UnsignedIntType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } + + } + + const samples = getRenderTargetSamples( renderTarget ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) { + + const samples = getRenderTargetSamples( renderTarget ); + + if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); + + } else if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height ); + + } + + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + const samples = getRenderTargetSamples( renderTarget ); + + if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); + + } + + // upload an empty depth texture with framebuffer size + if ( ! properties.get( renderTarget.depthTexture ).__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); + + } + + } else { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // rebind framebuffer with external textures + function rebindTextures( renderTarget, colorTexture, depthTexture ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( colorTexture !== undefined ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 ); + + } + + if ( depthTexture !== undefined ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + if ( renderTarget.isWebGLMultipleRenderTargets !== true ) { + + if ( textureProperties.__webglTexture === undefined ) { + + textureProperties.__webglTexture = _gl.createTexture(); + + } + + textureProperties.__version = texture.version; + info.memory.textures ++; + + } + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); + const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer[ i ] = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } + + } else { + + if ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + if ( isMultipleRenderTargets ) { + + if ( capabilities.drawBuffers ) { + + const textures = renderTarget.texture; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture === undefined ) { + + attachmentProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' ); + + } + + } + + if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { + + const textures = isMultipleRenderTargets ? texture : [ texture ]; + + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = []; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true ); + const samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + if ( renderTarget.depthBuffer ) { + + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips ); + + for ( let i = 0; i < 6; i ++ ) { + + if ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 ); + + } + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + state.unbindTexture(); + + } else if ( isMultipleRenderTargets ) { + + const textures = renderTarget.texture; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachment = textures[ i ]; + const attachmentProperties = properties.get( attachment ); + + state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 ); + + if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) { + + generateMipmap( _gl.TEXTURE_2D ); + + } + + } + + state.unbindTexture(); + + } else { + + let glTextureType = _gl.TEXTURE_2D; + + if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { + + if ( isWebGL2 ) { + + glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + + } else { + + console.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' ); + + } + + } + + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture, supportsMips ); + + if ( isWebGL2 && texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 ); + + } + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + generateMipmap( glTextureType ); + + } + + state.unbindTexture(); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2; + + const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ]; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const texture = textures[ i ]; + + if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) { + + const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + const webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( target, webglTexture ); + generateMipmap( target ); + state.unbindTexture(); + + } + + } + + } + + function updateMultisampleRenderTarget( renderTarget ) { + + if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { + + const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ]; + const width = renderTarget.width; + const height = renderTarget.height; + let mask = _gl.COLOR_BUFFER_BIT; + const invalidationArray = []; + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderTargetProperties = properties.get( renderTarget ); + const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true ); + + // If MRT we need to remove FBO attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + invalidationArray.push( _gl.COLOR_ATTACHMENT0 + i ); + + if ( renderTarget.depthBuffer ) { + + invalidationArray.push( depthStyle ); + + } + + const ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false; + + if ( ignoreDepthValues === false ) { + + if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; + if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; + + } + + if ( isMultipleRenderTargets ) { + + _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + if ( ignoreDepthValues === true ) { + + _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] ); + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); + + } + + if ( isMultipleRenderTargets ) { + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); + + if ( supportsInvalidateFramebuffer ) { + + _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray ); + + } + + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + } + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + } + + } + + function getRenderTargetSamples( renderTarget ) { + + return Math.min( capabilities.maxSamples, renderTarget.samples ); + + } + + function useMultisampledRTT( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + return isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; + + } + + function updateVideoTexture( texture ) { + + const frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures.get( texture ) !== frame ) { + + _videoTextures.set( texture, frame ); + texture.update(); + + } + + } + + function verifyColorSpace( texture, image ) { + + const colorSpace = texture.colorSpace; + const format = texture.format; + const type = texture.type; + + if ( texture.isCompressedTexture === true || texture.isVideoTexture === true || texture.format === _SRGBAFormat ) return image; + + if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) { + + // sRGB + + if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) { + + if ( isWebGL2 === false ) { + + // in WebGL 1, try to use EXT_sRGB extension and unsized formats + + if ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) { + + texture.format = _SRGBAFormat; + + // it's not possible to generate mips in WebGL 1 with this extension + + texture.minFilter = LinearFilter; + texture.generateMipmaps = false; + + } else { + + // slow fallback (CPU decode) + + image = ImageUtils.sRGBToLinear( image ); + + } + + } else { + + // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format + + if ( format !== RGBAFormat || type !== UnsignedByteType ) { + + console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); + + } + + } + + } else { + + console.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace ); + + } + + } + + return image; + + } + + // + + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.rebindTextures = rebindTextures; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; + this.setupDepthRenderbuffer = setupDepthRenderbuffer; + this.setupFrameBufferTexture = setupFrameBufferTexture; + this.useMultisampledRTT = useMultisampledRTT; + +} + +function WebGLUtils( gl, extensions, capabilities ) { + + const isWebGL2 = capabilities.isWebGL2; + + function convert( p, colorSpace = NoColorSpace ) { + + let extension; + + const transfer = ColorManagement.getTransfer( colorSpace ); + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + + if ( p === HalfFloatType ) { + + if ( isWebGL2 ) return gl.HALF_FLOAT; + + extension = extensions.get( 'OES_texture_half_float' ); + + if ( extension !== null ) { + + return extension.HALF_FLOAT_OES; + + } else { + + return null; + + } + + } + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === LuminanceFormat ) return gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + // WebGL 1 sRGB fallback + + if ( p === _SRGBAFormat ) { + + extension = extensions.get( 'EXT_sRGB' ); + + if ( extension !== null ) { + + return extension.SRGB_ALPHA_EXT; + + } else { + + return null; + + } + + } + + // WebGL2 formats. + + if ( p === RedFormat ) return gl.RED; + if ( p === RedIntegerFormat ) return gl.RED_INTEGER; + if ( p === RGFormat ) return gl.RG; + if ( p === RGIntegerFormat ) return gl.RG_INTEGER; + if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; + + // S3TC + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + if ( transfer === SRGBTransfer ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } else { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } + + } + + // PVRTC + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } else { + + return null; + + } + + } + + // ETC1 + + if ( p === RGB_ETC1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) { + + return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } else { + + return null; + + } + + } + + // ETC2 + + if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; + + } else { + + return null; + + } + + } + + // ASTC + + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; + if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; + if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; + if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; + if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; + if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; + if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; + if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; + if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; + if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; + if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; + if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; + if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; + if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; + + } else { + + return null; + + } + + } + + // BPTC + + if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) { + + extension = extensions.get( 'EXT_texture_compression_bptc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; + if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT; + if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT; + + } else { + + return null; + + } + + } + + // RGTC + + if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { + + extension = extensions.get( 'EXT_texture_compression_rgtc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; + if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; + if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; + if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; + + } else { + + return null; + + } + + } + + // + + if ( p === UnsignedInt248Type ) { + + if ( isWebGL2 ) return gl.UNSIGNED_INT_24_8; + + extension = extensions.get( 'WEBGL_depth_texture' ); + + if ( extension !== null ) { + + return extension.UNSIGNED_INT_24_8_WEBGL; + + } else { + + return null; + + } + + } + + // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) + + return ( gl[ p ] !== undefined ) ? gl[ p ] : null; + + } + + return { convert: convert }; + +} + +class ArrayCamera extends PerspectiveCamera { + + constructor( array = [] ) { + + super(); + + this.isArrayCamera = true; + + this.cameras = array; + + } + +} + +class Group extends Object3D { + + constructor() { + + super(); + + this.isGroup = true; + + this.type = 'Group'; + + } + +} + +const _moveEvent = { type: 'move' }; + +class WebXRController { + + constructor() { + + this._targetRay = null; + this._grip = null; + this._hand = null; + + } + + getHandSpace() { + + if ( this._hand === null ) { + + this._hand = new Group(); + this._hand.matrixAutoUpdate = false; + this._hand.visible = false; + + this._hand.joints = {}; + this._hand.inputState = { pinching: false }; + + } + + return this._hand; + + } + + getTargetRaySpace() { + + if ( this._targetRay === null ) { + + this._targetRay = new Group(); + this._targetRay.matrixAutoUpdate = false; + this._targetRay.visible = false; + this._targetRay.hasLinearVelocity = false; + this._targetRay.linearVelocity = new Vector3(); + this._targetRay.hasAngularVelocity = false; + this._targetRay.angularVelocity = new Vector3(); + + } + + return this._targetRay; + + } + + getGripSpace() { + + if ( this._grip === null ) { + + this._grip = new Group(); + this._grip.matrixAutoUpdate = false; + this._grip.visible = false; + this._grip.hasLinearVelocity = false; + this._grip.linearVelocity = new Vector3(); + this._grip.hasAngularVelocity = false; + this._grip.angularVelocity = new Vector3(); + + } + + return this._grip; + + } + + dispatchEvent( event ) { + + if ( this._targetRay !== null ) { + + this._targetRay.dispatchEvent( event ); + + } + + if ( this._grip !== null ) { + + this._grip.dispatchEvent( event ); + + } + + if ( this._hand !== null ) { + + this._hand.dispatchEvent( event ); + + } + + return this; + + } + + connect( inputSource ) { + + if ( inputSource && inputSource.hand ) { + + const hand = this._hand; + + if ( hand ) { + + for ( const inputjoint of inputSource.hand.values() ) { + + // Initialize hand with joints when connected + this._getHandJoint( hand, inputjoint ); + + } + + } + + } + + this.dispatchEvent( { type: 'connected', data: inputSource } ); + + return this; + + } + + disconnect( inputSource ) { + + this.dispatchEvent( { type: 'disconnected', data: inputSource } ); + + if ( this._targetRay !== null ) { + + this._targetRay.visible = false; + + } + + if ( this._grip !== null ) { + + this._grip.visible = false; + + } + + if ( this._hand !== null ) { + + this._hand.visible = false; + + } + + return this; + + } + + update( inputSource, frame, referenceSpace ) { + + let inputPose = null; + let gripPose = null; + let handPose = null; + + const targetRay = this._targetRay; + const grip = this._grip; + const hand = this._hand; + + if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { + + if ( hand && inputSource.hand ) { + + handPose = true; + + for ( const inputjoint of inputSource.hand.values() ) { + + // Update the joints groups with the XRJoint poses + const jointPose = frame.getJointPose( inputjoint, referenceSpace ); + + // The transform of this joint will be updated with the joint pose on each frame + const joint = this._getHandJoint( hand, inputjoint ); + + if ( jointPose !== null ) { + + joint.matrix.fromArray( jointPose.transform.matrix ); + joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); + joint.matrixWorldNeedsUpdate = true; + joint.jointRadius = jointPose.radius; + + } + + joint.visible = jointPose !== null; + + } + + // Custom events + + // Check pinchz + const indexTip = hand.joints[ 'index-finger-tip' ]; + const thumbTip = hand.joints[ 'thumb-tip' ]; + const distance = indexTip.position.distanceTo( thumbTip.position ); + + const distanceToPinch = 0.02; + const threshold = 0.005; + + if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { + + hand.inputState.pinching = false; + this.dispatchEvent( { + type: 'pinchend', + handedness: inputSource.handedness, + target: this + } ); + + } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { + + hand.inputState.pinching = true; + this.dispatchEvent( { + type: 'pinchstart', + handedness: inputSource.handedness, + target: this + } ); + + } + + } else { + + if ( grip !== null && inputSource.gripSpace ) { + + gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); + + if ( gripPose !== null ) { + + grip.matrix.fromArray( gripPose.transform.matrix ); + grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); + grip.matrixWorldNeedsUpdate = true; + + if ( gripPose.linearVelocity ) { + + grip.hasLinearVelocity = true; + grip.linearVelocity.copy( gripPose.linearVelocity ); + + } else { + + grip.hasLinearVelocity = false; + + } + + if ( gripPose.angularVelocity ) { + + grip.hasAngularVelocity = true; + grip.angularVelocity.copy( gripPose.angularVelocity ); + + } else { + + grip.hasAngularVelocity = false; + + } + + } + + } + + } + + if ( targetRay !== null ) { + + inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); + + // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it + if ( inputPose === null && gripPose !== null ) { + + inputPose = gripPose; + + } + + if ( inputPose !== null ) { + + targetRay.matrix.fromArray( inputPose.transform.matrix ); + targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); + targetRay.matrixWorldNeedsUpdate = true; + + if ( inputPose.linearVelocity ) { + + targetRay.hasLinearVelocity = true; + targetRay.linearVelocity.copy( inputPose.linearVelocity ); + + } else { + + targetRay.hasLinearVelocity = false; + + } + + if ( inputPose.angularVelocity ) { + + targetRay.hasAngularVelocity = true; + targetRay.angularVelocity.copy( inputPose.angularVelocity ); + + } else { + + targetRay.hasAngularVelocity = false; + + } + + this.dispatchEvent( _moveEvent ); + + } + + } + + + } + + if ( targetRay !== null ) { + + targetRay.visible = ( inputPose !== null ); + + } + + if ( grip !== null ) { + + grip.visible = ( gripPose !== null ); + + } + + if ( hand !== null ) { + + hand.visible = ( handPose !== null ); + + } + + return this; + + } + + // private method + + _getHandJoint( hand, inputjoint ) { + + if ( hand.joints[ inputjoint.jointName ] === undefined ) { + + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[ inputjoint.jointName ] = joint; + + hand.add( joint ); + + } + + return hand.joints[ inputjoint.jointName ]; + + } + +} + +class WebXRManager extends EventDispatcher { + + constructor( renderer, gl ) { + + super(); + + const scope = this; + + let session = null; + + let framebufferScaleFactor = 1.0; + + let referenceSpace = null; + let referenceSpaceType = 'local-floor'; + // Set default foveation to maximum. + let foveation = 1.0; + let customReferenceSpace = null; + + let pose = null; + let glBinding = null; + let glProjLayer = null; + let glBaseLayer = null; + let xrFrame = null; + const attributes = gl.getContextAttributes(); + let initialRenderTarget = null; + let newRenderTarget = null; + + const controllers = []; + const controllerInputSources = []; + + const currentSize = new Vector2(); + let currentPixelRatio = null; + + // + + const cameraL = new PerspectiveCamera(); + cameraL.layers.enable( 1 ); + cameraL.viewport = new Vector4(); + + const cameraR = new PerspectiveCamera(); + cameraR.layers.enable( 2 ); + cameraR.viewport = new Vector4(); + + const cameras = [ cameraL, cameraR ]; + + const cameraXR = new ArrayCamera(); + cameraXR.layers.enable( 1 ); + cameraXR.layers.enable( 2 ); + + let _currentDepthNear = null; + let _currentDepthFar = null; + + // + + this.cameraAutoUpdate = true; + this.enabled = false; + + this.isPresenting = false; + + this.getController = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getTargetRaySpace(); + + }; + + this.getControllerGrip = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getGripSpace(); + + }; + + this.getHand = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getHandSpace(); + + }; + + // + + function onSessionEvent( event ) { + + const controllerIndex = controllerInputSources.indexOf( event.inputSource ); + + if ( controllerIndex === - 1 ) { + + return; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller !== undefined ) { + + controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace ); + controller.dispatchEvent( { type: event.type, data: event.inputSource } ); + + } + + } + + function onSessionEnd() { + + session.removeEventListener( 'select', onSessionEvent ); + session.removeEventListener( 'selectstart', onSessionEvent ); + session.removeEventListener( 'selectend', onSessionEvent ); + session.removeEventListener( 'squeeze', onSessionEvent ); + session.removeEventListener( 'squeezestart', onSessionEvent ); + session.removeEventListener( 'squeezeend', onSessionEvent ); + session.removeEventListener( 'end', onSessionEnd ); + session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + + if ( inputSource === null ) continue; + + controllerInputSources[ i ] = null; + + controllers[ i ].disconnect( inputSource ); + + } + + _currentDepthNear = null; + _currentDepthFar = null; + + // restore framebuffer/rendering state + + renderer.setRenderTarget( initialRenderTarget ); + + glBaseLayer = null; + glProjLayer = null; + glBinding = null; + session = null; + newRenderTarget = null; + + // + + animation.stop(); + + scope.isPresenting = false; + + renderer.setPixelRatio( currentPixelRatio ); + renderer.setSize( currentSize.width, currentSize.height, false ); + + scope.dispatchEvent( { type: 'sessionend' } ); + + } + + this.setFramebufferScaleFactor = function ( value ) { + + framebufferScaleFactor = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); + + } + + }; + + this.setReferenceSpaceType = function ( value ) { + + referenceSpaceType = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); + + } + + }; + + this.getReferenceSpace = function () { + + return customReferenceSpace || referenceSpace; + + }; + + this.setReferenceSpace = function ( space ) { + + customReferenceSpace = space; + + }; + + this.getBaseLayer = function () { + + return glProjLayer !== null ? glProjLayer : glBaseLayer; + + }; + + this.getBinding = function () { + + return glBinding; + + }; + + this.getFrame = function () { + + return xrFrame; + + }; + + this.getSession = function () { + + return session; + + }; + + this.setSession = async function ( value ) { + + session = value; + + if ( session !== null ) { + + initialRenderTarget = renderer.getRenderTarget(); + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + session.addEventListener( 'inputsourceschange', onInputSourcesChange ); + + if ( attributes.xrCompatible !== true ) { + + await gl.makeXRCompatible(); + + } + + currentPixelRatio = renderer.getPixelRatio(); + renderer.getSize( currentSize ); + + if ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) { + + const layerInit = { + antialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true, + alpha: true, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; + + glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); + + session.updateRenderState( { baseLayer: glBaseLayer } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glBaseLayer.framebufferWidth, + glBaseLayer.framebufferHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + colorSpace: renderer.outputColorSpace, + stencilBuffer: attributes.stencil + } + ); + + } else { + + let depthFormat = null; + let depthType = null; + let glDepthFormat = null; + + if ( attributes.depth ) { + + glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; + depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; + depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; + + } + + const projectionlayerInit = { + colorFormat: gl.RGBA8, + depthFormat: glDepthFormat, + scaleFactor: framebufferScaleFactor + }; + + glBinding = new XRWebGLBinding( session, gl ); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glProjLayer.textureWidth, + glProjLayer.textureHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), + stencilBuffer: attributes.stencil, + colorSpace: renderer.outputColorSpace, + samples: attributes.antialias ? 4 : 0 + } ); + + const renderTargetProperties = renderer.properties.get( newRenderTarget ); + renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues; + + } + + newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 + + this.setFoveation( foveation ); + + customReferenceSpace = null; + referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); + + animation.setContext( session ); + animation.start(); + + scope.isPresenting = true; + + scope.dispatchEvent( { type: 'sessionstart' } ); + + } + + }; + + this.getEnvironmentBlendMode = function () { + + if ( session !== null ) { + + return session.environmentBlendMode; + + } + + }; + + function onInputSourcesChange( event ) { + + // Notify disconnected + + for ( let i = 0; i < event.removed.length; i ++ ) { + + const inputSource = event.removed[ i ]; + const index = controllerInputSources.indexOf( inputSource ); + + if ( index >= 0 ) { + + controllerInputSources[ index ] = null; + controllers[ index ].disconnect( inputSource ); + + } + + } + + // Notify connected + + for ( let i = 0; i < event.added.length; i ++ ) { + + const inputSource = event.added[ i ]; + + let controllerIndex = controllerInputSources.indexOf( inputSource ); + + if ( controllerIndex === - 1 ) { + + // Assign input source a controller that currently has no input source + + for ( let i = 0; i < controllers.length; i ++ ) { + + if ( i >= controllerInputSources.length ) { + + controllerInputSources.push( inputSource ); + controllerIndex = i; + break; + + } else if ( controllerInputSources[ i ] === null ) { + + controllerInputSources[ i ] = inputSource; + controllerIndex = i; + break; + + } + + } + + // If all controllers do currently receive input we ignore new ones + + if ( controllerIndex === - 1 ) break; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller ) { + + controller.connect( inputSource ); + + } + + } + + } + + // + + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); + + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { + + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); + + const ipd = cameraLPos.distanceTo( cameraRPos ); + + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; + + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; + + const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + const left = near * leftFov; + const right = near * rightFov; + + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + const zOffset = ipd / ( - leftFov + rightFov ); + const xOffset = zOffset * - leftFov; + + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + ( ipd - xOffset ); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; + + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + + } + + function updateCamera( camera, parent ) { + + if ( parent === null ) { + + camera.matrixWorld.copy( camera.matrix ); + + } else { + + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); + + } + + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + } + + this.updateCamera = function ( camera ) { + + if ( session === null ) return; + + cameraXR.near = cameraR.near = cameraL.near = camera.near; + cameraXR.far = cameraR.far = cameraL.far = camera.far; + + if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) { + + // Note that the new renderState won't apply until the next frame. See #18320 + + session.updateRenderState( { + depthNear: cameraXR.near, + depthFar: cameraXR.far + } ); + + _currentDepthNear = cameraXR.near; + _currentDepthFar = cameraXR.far; + + } + + const parent = camera.parent; + const cameras = cameraXR.cameras; + + updateCamera( cameraXR, parent ); + + for ( let i = 0; i < cameras.length; i ++ ) { + + updateCamera( cameras[ i ], parent ); + + } + + // update projection matrix for proper view frustum culling + + if ( cameras.length === 2 ) { + + setProjectionFromUnion( cameraXR, cameraL, cameraR ); + + } else { + + // assume single camera setup (AR) + + cameraXR.projectionMatrix.copy( cameraL.projectionMatrix ); + + } + + // update user camera and its children + + updateUserCamera( camera, cameraXR, parent ); + + }; + + function updateUserCamera( camera, cameraXR, parent ) { + + if ( parent === null ) { + + camera.matrix.copy( cameraXR.matrixWorld ); + + } else { + + camera.matrix.copy( parent.matrixWorld ); + camera.matrix.invert(); + camera.matrix.multiply( cameraXR.matrixWorld ); + + } + + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.updateMatrixWorld( true ); + + camera.projectionMatrix.copy( cameraXR.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse ); + + if ( camera.isPerspectiveCamera ) { + + camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] ); + camera.zoom = 1; + + } + + } + + this.getCamera = function () { + + return cameraXR; + + }; + + this.getFoveation = function () { + + if ( glProjLayer === null && glBaseLayer === null ) { + + return undefined; + + } + + return foveation; + + }; + + this.setFoveation = function ( value ) { + + // 0 = no foveation = full resolution + // 1 = maximum foveation = the edges render at lower resolution + + foveation = value; + + if ( glProjLayer !== null ) { + + glProjLayer.fixedFoveation = value; + + } + + if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { + + glBaseLayer.fixedFoveation = value; + + } + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time, frame ) { + + pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); + xrFrame = frame; + + if ( pose !== null ) { + + const views = pose.views; + + if ( glBaseLayer !== null ) { + + renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); + renderer.setRenderTarget( newRenderTarget ); + + } + + let cameraXRNeedsUpdate = false; + + // check if it's necessary to rebuild cameraXR's camera list + + if ( views.length !== cameraXR.cameras.length ) { + + cameraXR.cameras.length = 0; + cameraXRNeedsUpdate = true; + + } + + for ( let i = 0; i < views.length; i ++ ) { + + const view = views[ i ]; + + let viewport = null; + + if ( glBaseLayer !== null ) { + + viewport = glBaseLayer.getViewport( view ); + + } else { + + const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); + viewport = glSubImage.viewport; + + // For side-by-side projection, we only produce a single texture for both eyes. + if ( i === 0 ) { + + renderer.setRenderTargetTextures( + newRenderTarget, + glSubImage.colorTexture, + glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture ); + + renderer.setRenderTarget( newRenderTarget ); + + } + + } + + let camera = cameras[ i ]; + + if ( camera === undefined ) { + + camera = new PerspectiveCamera(); + camera.layers.enable( i ); + camera.viewport = new Vector4(); + cameras[ i ] = camera; + + } + + camera.matrix.fromArray( view.transform.matrix ); + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); + + if ( i === 0 ) { + + cameraXR.matrix.copy( camera.matrix ); + cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale ); + + } + + if ( cameraXRNeedsUpdate === true ) { + + cameraXR.cameras.push( camera ); + + } + + } + + } + + // + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + const controller = controllers[ i ]; + + if ( inputSource !== null && controller !== undefined ) { + + controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); + + } + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); + + if ( frame.detectedPlanes ) { + + scope.dispatchEvent( { type: 'planesdetected', data: frame } ); + + } + + xrFrame = null; + + } + + const animation = new WebGLAnimation(); + + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + + } + +} + +function WebGLMaterials( renderer, properties ) { + + function refreshTransformUniform( map, uniform ) { + + if ( map.matrixAutoUpdate === true ) { + + map.updateMatrix(); + + } + + uniform.value.copy( map.matrix ); + + } + + function refreshFogUniforms( uniforms, fog ) { + + fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) ); + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) { + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshToonMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsToon( uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsPhong( uniforms, material ); + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsStandard( uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); + + } + + } else if ( material.isMeshMatcapMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsMatcap( uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsDistance( uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( uniforms, material, pixelRatio, height ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + uniforms.color.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } else if ( material.isShaderMaterial ) { + + material.uniformsNeedUpdate = false; // #15581 + + } + + } + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + + refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform ); + + uniforms.bumpScale.value = material.bumpScale; + + if ( material.side === BackSide ) { + + uniforms.bumpScale.value *= - 1; + + } + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + + refreshTransformUniform( material.normalMap, uniforms.normalMapTransform ); + + uniforms.normalScale.value.copy( material.normalScale ); + + if ( material.side === BackSide ) { + + uniforms.normalScale.value.negate(); + + } + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + + refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform ); + + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform ); + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + refreshTransformUniform( material.specularMap, uniforms.specularMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + const envMap = properties.get( material ).envMap; + + if ( envMap ) { + + uniforms.envMap.value = envMap; + + uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.ior.value = material.ior; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + + // artist-friendly light intensity scaling factor + const scaleFactor = ( renderer._useLegacyLights === true ) ? Math.PI : 1; + + uniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor; + + refreshTransformUniform( material.lightMap, uniforms.lightMapTransform ); + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + refreshTransformUniform( material.aoMap, uniforms.aoMapTransform ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.uvTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + } + + function refreshUniformsToon( uniforms, material ) { + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.metalness.value = material.metalness; + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform ); + + } + + uniforms.roughness.value = material.roughness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform ); + + } + + const envMap = properties.get( material ).envMap; + + if ( envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { + + uniforms.ior.value = material.ior; // also part of uniforms common + + if ( material.sheen > 0 ) { + + uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); + + uniforms.sheenRoughness.value = material.sheenRoughness; + + if ( material.sheenColorMap ) { + + uniforms.sheenColorMap.value = material.sheenColorMap; + + refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform ); + + } + + if ( material.sheenRoughnessMap ) { + + uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; + + refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform ); + + } + + } + + if ( material.clearcoat > 0 ) { + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + + if ( material.clearcoatMap ) { + + uniforms.clearcoatMap.value = material.clearcoatMap; + + refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform ); + + } + + if ( material.clearcoatRoughnessMap ) { + + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + + refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform ); + + } + + if ( material.clearcoatNormalMap ) { + + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; + + refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform ); + + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + + if ( material.side === BackSide ) { + + uniforms.clearcoatNormalScale.value.negate(); + + } + + } + + } + + if ( material.iridescence > 0 ) { + + uniforms.iridescence.value = material.iridescence; + uniforms.iridescenceIOR.value = material.iridescenceIOR; + uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; + uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; + + if ( material.iridescenceMap ) { + + uniforms.iridescenceMap.value = material.iridescenceMap; + + refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform ); + + } + + if ( material.iridescenceThicknessMap ) { + + uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; + + refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform ); + + } + + } + + if ( material.transmission > 0 ) { + + uniforms.transmission.value = material.transmission; + uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; + uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); + + if ( material.transmissionMap ) { + + uniforms.transmissionMap.value = material.transmissionMap; + + refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform ); + + } + + uniforms.thickness.value = material.thickness; + + if ( material.thicknessMap ) { + + uniforms.thicknessMap.value = material.thicknessMap; + + refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform ); + + } + + uniforms.attenuationDistance.value = material.attenuationDistance; + uniforms.attenuationColor.value.copy( material.attenuationColor ); + + } + + if ( material.anisotropy > 0 ) { + + uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); + + if ( material.anisotropyMap ) { + + uniforms.anisotropyMap.value = material.anisotropyMap; + + refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform ); + + } + + } + + uniforms.specularIntensity.value = material.specularIntensity; + uniforms.specularColor.value.copy( material.specularColor ); + + if ( material.specularColorMap ) { + + uniforms.specularColorMap.value = material.specularColorMap; + + refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform ); + + } + + if ( material.specularIntensityMap ) { + + uniforms.specularIntensityMap.value = material.specularIntensityMap; + + refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform ); + + } + + } + + function refreshUniformsMatcap( uniforms, material ) { + + if ( material.matcap ) { + + uniforms.matcap.value = material.matcap; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + const light = properties.get( material ).light; + + uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld ); + uniforms.nearDistance.value = light.shadow.camera.near; + uniforms.farDistance.value = light.shadow.camera.far; + + } + + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; + +} + +function WebGLUniformsGroups( gl, info, capabilities, state ) { + + let buffers = {}; + let updateList = {}; + let allocatedBindingPoints = []; + + const maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program + + function bind( uniformsGroup, program ) { + + const webglProgram = program.program; + state.uniformBlockBinding( uniformsGroup, webglProgram ); + + } + + function update( uniformsGroup, program ) { + + let buffer = buffers[ uniformsGroup.id ]; + + if ( buffer === undefined ) { + + prepareUniformsGroup( uniformsGroup ); + + buffer = createBuffer( uniformsGroup ); + buffers[ uniformsGroup.id ] = buffer; + + uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); + + } + + // ensure to update the binding points/block indices mapping for this program + + const webglProgram = program.program; + state.updateUBOMapping( uniformsGroup, webglProgram ); + + // update UBO once per frame + + const frame = info.render.frame; + + if ( updateList[ uniformsGroup.id ] !== frame ) { + + updateBufferData( uniformsGroup ); + + updateList[ uniformsGroup.id ] = frame; + + } + + } + + function createBuffer( uniformsGroup ) { + + // the setup of an UBO is independent of a particular shader program but global + + const bindingPointIndex = allocateBindingPointIndex(); + uniformsGroup.__bindingPointIndex = bindingPointIndex; + + const buffer = gl.createBuffer(); + const size = uniformsGroup.__size; + const usage = uniformsGroup.usage; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); + + return buffer; + + } + + function allocateBindingPointIndex() { + + for ( let i = 0; i < maxBindingPoints; i ++ ) { + + if ( allocatedBindingPoints.indexOf( i ) === - 1 ) { + + allocatedBindingPoints.push( i ); + return i; + + } + + } + + console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); + + return 0; + + } + + function updateBufferData( uniformsGroup ) { + + const buffer = buffers[ uniformsGroup.id ]; + const uniforms = uniformsGroup.uniforms; + const cache = uniformsGroup.__cache; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + + for ( let i = 0, il = uniforms.length; i < il; i ++ ) { + + const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; + + for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { + + const uniform = uniformArray[ j ]; + + if ( hasUniformChanged( uniform, i, j, cache ) === true ) { + + const offset = uniform.__offset; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + let arrayOffset = 0; + + for ( let k = 0; k < values.length; k ++ ) { + + const value = values[ k ]; + + const info = getUniformSize( value ); + + // TODO add integer and struct support + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + uniform.__data[ 0 ] = value; + gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data ); + + } else if ( value.isMatrix3 ) { + + // manually converting 3x3 to 3x4 + + uniform.__data[ 0 ] = value.elements[ 0 ]; + uniform.__data[ 1 ] = value.elements[ 1 ]; + uniform.__data[ 2 ] = value.elements[ 2 ]; + uniform.__data[ 3 ] = 0; + uniform.__data[ 4 ] = value.elements[ 3 ]; + uniform.__data[ 5 ] = value.elements[ 4 ]; + uniform.__data[ 6 ] = value.elements[ 5 ]; + uniform.__data[ 7 ] = 0; + uniform.__data[ 8 ] = value.elements[ 6 ]; + uniform.__data[ 9 ] = value.elements[ 7 ]; + uniform.__data[ 10 ] = value.elements[ 8 ]; + uniform.__data[ 11 ] = 0; + + } else { + + value.toArray( uniform.__data, arrayOffset ); + + arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; + + } + + } + + gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); + + } + + } + + } + + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + + } + + function hasUniformChanged( uniform, index, indexArray, cache ) { + + const value = uniform.value; + const indexString = index + '_' + indexArray; + + if ( cache[ indexString ] === undefined ) { + + // cache entry does not exist so far + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + cache[ indexString ] = value; + + } else { + + cache[ indexString ] = value.clone(); + + } + + return true; + + } else { + + const cachedObject = cache[ indexString ]; + + // compare current value with cached entry + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + if ( cachedObject !== value ) { + + cache[ indexString ] = value; + return true; + + } + + } else { + + if ( cachedObject.equals( value ) === false ) { + + cachedObject.copy( value ); + return true; + + } + + } + + } + + return false; + + } + + function prepareUniformsGroup( uniformsGroup ) { + + // determine total buffer size according to the STD140 layout + // Hint: STD140 is the only supported layout in WebGL 2 + + const uniforms = uniformsGroup.uniforms; + + let offset = 0; // global buffer offset in bytes + const chunkSize = 16; // size of a chunk in bytes + + for ( let i = 0, l = uniforms.length; i < l; i ++ ) { + + const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; + + for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { + + const uniform = uniformArray[ j ]; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + for ( let k = 0, kl = values.length; k < kl; k ++ ) { + + const value = values[ k ]; + + const info = getUniformSize( value ); + + // Calculate the chunk offset + const chunkOffsetUniform = offset % chunkSize; + + // Check for chunk overflow + if ( chunkOffsetUniform !== 0 && ( chunkSize - chunkOffsetUniform ) < info.boundary ) { + + // Add padding and adjust offset + offset += ( chunkSize - chunkOffsetUniform ); + + } + + // the following two properties will be used for partial buffer updates + + uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT ); + uniform.__offset = offset; + + + // Update the global offset + offset += info.storage; + + + } + + } + + } + + // ensure correct final padding + + const chunkOffset = offset % chunkSize; + + if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); + + // + + uniformsGroup.__size = offset; + uniformsGroup.__cache = {}; + + return this; + + } + + function getUniformSize( value ) { + + const info = { + boundary: 0, // bytes + storage: 0 // bytes + }; + + // determine sizes according to STD140 + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + // float/int/bool + + info.boundary = 4; + info.storage = 4; + + } else if ( value.isVector2 ) { + + // vec2 + + info.boundary = 8; + info.storage = 8; + + } else if ( value.isVector3 || value.isColor ) { + + // vec3 + + info.boundary = 16; + info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes + + } else if ( value.isVector4 ) { + + // vec4 + + info.boundary = 16; + info.storage = 16; + + } else if ( value.isMatrix3 ) { + + // mat3 (in STD140 a 3x3 matrix is represented as 3x4) + + info.boundary = 48; + info.storage = 48; + + } else if ( value.isMatrix4 ) { + + // mat4 + + info.boundary = 64; + info.storage = 64; + + } else if ( value.isTexture ) { + + console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value ); + + } + + return info; + + } + + function onUniformsGroupsDispose( event ) { + + const uniformsGroup = event.target; + + uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose ); + + const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex ); + allocatedBindingPoints.splice( index, 1 ); + + gl.deleteBuffer( buffers[ uniformsGroup.id ] ); + + delete buffers[ uniformsGroup.id ]; + delete updateList[ uniformsGroup.id ]; + + } + + function dispose() { + + for ( const id in buffers ) { + + gl.deleteBuffer( buffers[ id ] ); + + } + + allocatedBindingPoints = []; + buffers = {}; + updateList = {}; + + } + + return { + + bind: bind, + update: update, + + dispose: dispose + + }; + +} + +class WebGLRenderer { + + constructor( parameters = {} ) { + + const { + canvas = createCanvasElement(), + context = null, + depth = true, + stencil = true, + alpha = false, + antialias = false, + premultipliedAlpha = true, + preserveDrawingBuffer = false, + powerPreference = 'default', + failIfMajorPerformanceCaveat = false, + } = parameters; + + this.isWebGLRenderer = true; + + let _alpha; + + if ( context !== null ) { + + _alpha = context.getContextAttributes().alpha; + + } else { + + _alpha = alpha; + + } + + const uintClearColor = new Uint32Array( 4 ); + const intClearColor = new Int32Array( 4 ); + + let currentRenderList = null; + let currentRenderState = null; + + // render() can be called from within a callback triggered by another render. + // We track this so that the nested render call gets its list and state isolated from the parent render call. + + const renderListStack = []; + const renderStateStack = []; + + // public properties + + this.domElement = canvas; + + // Debug configuration container + this.debug = { + + /** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */ + checkShaderErrors: true, + /** + * Callback for custom error reporting. + * @type {?Function} + */ + onShaderError: null + }; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this._outputColorSpace = SRGBColorSpace; + + // physical lights + + this._useLegacyLights = false; + + // tone mapping + + this.toneMapping = NoToneMapping; + this.toneMappingExposure = 1.0; + + // internal properties + + const _this = this; + + let _isContextLost = false; + + // internal state cache + + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; + let _currentMaterialId = - 1; + + let _currentCamera = null; + + const _currentViewport = new Vector4(); + const _currentScissor = new Vector4(); + let _currentScissorTest = null; + + const _currentClearColor = new Color( 0x000000 ); + let _currentClearAlpha = 0; + + // + + let _width = canvas.width; + let _height = canvas.height; + + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; + + const _viewport = new Vector4( 0, 0, _width, _height ); + const _scissor = new Vector4( 0, 0, _width, _height ); + let _scissorTest = false; + + // frustum + + const _frustum = new Frustum(); + + // clipping + + let _clippingEnabled = false; + let _localClippingEnabled = false; + + // transmission + + let _transmissionRenderTarget = null; + + // camera matrices cache + + const _projScreenMatrix = new Matrix4(); + + const _vector2 = new Vector2(); + const _vector3 = new Vector3(); + + const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + let _gl = context; + + function getContext( contextNames, contextAttributes ) { + + for ( let i = 0; i < contextNames.length; i ++ ) { + + const contextName = contextNames[ i ]; + const context = canvas.getContext( contextName, contextAttributes ); + if ( context !== null ) return context; + + } + + return null; + + } + + try { + + const contextAttributes = { + alpha: true, + depth, + stencil, + antialias, + premultipliedAlpha, + preserveDrawingBuffer, + powerPreference, + failIfMajorPerformanceCaveat, + }; + + // OffscreenCanvas does not have setAttribute, see #22811 + if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); + + // event listeners must be registered before WebGL context is created, see #12753 + canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + if ( _gl === null ) { + + const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ]; + + if ( _this.isWebGL1Renderer === true ) { + + contextNames.shift(); + + } + + _gl = getContext( contextNames, contextAttributes ); + + if ( _gl === null ) { + + if ( getContext( contextNames ) ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL context.' ); + + } + + } + + } + + if ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153 + + console.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' ); + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error.message ); + throw error; + + } + + let extensions, capabilities, state, info; + let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + + let utils, bindingStates, uniformsGroups; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters ); + + extensions.init( capabilities ); + + utils = new WebGLUtils( _gl, extensions, capabilities ); + + state = new WebGLState( _gl, extensions, capabilities ); + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + cubemaps = new WebGLCubeMaps( _this ); + cubeuvmaps = new WebGLCubeUVMaps( _this ); + attributes = new WebGLAttributes( _gl, capabilities ); + bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities ); + geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); + objects = new WebGLObjects( _gl, geometries, attributes, info ); + morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); + clipping = new WebGLClipping( properties ); + programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ); + materials = new WebGLMaterials( _this, properties ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions, capabilities ); + background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities ); + + info.programs = programCache.programs; + + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.shadowMap = shadowMap; + _this.state = state; + _this.info = info; + + } + + initGLContext(); + + // xr + + const xr = new WebXRManager( _this, _gl ); + + this.xr = xr; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + this.forceContextRestore = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + this.getSize = function ( target ) { + + return target.set( _width, _height ); + + }; + + this.setSize = function ( width, height, updateStyle = true ) { + + if ( xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + canvas.width = Math.floor( width * _pixelRatio ); + canvas.height = Math.floor( height * _pixelRatio ); + + if ( updateStyle === true ) { + + canvas.style.width = width + 'px'; + canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function ( target ) { + + return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); + + }; + + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + canvas.width = Math.floor( width * pixelRatio ); + canvas.height = Math.floor( height * pixelRatio ); + + this.setViewport( 0, 0, width, height ); + + }; + + this.getCurrentViewport = function ( target ) { + + return target.copy( _currentViewport ); + + }; + + this.getViewport = function ( target ) { + + return target.copy( _viewport ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _viewport.set( x.x, x.y, x.z, x.w ); + + } else { + + _viewport.set( x, y, width, height ); + + } + + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissor = function ( target ) { + + return target.copy( _scissor ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _scissor.set( x.x, x.y, x.z, x.w ); + + } else { + + _scissor.set( x, y, width, height ); + + } + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); + + }; + + this.getScissorTest = function () { + + return _scissorTest; + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + this.setOpaqueSort = function ( method ) { + + _opaqueSort = method; + + }; + + this.setTransparentSort = function ( method ) { + + _transparentSort = method; + + }; + + // Clearing + + this.getClearColor = function ( target ) { + + return target.copy( background.getClearColor() ); + + }; + + this.setClearColor = function () { + + background.setClearColor.apply( background, arguments ); + + }; + + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + this.setClearAlpha = function () { + + background.setClearAlpha.apply( background, arguments ); + + }; + + this.clear = function ( color = true, depth = true, stencil = true ) { + + let bits = 0; + + if ( color ) { + + // check if we're trying to clear an integer target + let isIntegerFormat = false; + if ( _currentRenderTarget !== null ) { + + const targetFormat = _currentRenderTarget.texture.format; + isIntegerFormat = targetFormat === RGBAIntegerFormat || + targetFormat === RGIntegerFormat || + targetFormat === RedIntegerFormat; + + } + + // use the appropriate clear functions to clear the target if it's a signed + // or unsigned integer target + if ( isIntegerFormat ) { + + const targetType = _currentRenderTarget.texture.type; + const isUnsignedType = targetType === UnsignedByteType || + targetType === UnsignedIntType || + targetType === UnsignedShortType || + targetType === UnsignedInt248Type || + targetType === UnsignedShort4444Type || + targetType === UnsignedShort5551Type; + + const clearColor = background.getClearColor(); + const a = background.getClearAlpha(); + const r = clearColor.r; + const g = clearColor.g; + const b = clearColor.b; + + if ( isUnsignedType ) { + + uintClearColor[ 0 ] = r; + uintClearColor[ 1 ] = g; + uintClearColor[ 2 ] = b; + uintClearColor[ 3 ] = a; + _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor ); + + } else { + + intClearColor[ 0 ] = r; + intClearColor[ 1 ] = g; + intClearColor[ 2 ] = b; + intClearColor[ 3 ] = a; + _gl.clearBufferiv( _gl.COLOR, 0, intClearColor ); + + } + + } else { + + bits |= _gl.COLOR_BUFFER_BIT; + + } + + } + + if ( depth ) bits |= _gl.DEPTH_BUFFER_BIT; + if ( stencil ) { + + bits |= _gl.STENCIL_BUFFER_BIT; + this.state.buffers.stencil.setMask( 0xffffffff ); + + } + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + // + + this.dispose = function () { + + canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + cubemaps.dispose(); + cubeuvmaps.dispose(); + objects.dispose(); + bindingStates.dispose(); + uniformsGroups.dispose(); + programCache.dispose(); + + xr.dispose(); + + xr.removeEventListener( 'sessionstart', onXRSessionStart ); + xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + if ( _transmissionRenderTarget ) { + + _transmissionRenderTarget.dispose(); + _transmissionRenderTarget = null; + + } + + animation.stop(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + console.log( 'THREE.WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + console.log( 'THREE.WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + const infoAutoReset = info.autoReset; + const shadowMapEnabled = shadowMap.enabled; + const shadowMapAutoUpdate = shadowMap.autoUpdate; + const shadowMapNeedsUpdate = shadowMap.needsUpdate; + const shadowMapType = shadowMap.type; + + initGLContext(); + + info.autoReset = infoAutoReset; + shadowMap.enabled = shadowMapEnabled; + shadowMap.autoUpdate = shadowMapAutoUpdate; + shadowMap.needsUpdate = shadowMapNeedsUpdate; + shadowMap.type = shadowMapType; + + } + + function onContextCreationError( event ) { + + console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReferences( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReferences( material ) { + + const programs = properties.get( material ).programs; + + if ( programs !== undefined ) { + + programs.forEach( function ( program ) { + + programCache.releaseProgram( program ); + + } ); + + if ( material.isShaderMaterial ) { + + programCache.releaseShaderCache( material ); + + } + + } + + } + + // Buffer rendering + + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { + + if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) + + const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + const program = setProgram( camera, scene, geometry, material, object ); + + state.setMaterial( material, frontFaceCW ); + + // + + let index = geometry.index; + let rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + + if ( index === undefined ) return; + + rangeFactor = 2; + + } + + // + + const drawRange = geometry.drawRange; + const position = geometry.attributes.position; + + let drawStart = drawRange.start * rangeFactor; + let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; + + if ( group !== null ) { + + drawStart = Math.max( drawStart, group.start * rangeFactor ); + drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); + + } + + if ( index !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, index.count ); + + } else if ( position !== undefined && position !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, position.count ); + + } + + const drawCount = drawEnd - drawStart; + + if ( drawCount < 0 || drawCount === Infinity ) return; + + // + + bindingStates.setup( object, material, program, geometry, index ); + + let attribute; + let renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.TRIANGLES ); + + } + + } else if ( object.isLine ) { + + let lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } else if ( object.isSprite ) { + + renderer.setMode( _gl.TRIANGLES ); + + } + + if ( object.isBatchedMesh ) { + + renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount ); + + } else if ( object.isInstancedMesh ) { + + renderer.renderInstances( drawStart, drawCount, object.count ); + + } else if ( geometry.isInstancedBufferGeometry ) { + + const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; + const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); + + renderer.renderInstances( drawStart, drawCount, instanceCount ); + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + // Compile + + function prepareMaterial( material, scene, object ) { + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = FrontSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = DoubleSide; + + } else { + + getProgram( material, scene, object ); + + } + + } + + this.compile = function ( scene, camera, targetScene = null ) { + + if ( targetScene === null ) targetScene = scene; + + currentRenderState = renderStates.get( targetScene ); + currentRenderState.init(); + + renderStateStack.push( currentRenderState ); + + // gather lights from both the target scene and the new object that will be added to the scene. + + targetScene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + if ( scene !== targetScene ) { + + scene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + } + + currentRenderState.setupLights( _this._useLegacyLights ); + + // Only initialize materials in the new scene, not the targetScene. + + const materials = new Set(); + + scene.traverse( function ( object ) { + + const material = object.material; + + if ( material ) { + + if ( Array.isArray( material ) ) { + + for ( let i = 0; i < material.length; i ++ ) { + + const material2 = material[ i ]; + + prepareMaterial( material2, targetScene, object ); + materials.add( material2 ); + + } + + } else { + + prepareMaterial( material, targetScene, object ); + materials.add( material ); + + } + + } + + } ); + + renderStateStack.pop(); + currentRenderState = null; + + return materials; + + }; + + // compileAsync + + this.compileAsync = function ( scene, camera, targetScene = null ) { + + const materials = this.compile( scene, camera, targetScene ); + + // Wait for all the materials in the new object to indicate that they're + // ready to be used before resolving the promise. + + return new Promise( ( resolve ) => { + + function checkMaterialsReady() { + + materials.forEach( function ( material ) { + + const materialProperties = properties.get( material ); + const program = materialProperties.currentProgram; + + if ( program.isReady() ) { + + // remove any programs that report they're ready to use from the list + materials.delete( material ); + + } + + } ); + + // once the list of compiling materials is empty, call the callback + + if ( materials.size === 0 ) { + + resolve( scene ); + return; + + } + + // if some materials are still not ready, wait a bit and check again + + setTimeout( checkMaterialsReady, 10 ); + + } + + if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) { + + // If we can check the compilation status of the materials without + // blocking then do so right away. + + checkMaterialsReady(); + + } else { + + // Otherwise start by waiting a bit to give the materials we just + // initialized a chance to finish. + + setTimeout( checkMaterialsReady, 10 ); + + } + + } ); + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + function onXRSessionStart() { + + animation.stop(); + + } + + function onXRSessionEnd() { + + animation.start(); + + } + + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + if ( typeof self !== 'undefined' ) animation.setContext( self ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + + xr.addEventListener( 'sessionstart', onXRSessionStart ); + xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + + this.render = function ( scene, camera ) { + + if ( camera !== undefined && camera.isCamera !== true ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost === true ) return; + + // update scene graph + + if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + + if ( xr.enabled === true && xr.isPresenting === true ) { + + if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); + + camera = xr.getCamera(); // use XR camera for rendering + + } + + // + if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); + + currentRenderState = renderStates.get( scene, renderStateStack.length ); + currentRenderState.init(); + + renderStateStack.push( currentRenderState ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); + + currentRenderList = renderLists.get( scene, renderListStack.length ); + currentRenderList.init(); + + renderListStack.push( currentRenderList ); + + projectObject( scene, camera, 0, _this.sortObjects ); + + currentRenderList.finish(); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort( _opaqueSort, _transparentSort ); + + } + + // + + this.info.render.frame ++; + + if ( _clippingEnabled === true ) clipping.beginShadows(); + + const shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + if ( _clippingEnabled === true ) clipping.endShadows(); + + // + + if ( this.info.autoReset === true ) this.info.reset(); + + + // + + background.render( currentRenderList, scene ); + + // render scene + + currentRenderState.setupLights( _this._useLegacyLights ); + + if ( camera.isArrayCamera ) { + + const cameras = camera.cameras; + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderScene( currentRenderList, scene, camera2, camera2.viewport ); + + } + + } else { + + renderScene( currentRenderList, scene, camera ); + + } + + // + + if ( _currentRenderTarget !== null ) { + + // resolve multisample renderbuffers to a single-sample texture if necessary + + textures.updateMultisampleRenderTarget( _currentRenderTarget ); + + // Generate mipmap if we're using any kind of mipmap filtering + + textures.updateRenderTargetMipmap( _currentRenderTarget ); + + } + + // + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + + // _gl.finish(); + + bindingStates.resetDefaultState(); + _currentMaterialId = - 1; + _currentCamera = null; + + renderStateStack.pop(); + + if ( renderStateStack.length > 0 ) { + + currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; + + } else { + + currentRenderState = null; + + } + + renderListStack.pop(); + + if ( renderListStack.length > 0 ) { + + currentRenderList = renderListStack[ renderListStack.length - 1 ]; + + } else { + + currentRenderList = null; + + } + + }; + + function projectObject( object, camera, groupOrder, sortObjects ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isGroup ) { + + groupOrder = object.renderOrder; + + } else if ( object.isLOD ) { + + if ( object.autoUpdate === true ) object.update( camera ); + + } else if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + if ( sortObjects ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + const geometry = objects.update( object ); + const material = object.material; + + if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + const geometry = objects.update( object ); + const material = object.material; + + if ( sortObjects ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + _vector3.copy( object.boundingSphere.center ); + + } else { + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + _vector3.copy( geometry.boundingSphere.center ); + + } + + _vector3 + .applyMatrix4( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null ); + + } + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, groupOrder, sortObjects ); + + } + + } + + function renderScene( currentRenderList, scene, camera, viewport ) { + + const opaqueObjects = currentRenderList.opaque; + const transmissiveObjects = currentRenderList.transmissive; + const transparentObjects = currentRenderList.transparent; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ); + + if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); + + if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); + if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); + if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + } + + function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + if ( overrideMaterial !== null ) { + + return; + + } + + const isWebGL2 = capabilities.isWebGL2; + + if ( _transmissionRenderTarget === null ) { + + _transmissionRenderTarget = new WebGLRenderTarget( 1, 1, { + generateMipmaps: true, + type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType, + minFilter: LinearMipmapLinearFilter, + samples: ( isWebGL2 ) ? 4 : 0 + } ); + + // debug + + /* + const geometry = new PlaneGeometry(); + const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } ); + + const mesh = new Mesh( geometry, material ); + scene.add( mesh ); + */ + + } + + _this.getDrawingBufferSize( _vector2 ); + + if ( isWebGL2 ) { + + _transmissionRenderTarget.setSize( _vector2.x, _vector2.y ); + + } else { + + _transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) ); + + } + + // + + const currentRenderTarget = _this.getRenderTarget(); + _this.setRenderTarget( _transmissionRenderTarget ); + + _this.getClearColor( _currentClearColor ); + _currentClearAlpha = _this.getClearAlpha(); + if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 ); + + _this.clear(); + + // Turn off the features which can affect the frag color for opaque objects pass. + // Otherwise they are applied twice in opaque objects pass and transmission objects pass. + const currentToneMapping = _this.toneMapping; + _this.toneMapping = NoToneMapping; + + renderObjects( opaqueObjects, scene, camera ); + + textures.updateMultisampleRenderTarget( _transmissionRenderTarget ); + textures.updateRenderTargetMipmap( _transmissionRenderTarget ); + + let renderTargetNeedsUpdate = false; + + for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) { + + const renderItem = transmissiveObjects[ i ]; + + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = renderItem.material; + const group = renderItem.group; + + if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) { + + const currentSide = material.side; + + material.side = BackSide; + material.needsUpdate = true; + + renderObject( object, scene, camera, geometry, material, group ); + + material.side = currentSide; + material.needsUpdate = true; + + renderTargetNeedsUpdate = true; + + } + + } + + if ( renderTargetNeedsUpdate === true ) { + + textures.updateMultisampleRenderTarget( _transmissionRenderTarget ); + textures.updateRenderTargetMipmap( _transmissionRenderTarget ); + + } + + _this.setRenderTarget( currentRenderTarget ); + + _this.setClearColor( _currentClearColor, _currentClearAlpha ); + + _this.toneMapping = currentToneMapping; + + } + + function renderObjects( renderList, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + for ( let i = 0, l = renderList.length; i < l; i ++ ) { + + const renderItem = renderList[ i ]; + + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = overrideMaterial === null ? renderItem.material : overrideMaterial; + const group = renderItem.group; + + if ( object.layers.test( camera.layers ) ) { + + renderObject( object, scene, camera, geometry, material, group ); + + } + + } + + } + + function renderObject( object, scene, camera, geometry, material, group ) { + + object.onBeforeRender( _this, scene, camera, geometry, material, group ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + material.onBeforeRender( _this, scene, camera, geometry, object, group ); + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = FrontSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = DoubleSide; + + } else { + + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + + } + + function getProgram( material, scene, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + const materialProperties = properties.get( material ); + + const lights = currentRenderState.state.lights; + const shadowsArray = currentRenderState.state.shadowsArray; + + const lightsStateVersion = lights.state.version; + + const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); + const programCacheKey = programCache.getProgramCacheKey( parameters ); + + let programs = materialProperties.programs; + + // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change + + materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; + materialProperties.fog = scene.fog; + materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment ); + + if ( programs === undefined ) { + + // new material + + material.addEventListener( 'dispose', onMaterialDispose ); + + programs = new Map(); + materialProperties.programs = programs; + + } + + let program = programs.get( programCacheKey ); + + if ( program !== undefined ) { + + // early out if program and light state is identical + + if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { + + updateCommonMaterialProperties( material, parameters ); + + return program; + + } + + } else { + + parameters.uniforms = programCache.getUniforms( material ); + + material.onBuild( object, parameters, _this ); + + material.onBeforeCompile( parameters, _this ); + + program = programCache.acquireProgram( parameters, programCacheKey ); + programs.set( programCacheKey, program ); + + materialProperties.uniforms = parameters.uniforms; + + } + + const uniforms = materialProperties.uniforms; + + if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { + + uniforms.clippingPlanes = clipping.uniform; + + } + + updateCommonMaterialProperties( material, parameters ); + + // store the light setup it was created for + + materialProperties.needsLights = materialNeedsLights( material ); + materialProperties.lightsStateVersion = lightsStateVersion; + + if ( materialProperties.needsLights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.ltc_1.value = lights.state.rectAreaLTC1; + uniforms.ltc_2.value = lights.state.rectAreaLTC2; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotLightMatrix.value = lights.state.spotLightMatrix; + uniforms.spotLightMap.value = lights.state.spotLightMap; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + materialProperties.currentProgram = program; + materialProperties.uniformsList = null; + + return program; + + } + + function getUniformList( materialProperties ) { + + if ( materialProperties.uniformsList === null ) { + + const progUniforms = materialProperties.currentProgram.getUniforms(); + materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms ); + + } + + return materialProperties.uniformsList; + + } + + function updateCommonMaterialProperties( material, parameters ) { + + const materialProperties = properties.get( material ); + + materialProperties.outputColorSpace = parameters.outputColorSpace; + materialProperties.batching = parameters.batching; + materialProperties.instancing = parameters.instancing; + materialProperties.instancingColor = parameters.instancingColor; + materialProperties.skinning = parameters.skinning; + materialProperties.morphTargets = parameters.morphTargets; + materialProperties.morphNormals = parameters.morphNormals; + materialProperties.morphColors = parameters.morphColors; + materialProperties.morphTargetsCount = parameters.morphTargetsCount; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; + + } + + function setProgram( camera, scene, geometry, material, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + textures.resetTextureUnits(); + + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ); + const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); + const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; + const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 ); + const morphTargets = !! geometry.morphAttributes.position; + const morphNormals = !! geometry.morphAttributes.normal; + const morphColors = !! geometry.morphAttributes.color; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = _this.toneMapping; + + } + + } + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + const materialProperties = properties.get( material ); + const lights = currentRenderState.state.lights; + + if ( _clippingEnabled === true ) { + + if ( _localClippingEnabled === true || camera !== _currentCamera ) { + + const useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + clipping.setState( material, camera, useCache ); + + } + + } + + // + + let needsProgramChange = false; + + if ( material.version === materialProperties.__version ) { + + if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.outputColorSpace !== colorSpace ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batching === false ) { + + needsProgramChange = true; + + } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { + + needsProgramChange = true; + + } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { + + needsProgramChange = true; + + } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { + + needsProgramChange = true; + + } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) { + + needsProgramChange = true; + + } else if ( materialProperties.envMap !== envMap ) { + + needsProgramChange = true; + + } else if ( material.fog === true && materialProperties.fog !== fog ) { + + needsProgramChange = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== clipping.numPlanes || + materialProperties.numIntersection !== clipping.numIntersection ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexTangents !== vertexTangents ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargets !== morphTargets ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphNormals !== morphNormals ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphColors !== morphColors ) { + + needsProgramChange = true; + + } else if ( materialProperties.toneMapping !== toneMapping ) { + + needsProgramChange = true; + + } else if ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) { + + needsProgramChange = true; + + } + + } else { + + needsProgramChange = true; + materialProperties.__version = material.version; + + } + + // + + let program = materialProperties.currentProgram; + + if ( needsProgramChange === true ) { + + program = getProgram( material, scene, object ); + + } + + let refreshProgram = false; + let refreshMaterial = false; + let refreshLights = false; + + const p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || _currentCamera !== camera ) { + + // common camera uniforms + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + const uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067 + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { + + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); + + } + + if ( _currentCamera !== camera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + } + + // skinning and morph target uniforms must be set even if material didn't change + // auto-setting of texture unit for bone and morph texture must go before other textures + // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures + + if ( object.isSkinnedMesh ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + const skeleton = object.skeleton; + + if ( skeleton ) { + + if ( capabilities.floatVertexTextures ) { + + if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + + } else { + + console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' ); + + } + + } + + } + + if ( object.isBatchedMesh ) { + + p_uniforms.setOptional( _gl, object, 'batchingTexture' ); + p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures ); + + } + + const morphAttributes = geometry.morphAttributes; + + if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) { + + morphtargets.update( object, geometry, program ); + + } + + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { + + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); + + } + + // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512 + + if ( material.isMeshGouraudMaterial && material.envMap !== null ) { + + m_uniforms.envMap.value = envMap; + + m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + + if ( materialProperties.needsLights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog === true ) { + + materials.refreshFogUniforms( m_uniforms, fog ); + + } + + materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget ); + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + material.uniformsNeedUpdate = false; + + } + + if ( material.isSpriteMaterial ) { + + p_uniforms.setValue( _gl, 'center', object.center ); + + } + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs + + if ( material.isShaderMaterial || material.isRawShaderMaterial ) { + + const groups = material.uniformsGroups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + if ( capabilities.isWebGL2 ) { + + const group = groups[ i ]; + + uniformsGroups.update( group, program ); + uniformsGroups.bind( group, program ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' ); + + } + + } + + } + + return program; + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + function materialNeedsLights( material ) { + + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); + + } + + this.getActiveCubeFace = function () { + + return _currentActiveCubeFace; + + }; + + this.getActiveMipmapLevel = function () { + + return _currentActiveMipmapLevel; + + }; + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { + + properties.get( renderTarget.texture ).__webglTexture = colorTexture; + properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture; + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__hasExternalTextures = true; + + if ( renderTargetProperties.__hasExternalTextures ) { + + renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; + + if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + // The multisample_render_to_texture extension doesn't work properly if there + // are midframe flushes and an external depth buffer. Disable use of the extension. + if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { + + console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); + renderTargetProperties.__useRenderToTexture = false; + + } + + } + + } + + }; + + this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__webglFramebuffer = defaultFramebuffer; + renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; + + }; + + this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { + + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; + + let useDefaultFramebuffer = true; + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; + + if ( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { + + // We need to make sure to rebind the framebuffer. + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + useDefaultFramebuffer = false; + + } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } else if ( renderTargetProperties.__hasExternalTextures ) { + + // Color and depth texture must be rebound in order for the swapchain to update. + textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); + + } + + const texture = renderTarget.texture; + + if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + isRenderTarget3D = true; + + } + + const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) { + + framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer[ activeCubeFace ]; + + } + + isCube = true; + + } else if ( ( capabilities.isWebGL2 && renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { + + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; + + } else { + + if ( Array.isArray( __webglFramebuffer ) ) { + + framebuffer = __webglFramebuffer[ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer; + + } + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; + + } + + const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) { + + state.drawBuffers( renderTarget, framebuffer ); + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); + + } else if ( isRenderTarget3D ) { + + const textureProperties = properties.get( renderTarget.texture ); + const layer = activeCubeFace || 0; + _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); + + } + + _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + try { + + const texture = renderTarget.texture; + const textureFormat = texture.format; + const textureType = texture.type; + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) ); + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513) + ! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox + ! halfFloatSupportedByExt ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } finally { + + // restore framebuffer of current render target if necessary + + const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + } + + } + + }; + + this.copyFramebufferToTexture = function ( position, texture, level = 0 ) { + + const levelScale = Math.pow( 2, - level ); + const width = Math.floor( texture.image.width * levelScale ); + const height = Math.floor( texture.image.height * levelScale ); + + textures.setTexture2D( texture, 0 ); + + _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) { + + const width = srcTexture.image.width; + const height = srcTexture.image.height; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + + textures.setTexture2D( dstTexture, 0 ); + + // As another texture upload may have changed pixelStorei + // parameters, make sure they are correct for the dstTexture + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); + + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data ); + + } else { + + if ( srcTexture.isCompressedTexture ) { + + _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data ); + + } else { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image ); + + } + + } + + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) { + + if ( _this.isWebGL1Renderer ) { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' ); + return; + + } + + const width = sourceBox.max.x - sourceBox.min.x + 1; + const height = sourceBox.max.y - sourceBox.min.y + 1; + const depth = sourceBox.max.z - sourceBox.min.z + 1; + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + let glTarget; + + if ( dstTexture.isData3DTexture ) { + + textures.setTexture3D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_3D; + + } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D_ARRAY; + + } else { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' ); + return; + + } + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); + + const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH ); + const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); + const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS ); + const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS ); + const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES ); + + const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image; + + _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); + _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); + _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x ); + _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y ); + _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z ); + + if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { + + _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data ); + + } else { + + if ( srcTexture.isCompressedArrayTexture ) { + + console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' ); + _gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data ); + + } else { + + _gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image ); + + } + + } + + _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen ); + _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight ); + _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels ); + _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows ); + _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages ); + + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget ); + + state.unbindTexture(); + + }; + + this.initTexture = function ( texture ) { + + if ( texture.isCubeTexture ) { + + textures.setTextureCube( texture, 0 ); + + } else if ( texture.isData3DTexture ) { + + textures.setTexture3D( texture, 0 ); + + } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( texture, 0 ); + + } else { + + textures.setTexture2D( texture, 0 ); + + } + + state.unbindTexture(); + + }; + + this.resetState = function () { + + _currentActiveCubeFace = 0; + _currentActiveMipmapLevel = 0; + _currentRenderTarget = null; + + state.reset(); + bindingStates.reset(); + + }; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + get coordinateSystem() { + + return WebGLCoordinateSystem; + + } + + get outputColorSpace() { + + return this._outputColorSpace; + + } + + set outputColorSpace( colorSpace ) { + + this._outputColorSpace = colorSpace; + + const gl = this.getContext(); + gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb'; + gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb'; + + } + + get outputEncoding() { // @deprecated, r152 + + console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' ); + return this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding; + + } + + set outputEncoding( encoding ) { // @deprecated, r152 + + console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' ); + this.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace; + + } + + get useLegacyLights() { // @deprecated, r155 + + console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' ); + return this._useLegacyLights; + + } + + set useLegacyLights( value ) { // @deprecated, r155 + + console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' ); + this._useLegacyLights = value; + + } + +} + +class WebGL1Renderer extends WebGLRenderer {} + +WebGL1Renderer.prototype.isWebGL1Renderer = true; + +class FogExp2 { + + constructor( color, density = 0.00025 ) { + + this.isFogExp2 = true; + + this.name = ''; + + this.color = new Color( color ); + this.density = density; + + } + + clone() { + + return new FogExp2( this.color, this.density ); + + } + + toJSON( /* meta */ ) { + + return { + type: 'FogExp2', + name: this.name, + color: this.color.getHex(), + density: this.density + }; + + } + +} + +class Fog { + + constructor( color, near = 1, far = 1000 ) { + + this.isFog = true; + + this.name = ''; + + this.color = new Color( color ); + + this.near = near; + this.far = far; + + } + + clone() { + + return new Fog( this.color, this.near, this.far ); + + } + + toJSON( /* meta */ ) { + + return { + type: 'Fog', + name: this.name, + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + } + +} + +class Scene extends Object3D { + + constructor() { + + super(); + + this.isScene = true; + + this.type = 'Scene'; + + this.background = null; + this.environment = null; + this.fog = null; + + this.backgroundBlurriness = 0; + this.backgroundIntensity = 1; + + this.overrideMaterial = null; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + + this.backgroundBlurriness = source.backgroundBlurriness; + this.backgroundIntensity = source.backgroundIntensity; + + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; + if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; + + return data; + + } + +} + +class InterleavedBuffer { + + constructor( array, stride ) { + + this.isInterleavedBuffer = true; + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.usage = StaticDrawUsage; + this._updateRange = { offset: 0, count: - 1 }; + this.updateRanges = []; + + this.version = 0; + + this.uuid = generateUUID(); + + } + + onUploadCallback() {} + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + get updateRange() { + + console.warn( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159 + return this._updateRange; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + copy( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( let i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + set( value, offset = 0 ) { + + this.array.set( value, offset ); + + return this; + + } + + clone( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; + + } + + const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); + + const ib = new this.constructor( array, this.stride ); + ib.setUsage( this.usage ); + + return ib; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + toJSON( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + // generate UUID for array buffer if necessary + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); + + } + + // + + return { + uuid: this.uuid, + buffer: this.array.buffer._uuid, + type: this.array.constructor.name, + stride: this.stride + }; + + } + +} + +const _vector$6 = /*@__PURE__*/ new Vector3(); + +class InterleavedBufferAttribute { + + constructor( interleavedBuffer, itemSize, offset, normalized = false ) { + + this.isInterleavedBufferAttribute = true; + + this.name = ''; + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized; + + } + + get count() { + + return this.data.count; + + } + + get array() { + + return this.data.array; + + } + + set needsUpdate( value ) { + + this.data.needsUpdate = value; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.data.count; i < l; i ++ ) { + + _vector$6.fromBufferAttribute( this, i ); + + _vector$6.applyMatrix4( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$6.fromBufferAttribute( this, i ); + + _vector$6.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$6.fromBufferAttribute( this, i ); + + _vector$6.transformDirection( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + } + + getX( index ) { + + let x = this.data.array[ index * this.data.stride + this.offset ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + getY( index ) { + + let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + getZ( index ) { + + let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + getW( index ) { + + let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setXY( index, x, y ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + + clone( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); + + } else { + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); + + } + + return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); + + } + + } + + toJSON( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + // de-interleave data and save it as an ordinary buffer attribute for now + + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: array, + normalized: this.normalized + }; + + } else { + + // save as true interleaved attribute + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); + + } + + return { + isInterleavedBufferAttribute: true, + itemSize: this.itemSize, + data: this.data.uuid, + offset: this.offset, + normalized: this.normalized + }; + + } + + } + +} + +class SpriteMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isSpriteMaterial = true; + + this.type = 'SpriteMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.rotation = 0; + + this.sizeAttenuation = true; + + this.transparent = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.rotation = source.rotation; + + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + +} + +let _geometry; + +const _intersectPoint = /*@__PURE__*/ new Vector3(); +const _worldScale = /*@__PURE__*/ new Vector3(); +const _mvPosition = /*@__PURE__*/ new Vector3(); + +const _alignedPosition = /*@__PURE__*/ new Vector2(); +const _rotatedPosition = /*@__PURE__*/ new Vector2(); +const _viewWorldMatrix = /*@__PURE__*/ new Matrix4(); + +const _vA = /*@__PURE__*/ new Vector3(); +const _vB = /*@__PURE__*/ new Vector3(); +const _vC = /*@__PURE__*/ new Vector3(); + +const _uvA = /*@__PURE__*/ new Vector2(); +const _uvB = /*@__PURE__*/ new Vector2(); +const _uvC = /*@__PURE__*/ new Vector2(); + +class Sprite extends Object3D { + + constructor( material = new SpriteMaterial() ) { + + super(); + + this.isSprite = true; + + this.type = 'Sprite'; + + if ( _geometry === undefined ) { + + _geometry = new BufferGeometry(); + + const float32Array = new Float32Array( [ + - 0.5, - 0.5, 0, 0, 0, + 0.5, - 0.5, 0, 1, 0, + 0.5, 0.5, 0, 1, 1, + - 0.5, 0.5, 0, 0, 1 + ] ); + + const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); + + _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); + _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); + + } + + this.geometry = _geometry; + this.material = material; + + this.center = new Vector2( 0.5, 0.5 ); + + } + + raycast( raycaster, intersects ) { + + if ( raycaster.camera === null ) { + + console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); + + } + + _worldScale.setFromMatrixScale( this.matrixWorld ); + + _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); + this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); + + _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + + if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { + + _worldScale.multiplyScalar( - _mvPosition.z ); + + } + + const rotation = this.material.rotation; + let sin, cos; + + if ( rotation !== 0 ) { + + cos = Math.cos( rotation ); + sin = Math.sin( rotation ); + + } + + const center = this.center; + + transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + + _uvA.set( 0, 0 ); + _uvB.set( 1, 0 ); + _uvC.set( 1, 1 ); + + // check first triangle + let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint ); + + if ( intersect === null ) { + + // check second triangle + transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + _uvB.set( 0, 1 ); + + intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint ); + if ( intersect === null ) { + + return; + + } + + } + + const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + point: _intersectPoint.clone(), + uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ), + face: null, + object: this + + } ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.center !== undefined ) this.center.copy( source.center ); + + this.material = source.material; + + return this; + + } + +} + +function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { + + // compute position in camera space + _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); + + // to check if rotation is not zero + if ( sin !== undefined ) { + + _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); + _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); + + } else { + + _rotatedPosition.copy( _alignedPosition ); + + } + + + vertexPosition.copy( mvPosition ); + vertexPosition.x += _rotatedPosition.x; + vertexPosition.y += _rotatedPosition.y; + + // transform to world space + vertexPosition.applyMatrix4( _viewWorldMatrix ); + +} + +const _v1$2 = /*@__PURE__*/ new Vector3(); +const _v2$1 = /*@__PURE__*/ new Vector3(); + +class LOD extends Object3D { + + constructor() { + + super(); + + this._currentLevel = 0; + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + }, + isLOD: { + value: true, + } + } ); + + this.autoUpdate = true; + + } + + copy( source ) { + + super.copy( source, false ); + + const levels = source.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance, level.hysteresis ); + + } + + this.autoUpdate = source.autoUpdate; + + return this; + + } + + addLevel( object, distance = 0, hysteresis = 0 ) { + + distance = Math.abs( distance ); + + const levels = this.levels; + + let l; + + for ( l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); + + this.add( object ); + + return this; + + } + + getCurrentLevel() { + + return this._currentLevel; + + } + + + + getObjectForDistance( distance ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance < levelDistance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + } + + return null; + + } + + raycast( raycaster, intersects ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + _v1$2.setFromMatrixPosition( this.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _v1$2 ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + } + + } + + update( camera ) { + + const levels = this.levels; + + if ( levels.length > 1 ) { + + _v1$2.setFromMatrixPosition( camera.matrixWorld ); + _v2$1.setFromMatrixPosition( this.matrixWorld ); + + const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom; + + levels[ 0 ].object.visible = true; + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance >= levelDistance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + this._currentLevel = i - 1; + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.autoUpdate === false ) data.object.autoUpdate = false; + + data.object.levels = []; + + const levels = this.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance, + hysteresis: level.hysteresis + } ); + + } + + return data; + + } + +} + +const _basePosition = /*@__PURE__*/ new Vector3(); + +const _skinIndex = /*@__PURE__*/ new Vector4(); +const _skinWeight = /*@__PURE__*/ new Vector4(); + +const _vector3 = /*@__PURE__*/ new Vector3(); +const _matrix4 = /*@__PURE__*/ new Matrix4(); +const _vertex = /*@__PURE__*/ new Vector3(); + +const _sphere$4 = /*@__PURE__*/ new Sphere(); +const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); +const _ray$2 = /*@__PURE__*/ new Ray(); + +class SkinnedMesh extends Mesh { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isSkinnedMesh = true; + + this.type = 'SkinnedMesh'; + + this.bindMode = AttachedBindMode; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + + this.boundingBox = null; + this.boundingSphere = null; + + } + + computeBoundingBox() { + + const geometry = this.geometry; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingBox.expandByPoint( _vertex ); + + } + + } + + computeBoundingSphere() { + + const geometry = this.geometry; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingSphere.expandByPoint( _vertex ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.bindMode = source.bindMode; + this.bindMatrix.copy( source.bindMatrix ); + this.bindMatrixInverse.copy( source.bindMatrixInverse ); + + this.skeleton = source.skeleton; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + raycast( raycaster, intersects ) { + + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$4.copy( this.boundingSphere ); + _sphere$4.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return; + + // convert ray to local space of skinned mesh + + _inverseMatrix$2.copy( matrixWorld ).invert(); + _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); + + // test with bounding box in local space + + if ( this.boundingBox !== null ) { + + if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$2 ); + + } + + getVertexPosition( index, target ) { + + super.getVertexPosition( index, target ); + + this.applyBoneTransform( index, target ); + + return target; + + } + + bind( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.copy( bindMatrix ).invert(); + + } + + pose() { + + this.skeleton.pose(); + + } + + normalizeSkinWeights() { + + const vector = new Vector4(); + + const skinWeight = this.geometry.attributes.skinWeight; + + for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { + + vector.fromBufferAttribute( skinWeight, i ); + + const scale = 1.0 / vector.manhattanLength(); + + if ( scale !== Infinity ) { + + vector.multiplyScalar( scale ); + + } else { + + vector.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + + } + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.bindMode === AttachedBindMode ) { + + this.bindMatrixInverse.copy( this.matrixWorld ).invert(); + + } else if ( this.bindMode === DetachedBindMode ) { + + this.bindMatrixInverse.copy( this.bindMatrix ).invert(); + + } else { + + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + } + + applyBoneTransform( index, vector ) { + + const skeleton = this.skeleton; + const geometry = this.geometry; + + _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); + _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); + + _basePosition.copy( vector ).applyMatrix4( this.bindMatrix ); + + vector.set( 0, 0, 0 ); + + for ( let i = 0; i < 4; i ++ ) { + + const weight = _skinWeight.getComponent( i ); + + if ( weight !== 0 ) { + + const boneIndex = _skinIndex.getComponent( i ); + + _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); + + vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight ); + + } + + } + + return vector.applyMatrix4( this.bindMatrixInverse ); + + } + + boneTransform( index, vector ) { // @deprecated, r151 + + console.warn( 'THREE.SkinnedMesh: .boneTransform() was renamed to .applyBoneTransform() in r151.' ); + return this.applyBoneTransform( index, vector ); + + } + + +} + +class Bone extends Object3D { + + constructor() { + + super(); + + this.isBone = true; + + this.type = 'Bone'; + + } + +} + +class DataTexture extends Texture { + + constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isDataTexture = true; + + this.image = { data: data, width: width, height: height }; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + +} + +const _offsetMatrix = /*@__PURE__*/ new Matrix4(); +const _identityMatrix$1 = /*@__PURE__*/ new Matrix4(); + +class Skeleton { + + constructor( bones = [], boneInverses = [] ) { + + this.uuid = generateUUID(); + + this.bones = bones.slice( 0 ); + this.boneInverses = boneInverses; + this.boneMatrices = null; + + this.boneTexture = null; + + this.init(); + + } + + init() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + + this.boneMatrices = new Float32Array( bones.length * 16 ); + + // calculate inverse bone matrices if necessary + + if ( boneInverses.length === 0 ) { + + this.calculateInverses(); + + } else { + + // handle special case + + if ( bones.length !== boneInverses.length ) { + + console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' ); + + this.boneInverses = []; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + this.boneInverses.push( new Matrix4() ); + + } + + } + + } + + } + + calculateInverses() { + + this.boneInverses.length = 0; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const inverse = new Matrix4(); + + if ( this.bones[ i ] ) { + + inverse.copy( this.bones[ i ].matrixWorld ).invert(); + + } + + this.boneInverses.push( inverse ); + + } + + } + + pose() { + + // recover the bind-time world matrices + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.copy( bone.parent.matrixWorld ).invert(); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + } + + update() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + const boneMatrices = this.boneMatrices; + const boneTexture = this.boneTexture; + + // flatten bone matrices to array + + for ( let i = 0, il = bones.length; i < il; i ++ ) { + + // compute the offset between the current and the original transform + + const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix$1; + + _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + _offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== null ) { + + boneTexture.needsUpdate = true; + + } + + } + + clone() { + + return new Skeleton( this.bones, this.boneInverses ); + + } + + computeBoneTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( this.boneMatrices ); // copy current values + + const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + boneTexture.needsUpdate = true; + + this.boneMatrices = boneMatrices; + this.boneTexture = boneTexture; + + return this; + + } + + getBoneByName( name ) { + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone.name === name ) { + + return bone; + + } + + } + + return undefined; + + } + + dispose( ) { + + if ( this.boneTexture !== null ) { + + this.boneTexture.dispose(); + + this.boneTexture = null; + + } + + } + + fromJSON( json, bones ) { + + this.uuid = json.uuid; + + for ( let i = 0, l = json.bones.length; i < l; i ++ ) { + + const uuid = json.bones[ i ]; + let bone = bones[ uuid ]; + + if ( bone === undefined ) { + + console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid ); + bone = new Bone(); + + } + + this.bones.push( bone ); + this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); + + } + + this.init(); + + return this; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'Skeleton', + generator: 'Skeleton.toJSON' + }, + bones: [], + boneInverses: [] + }; + + data.uuid = this.uuid; + + const bones = this.bones; + const boneInverses = this.boneInverses; + + for ( let i = 0, l = bones.length; i < l; i ++ ) { + + const bone = bones[ i ]; + data.bones.push( bone.uuid ); + + const boneInverse = boneInverses[ i ]; + data.boneInverses.push( boneInverse.toArray() ); + + } + + return data; + + } + +} + +class InstancedBufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { + + super( array, itemSize, normalized ); + + this.isInstancedBufferAttribute = true; + + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.meshPerAttribute = this.meshPerAttribute; + + data.isInstancedBufferAttribute = true; + + return data; + + } + +} + +const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); +const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); + +const _instanceIntersects = []; + +const _box3 = /*@__PURE__*/ new Box3(); +const _identity = /*@__PURE__*/ new Matrix4(); +const _mesh$1 = /*@__PURE__*/ new Mesh(); +const _sphere$3 = /*@__PURE__*/ new Sphere(); + +class InstancedMesh extends Mesh { + + constructor( geometry, material, count ) { + + super( geometry, material ); + + this.isInstancedMesh = true; + + this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); + this.instanceColor = null; + + this.count = count; + + this.boundingBox = null; + this.boundingSphere = null; + + for ( let i = 0; i < count; i ++ ) { + + this.setMatrixAt( i, _identity ); + + } + + } + + computeBoundingBox() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + this.boundingBox.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingBox.union( _box3 ); + + } + + } + + computeBoundingSphere() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + if ( geometry.boundingSphere === null ) { + + geometry.computeBoundingSphere(); + + } + + this.boundingSphere.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingSphere.union( _sphere$3 ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.instanceMatrix.copy( source.instanceMatrix ); + + if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); + + this.count = source.count; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + getColorAt( index, color ) { + + color.fromArray( this.instanceColor.array, index * 3 ); + + } + + getMatrixAt( index, matrix ) { + + matrix.fromArray( this.instanceMatrix.array, index * 16 ); + + } + + raycast( raycaster, intersects ) { + + const matrixWorld = this.matrixWorld; + const raycastTimes = this.count; + + _mesh$1.geometry = this.geometry; + _mesh$1.material = this.material; + + if ( _mesh$1.material === undefined ) return; + + // test with bounding sphere first + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$3.copy( this.boundingSphere ); + _sphere$3.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; + + // now test each instance + + for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { + + // calculate the world matrix for each instance + + this.getMatrixAt( instanceId, _instanceLocalMatrix ); + + _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); + + // the mesh represents this single instance + + _mesh$1.matrixWorld = _instanceWorldMatrix; + + _mesh$1.raycast( raycaster, _instanceIntersects ); + + // process the result of raycast + + for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { + + const intersect = _instanceIntersects[ i ]; + intersect.instanceId = instanceId; + intersect.object = this; + intersects.push( intersect ); + + } + + _instanceIntersects.length = 0; + + } + + } + + setColorAt( index, color ) { + + if ( this.instanceColor === null ) { + + this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ), 3 ); + + } + + color.toArray( this.instanceColor.array, index * 3 ); + + } + + setMatrixAt( index, matrix ) { + + matrix.toArray( this.instanceMatrix.array, index * 16 ); + + } + + updateMorphTargets() { + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +function sortOpaque( a, b ) { + + return a.z - b.z; + +} + +function sortTransparent( a, b ) { + + return b.z - a.z; + +} + +class MultiDrawRenderList { + + constructor() { + + this.index = 0; + this.pool = []; + this.list = []; + + } + + push( drawRange, z ) { + + const pool = this.pool; + const list = this.list; + if ( this.index >= pool.length ) { + + pool.push( { + + start: - 1, + count: - 1, + z: - 1, + + } ); + + } + + const item = pool[ this.index ]; + list.push( item ); + this.index ++; + + item.start = drawRange.start; + item.count = drawRange.count; + item.z = z; + + } + + reset() { + + this.list.length = 0; + this.index = 0; + + } + +} + +const ID_ATTR_NAME = 'batchId'; +const _matrix = /*@__PURE__*/ new Matrix4(); +const _invMatrixWorld = /*@__PURE__*/ new Matrix4(); +const _identityMatrix = /*@__PURE__*/ new Matrix4(); +const _projScreenMatrix$2 = /*@__PURE__*/ new Matrix4(); +const _frustum = /*@__PURE__*/ new Frustum(); +const _box$1 = /*@__PURE__*/ new Box3(); +const _sphere$2 = /*@__PURE__*/ new Sphere(); +const _vector$5 = /*@__PURE__*/ new Vector3(); +const _renderList = /*@__PURE__*/ new MultiDrawRenderList(); +const _mesh = /*@__PURE__*/ new Mesh(); +const _batchIntersects = []; + +// @TODO: SkinnedMesh support? +// @TODO: geometry.groups support? +// @TODO: geometry.drawRange support? +// @TODO: geometry.morphAttributes support? +// @TODO: Support uniform parameter per geometry +// @TODO: Add an "optimize" function to pack geometry and remove data gaps + +// copies data from attribute "src" into "target" starting at "targetOffset" +function copyAttributeData( src, target, targetOffset = 0 ) { + + const itemSize = target.itemSize; + if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) { + + // use the component getters and setters if the array data cannot + // be copied directly + const vertexCount = src.count; + for ( let i = 0; i < vertexCount; i ++ ) { + + for ( let c = 0; c < itemSize; c ++ ) { + + target.setComponent( i + targetOffset, c, src.getComponent( i, c ) ); + + } + + } + + } else { + + // faster copy approach using typed array set function + target.array.set( src.array, targetOffset * itemSize ); + + } + + target.needsUpdate = true; + +} + +class BatchedMesh extends Mesh { + + get maxGeometryCount() { + + return this._maxGeometryCount; + + } + + constructor( maxGeometryCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) { + + super( new BufferGeometry(), material ); + + this.isBatchedMesh = true; + this.perObjectFrustumCulled = true; + this.sortObjects = true; + this.boundingBox = null; + this.boundingSphere = null; + this.customSort = null; + + this._drawRanges = []; + this._reservedRanges = []; + + this._visibility = []; + this._active = []; + this._bounds = []; + + this._maxGeometryCount = maxGeometryCount; + this._maxVertexCount = maxVertexCount; + this._maxIndexCount = maxIndexCount; + + this._geometryInitialized = false; + this._geometryCount = 0; + this._multiDrawCounts = new Int32Array( maxGeometryCount ); + this._multiDrawStarts = new Int32Array( maxGeometryCount ); + this._multiDrawCount = 0; + this._visibilityChanged = true; + + // Local matrix per geometry by using data texture + this._matricesTexture = null; + + this._initMatricesTexture(); + + } + + _initMatricesTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64) + + let size = Math.sqrt( this._maxGeometryCount * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType ); + + this._matricesTexture = matricesTexture; + + } + + _initializeGeometry( reference ) { + + const geometry = this.geometry; + const maxVertexCount = this._maxVertexCount; + const maxGeometryCount = this._maxGeometryCount; + const maxIndexCount = this._maxIndexCount; + if ( this._geometryInitialized === false ) { + + for ( const attributeName in reference.attributes ) { + + const srcAttribute = reference.getAttribute( attributeName ); + const { array, itemSize, normalized } = srcAttribute; + + const dstArray = new array.constructor( maxVertexCount * itemSize ); + const dstAttribute = new srcAttribute.constructor( dstArray, itemSize, normalized ); + dstAttribute.setUsage( srcAttribute.usage ); + + geometry.setAttribute( attributeName, dstAttribute ); + + } + + if ( reference.getIndex() !== null ) { + + const indexArray = maxVertexCount > 65536 + ? new Uint32Array( maxIndexCount ) + : new Uint16Array( maxIndexCount ); + + geometry.setIndex( new BufferAttribute( indexArray, 1 ) ); + + } + + const idArray = maxGeometryCount > 65536 + ? new Uint32Array( maxVertexCount ) + : new Uint16Array( maxVertexCount ); + geometry.setAttribute( ID_ATTR_NAME, new BufferAttribute( idArray, 1 ) ); + + this._geometryInitialized = true; + + } + + } + + // Make sure the geometry is compatible with the existing combined geometry atributes + _validateGeometry( geometry ) { + + // check that the geometry doesn't have a version of our reserved id attribute + if ( geometry.getAttribute( ID_ATTR_NAME ) ) { + + throw new Error( `BatchedMesh: Geometry cannot use attribute "${ ID_ATTR_NAME }"` ); + + } + + // check to ensure the geometries are using consistent attributes and indices + const batchGeometry = this.geometry; + if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) { + + throw new Error( 'BatchedMesh: All geometries must consistently have "index".' ); + + } + + for ( const attributeName in batchGeometry.attributes ) { + + if ( attributeName === ID_ATTR_NAME ) { + + continue; + + } + + if ( ! geometry.hasAttribute( attributeName ) ) { + + throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` ); + + } + + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) { + + throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' ); + + } + + } + + } + + setCustomSort( func ) { + + this.customSort = func; + return this; + + } + + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const geometryCount = this._geometryCount; + const boundingBox = this.boundingBox; + const active = this._active; + + boundingBox.makeEmpty(); + for ( let i = 0; i < geometryCount; i ++ ) { + + if ( active[ i ] === false ) continue; + + this.getMatrixAt( i, _matrix ); + this.getBoundingBoxAt( i, _box$1 ).applyMatrix4( _matrix ); + boundingBox.union( _box$1 ); + + } + + } + + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const geometryCount = this._geometryCount; + const boundingSphere = this.boundingSphere; + const active = this._active; + + boundingSphere.makeEmpty(); + for ( let i = 0; i < geometryCount; i ++ ) { + + if ( active[ i ] === false ) continue; + + this.getMatrixAt( i, _matrix ); + this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix ); + boundingSphere.union( _sphere$2 ); + + } + + } + + addGeometry( geometry, vertexCount = - 1, indexCount = - 1 ) { + + this._initializeGeometry( geometry ); + + this._validateGeometry( geometry ); + + // ensure we're not over geometry + if ( this._geometryCount >= this._maxGeometryCount ) { + + throw new Error( 'BatchedMesh: Maximum geometry count reached.' ); + + } + + // get the necessary range fo the geometry + const reservedRange = { + vertexStart: - 1, + vertexCount: - 1, + indexStart: - 1, + indexCount: - 1, + }; + + let lastRange = null; + const reservedRanges = this._reservedRanges; + const drawRanges = this._drawRanges; + const bounds = this._bounds; + if ( this._geometryCount !== 0 ) { + + lastRange = reservedRanges[ reservedRanges.length - 1 ]; + + } + + if ( vertexCount === - 1 ) { + + reservedRange.vertexCount = geometry.getAttribute( 'position' ).count; + + } else { + + reservedRange.vertexCount = vertexCount; + + } + + if ( lastRange === null ) { + + reservedRange.vertexStart = 0; + + } else { + + reservedRange.vertexStart = lastRange.vertexStart + lastRange.vertexCount; + + } + + const index = geometry.getIndex(); + const hasIndex = index !== null; + if ( hasIndex ) { + + if ( indexCount === - 1 ) { + + reservedRange.indexCount = index.count; + + } else { + + reservedRange.indexCount = indexCount; + + } + + if ( lastRange === null ) { + + reservedRange.indexStart = 0; + + } else { + + reservedRange.indexStart = lastRange.indexStart + lastRange.indexCount; + + } + + } + + if ( + reservedRange.indexStart !== - 1 && + reservedRange.indexStart + reservedRange.indexCount > this._maxIndexCount || + reservedRange.vertexStart + reservedRange.vertexCount > this._maxVertexCount + ) { + + throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' ); + + } + + const visibility = this._visibility; + const active = this._active; + const matricesTexture = this._matricesTexture; + const matricesArray = this._matricesTexture.image.data; + + // push new visibility states + visibility.push( true ); + active.push( true ); + + // update id + const geometryId = this._geometryCount; + this._geometryCount ++; + + // initialize matrix information + _identityMatrix.toArray( matricesArray, geometryId * 16 ); + matricesTexture.needsUpdate = true; + + // add the reserved range and draw range objects + reservedRanges.push( reservedRange ); + drawRanges.push( { + start: hasIndex ? reservedRange.indexStart : reservedRange.vertexStart, + count: - 1 + } ); + bounds.push( { + boxInitialized: false, + box: new Box3(), + + sphereInitialized: false, + sphere: new Sphere() + } ); + + // set the id for the geometry + const idAttribute = this.geometry.getAttribute( ID_ATTR_NAME ); + for ( let i = 0; i < reservedRange.vertexCount; i ++ ) { + + idAttribute.setX( reservedRange.vertexStart + i, geometryId ); + + } + + idAttribute.needsUpdate = true; + + // update the geometry + this.setGeometryAt( geometryId, geometry ); + + return geometryId; + + } + + setGeometryAt( id, geometry ) { + + if ( id >= this._geometryCount ) { + + throw new Error( 'BatchedMesh: Maximum geometry count reached.' ); + + } + + this._validateGeometry( geometry ); + + const batchGeometry = this.geometry; + const hasIndex = batchGeometry.getIndex() !== null; + const dstIndex = batchGeometry.getIndex(); + const srcIndex = geometry.getIndex(); + const reservedRange = this._reservedRanges[ id ]; + if ( + hasIndex && + srcIndex.count > reservedRange.indexCount || + geometry.attributes.position.count > reservedRange.vertexCount + ) { + + throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' ); + + } + + // copy geometry over + const vertexStart = reservedRange.vertexStart; + const vertexCount = reservedRange.vertexCount; + for ( const attributeName in batchGeometry.attributes ) { + + if ( attributeName === ID_ATTR_NAME ) { + + continue; + + } + + // copy attribute data + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + copyAttributeData( srcAttribute, dstAttribute, vertexStart ); + + // fill the rest in with zeroes + const itemSize = srcAttribute.itemSize; + for ( let i = srcAttribute.count, l = vertexCount; i < l; i ++ ) { + + const index = vertexStart + i; + for ( let c = 0; c < itemSize; c ++ ) { + + dstAttribute.setComponent( index, c, 0 ); + + } + + } + + dstAttribute.needsUpdate = true; + + } + + // copy index + if ( hasIndex ) { + + const indexStart = reservedRange.indexStart; + + // copy index data over + for ( let i = 0; i < srcIndex.count; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) ); + + } + + // fill the rest in with zeroes + for ( let i = srcIndex.count, l = reservedRange.indexCount; i < l; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart ); + + } + + dstIndex.needsUpdate = true; + + } + + // store the bounding boxes + const bound = this._bounds[ id ]; + if ( geometry.boundingBox !== null ) { + + bound.box.copy( geometry.boundingBox ); + bound.boxInitialized = true; + + } else { + + bound.boxInitialized = false; + + } + + if ( geometry.boundingSphere !== null ) { + + bound.sphere.copy( geometry.boundingSphere ); + bound.sphereInitialized = true; + + } else { + + bound.sphereInitialized = false; + + } + + // set drawRange count + const drawRange = this._drawRanges[ id ]; + const posAttr = geometry.getAttribute( 'position' ); + drawRange.count = hasIndex ? srcIndex.count : posAttr.count; + this._visibilityChanged = true; + + return id; + + } + + deleteGeometry( geometryId ) { + + // Note: User needs to call optimize() afterward to pack the data. + + const active = this._active; + if ( geometryId >= active.length || active[ geometryId ] === false ) { + + return this; + + } + + active[ geometryId ] = false; + this._visibilityChanged = true; + + return this; + + } + + // get bounding box and compute it if it doesn't exist + getBoundingBoxAt( id, target ) { + + const active = this._active; + if ( active[ id ] === false ) { + + return this; + + } + + // compute bounding box + const bound = this._bounds[ id ]; + const box = bound.box; + const geometry = this.geometry; + if ( bound.boxInitialized === false ) { + + box.makeEmpty(); + + const index = geometry.index; + const position = geometry.attributes.position; + const drawRange = this._drawRanges[ id ]; + for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) ); + + } + + bound.boxInitialized = true; + + } + + target.copy( box ); + return target; + + } + + // get bounding sphere and compute it if it doesn't exist + getBoundingSphereAt( id, target ) { + + const active = this._active; + if ( active[ id ] === false ) { + + return this; + + } + + // compute bounding sphere + const bound = this._bounds[ id ]; + const sphere = bound.sphere; + const geometry = this.geometry; + if ( bound.sphereInitialized === false ) { + + sphere.makeEmpty(); + + this.getBoundingBoxAt( id, _box$1 ); + _box$1.getCenter( sphere.center ); + + const index = geometry.index; + const position = geometry.attributes.position; + const drawRange = this._drawRanges[ id ]; + + let maxRadiusSq = 0; + for ( let i = drawRange.start, l = drawRange.start + drawRange.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + _vector$5.fromBufferAttribute( position, iv ); + maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) ); + + } + + sphere.radius = Math.sqrt( maxRadiusSq ); + bound.sphereInitialized = true; + + } + + target.copy( sphere ); + return target; + + } + + setMatrixAt( geometryId, matrix ) { + + // @TODO: Map geometryId to index of the arrays because + // optimize() can make geometryId mismatch the index + + const active = this._active; + const matricesTexture = this._matricesTexture; + const matricesArray = this._matricesTexture.image.data; + const geometryCount = this._geometryCount; + if ( geometryId >= geometryCount || active[ geometryId ] === false ) { + + return this; + + } + + matrix.toArray( matricesArray, geometryId * 16 ); + matricesTexture.needsUpdate = true; + + return this; + + } + + getMatrixAt( geometryId, matrix ) { + + const active = this._active; + const matricesArray = this._matricesTexture.image.data; + const geometryCount = this._geometryCount; + if ( geometryId >= geometryCount || active[ geometryId ] === false ) { + + return null; + + } + + return matrix.fromArray( matricesArray, geometryId * 16 ); + + } + + setVisibleAt( geometryId, value ) { + + const visibility = this._visibility; + const active = this._active; + const geometryCount = this._geometryCount; + + // if the geometry is out of range, not active, or visibility state + // does not change then return early + if ( + geometryId >= geometryCount || + active[ geometryId ] === false || + visibility[ geometryId ] === value + ) { + + return this; + + } + + visibility[ geometryId ] = value; + this._visibilityChanged = true; + + return this; + + } + + getVisibleAt( geometryId ) { + + const visibility = this._visibility; + const active = this._active; + const geometryCount = this._geometryCount; + + // return early if the geometry is out of range or not active + if ( geometryId >= geometryCount || active[ geometryId ] === false ) { + + return false; + + } + + return visibility[ geometryId ]; + + } + + raycast( raycaster, intersects ) { + + const visibility = this._visibility; + const active = this._active; + const drawRanges = this._drawRanges; + const geometryCount = this._geometryCount; + const matrixWorld = this.matrixWorld; + const batchGeometry = this.geometry; + + // iterate over each geometry + _mesh.material = this.material; + _mesh.geometry.index = batchGeometry.index; + _mesh.geometry.attributes = batchGeometry.attributes; + if ( _mesh.geometry.boundingBox === null ) { + + _mesh.geometry.boundingBox = new Box3(); + + } + + if ( _mesh.geometry.boundingSphere === null ) { + + _mesh.geometry.boundingSphere = new Sphere(); + + } + + for ( let i = 0; i < geometryCount; i ++ ) { + + if ( ! visibility[ i ] || ! active[ i ] ) { + + continue; + + } + + const drawRange = drawRanges[ i ]; + _mesh.geometry.setDrawRange( drawRange.start, drawRange.count ); + + // ge the intersects + this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld ); + this.getBoundingBoxAt( i, _mesh.geometry.boundingBox ); + this.getBoundingSphereAt( i, _mesh.geometry.boundingSphere ); + _mesh.raycast( raycaster, _batchIntersects ); + + // add batch id to the intersects + for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) { + + const intersect = _batchIntersects[ j ]; + intersect.object = this; + intersect.batchId = i; + intersects.push( intersect ); + + } + + _batchIntersects.length = 0; + + } + + _mesh.material = null; + _mesh.geometry.index = null; + _mesh.geometry.attributes = {}; + _mesh.geometry.setDrawRange( 0, Infinity ); + + } + + copy( source ) { + + super.copy( source ); + + this.geometry = source.geometry.clone(); + this.perObjectFrustumCulled = source.perObjectFrustumCulled; + this.sortObjects = source.sortObjects; + this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null; + this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null; + + this._drawRanges = source._drawRanges.map( range => ( { ...range } ) ); + this._reservedRanges = source._reservedRanges.map( range => ( { ...range } ) ); + + this._visibility = source._visibility.slice(); + this._active = source._active.slice(); + this._bounds = source._bounds.map( bound => ( { + boxInitialized: bound.boxInitialized, + box: bound.box.clone(), + + sphereInitialized: bound.sphereInitialized, + sphere: bound.sphere.clone() + } ) ); + + this._maxGeometryCount = source._maxGeometryCount; + this._maxVertexCount = source._maxVertexCount; + this._maxIndexCount = source._maxIndexCount; + + this._geometryInitialized = source._geometryInitialized; + this._geometryCount = source._geometryCount; + this._multiDrawCounts = source._multiDrawCounts.slice(); + this._multiDrawStarts = source._multiDrawStarts.slice(); + + this._matricesTexture = source._matricesTexture.clone(); + this._matricesTexture.image.data = this._matricesTexture.image.slice(); + + return this; + + } + + dispose() { + + // Assuming the geometry is not shared with other meshes + this.geometry.dispose(); + + this._matricesTexture.dispose(); + this._matricesTexture = null; + return this; + + } + + onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) { + + // if visibility has not changed and frustum culling and object sorting is not required + // then skip iterating over all items + if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) { + + return; + + } + + // the indexed version of the multi draw function requires specifying the start + // offset in bytes. + const index = geometry.getIndex(); + const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; + + const visibility = this._visibility; + const multiDrawStarts = this._multiDrawStarts; + const multiDrawCounts = this._multiDrawCounts; + const drawRanges = this._drawRanges; + const perObjectFrustumCulled = this.perObjectFrustumCulled; + + // prepare the frustum in the local frame + if ( perObjectFrustumCulled ) { + + _projScreenMatrix$2 + .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) + .multiply( this.matrixWorld ); + _frustum.setFromProjectionMatrix( + _projScreenMatrix$2, + renderer.isWebGPURenderer ? WebGPUCoordinateSystem : WebGLCoordinateSystem + ); + + } + + let count = 0; + if ( this.sortObjects ) { + + // get the camera position in the local frame + _invMatrixWorld.copy( this.matrixWorld ).invert(); + _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _invMatrixWorld ); + + for ( let i = 0, l = visibility.length; i < l; i ++ ) { + + if ( visibility[ i ] ) { + + // get the bounds in world space + this.getMatrixAt( i, _matrix ); + this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix ); + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + culled = ! _frustum.intersectsSphere( _sphere$2 ); + + } + + if ( ! culled ) { + + // get the distance from camera used for sorting + const z = _vector$5.distanceTo( _sphere$2.center ); + _renderList.push( drawRanges[ i ], z ); + + } + + } + + } + + // Sort the draw ranges and prep for rendering + const list = _renderList.list; + const customSort = this.customSort; + if ( customSort === null ) { + + list.sort( material.transparent ? sortTransparent : sortOpaque ); + + } else { + + customSort.call( this, list, camera ); + + } + + for ( let i = 0, l = list.length; i < l; i ++ ) { + + const item = list[ i ]; + multiDrawStarts[ count ] = item.start * bytesPerElement; + multiDrawCounts[ count ] = item.count; + count ++; + + } + + _renderList.reset(); + + } else { + + for ( let i = 0, l = visibility.length; i < l; i ++ ) { + + if ( visibility[ i ] ) { + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + // get the bounds in world space + this.getMatrixAt( i, _matrix ); + this.getBoundingSphereAt( i, _sphere$2 ).applyMatrix4( _matrix ); + culled = ! _frustum.intersectsSphere( _sphere$2 ); + + } + + if ( ! culled ) { + + const range = drawRanges[ i ]; + multiDrawStarts[ count ] = range.start * bytesPerElement; + multiDrawCounts[ count ] = range.count; + count ++; + + } + + } + + } + + } + + this._multiDrawCount = count; + this._visibilityChanged = false; + + } + + onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) { + + this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial ); + + } + +} + +class LineBasicMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isLineBasicMaterial = true; + + this.type = 'LineBasicMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.fog = source.fog; + + return this; + + } + +} + +const _start$1 = /*@__PURE__*/ new Vector3(); +const _end$1 = /*@__PURE__*/ new Vector3(); +const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _ray$1 = /*@__PURE__*/ new Ray(); +const _sphere$1 = /*@__PURE__*/ new Sphere(); + +class Line extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { + + super(); + + this.isLine = true; + + this.type = 'Line'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = [ 0 ]; + + for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { + + _start$1.fromBufferAttribute( positionAttribute, i - 1 ); + _end$1.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _start$1.distanceTo( _end$1 ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$1.copy( geometry.boundingSphere ); + _sphere$1.applyMatrix4( matrixWorld ); + _sphere$1.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; + + // + + _inverseMatrix$1.copy( matrixWorld ).invert(); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const vStart = new Vector3(); + const vEnd = new Vector3(); + const interSegment = new Vector3(); + const interRay = new Vector3(); + const step = this.isLineSegments ? 2 : 1; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + + vStart.fromBufferAttribute( positionAttribute, a ); + vEnd.fromBufferAttribute( positionAttribute, b ); + + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + vStart.fromBufferAttribute( positionAttribute, i ); + vEnd.fromBufferAttribute( positionAttribute, i + 1 ); + + const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment ); + + if ( distSq > localThresholdSq ) continue; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( interRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) continue; + + intersects.push( { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: interSegment.clone().applyMatrix4( this.matrixWorld ), + index: i, + face: null, + faceIndex: null, + object: this + + } ); + + } + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +const _start = /*@__PURE__*/ new Vector3(); +const _end = /*@__PURE__*/ new Vector3(); + +class LineSegments extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isLineSegments = true; + + this.type = 'LineSegments'; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = []; + + for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { + + _start.fromBufferAttribute( positionAttribute, i ); + _end.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + +} + +class LineLoop extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isLineLoop = true; + + this.type = 'LineLoop'; + + } + +} + +class PointsMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isPointsMaterial = true; + + this.type = 'PointsMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + +} + +const _inverseMatrix = /*@__PURE__*/ new Matrix4(); +const _ray = /*@__PURE__*/ new Ray(); +const _sphere = /*@__PURE__*/ new Sphere(); +const _position$2 = /*@__PURE__*/ new Vector3(); + +class Points extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { + + super(); + + this.isPoints = true; + + this.type = 'Points'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Points.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ); + _sphere.applyMatrix4( matrixWorld ); + _sphere.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; + + // + + _inverseMatrix.copy( matrixWorld ).invert(); + _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i ++ ) { + + const a = index.getX( i ); + + _position$2.fromBufferAttribute( positionAttribute, a ); + + testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end; i < l; i ++ ) { + + _position$2.fromBufferAttribute( positionAttribute, i ); + + testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { + + const rayPointDistanceSq = _ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + const intersectPoint = new Vector3(); + + _ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + object: object + + } ); + + } + +} + +class VideoTexture extends Texture { + + constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isVideoTexture = true; + + this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + + this.generateMipmaps = false; + + const scope = this; + + function updateVideo() { + + scope.needsUpdate = true; + video.requestVideoFrameCallback( updateVideo ); + + } + + if ( 'requestVideoFrameCallback' in video ) { + + video.requestVideoFrameCallback( updateVideo ); + + } + + } + + clone() { + + return new this.constructor( this.image ).copy( this ); + + } + + update() { + + const video = this.image; + const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; + + if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + +} + +class FramebufferTexture extends Texture { + + constructor( width, height ) { + + super( { width, height } ); + + this.isFramebufferTexture = true; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.generateMipmaps = false; + + this.needsUpdate = true; + + } + +} + +class CompressedTexture extends Texture { + + constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isCompressedTexture = true; + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + + } + +} + +class CompressedArrayTexture extends CompressedTexture { + + constructor( mipmaps, width, height, depth, format, type ) { + + super( mipmaps, width, height, format, type ); + + this.isCompressedArrayTexture = true; + this.image.depth = depth; + this.wrapR = ClampToEdgeWrapping; + + } + +} + +class CompressedCubeTexture extends CompressedTexture { + + constructor( images, format, type ) { + + super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping ); + + this.isCompressedCubeTexture = true; + this.isCubeTexture = true; + + this.image = images; + + } + +} + +class CanvasTexture extends Texture { + + constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isCanvasTexture = true; + + this.needsUpdate = true; + + } + +} + +/** + * Extensible curve object. + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following curves inherit from THREE.Curve: + * + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ + +class Curve { + + constructor() { + + this.type = 'Curve'; + + this.arcLengthDivisions = 200; + + } + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint( /* t, optionalTarget */ ) { + + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; + + } + + // Get point at relative position in curve according to arc length + // - u [0 .. 1] + + getPointAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + } + + // Get sequence of points using getPoint( t ) + + getPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + } + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + } + + // Get total curve arc length + + getLength() { + + const lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + } + + // Get list of cumulative segment lengths + + getLengths( divisions = this.arcLengthDivisions ) { + + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { + + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + const cache = []; + let current, last = this.getPoint( 0 ); + let sum = 0; + + cache.push( 0 ); + + for ( let p = 1; p <= divisions; p ++ ) { + + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + + } + + updateArcLengths() { + + this.needsUpdate = true; + this.getLengths(); + + } + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + getUtoTmapping( u, distance ) { + + const arcLengths = this.getLengths(); + + let i = 0; + const il = arcLengths.length; + + let targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + // binary search for the index with largest value smaller than target u distance + + let low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + + } else if ( comparison > 0 ) { + + high = i - 1; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + if ( arcLengths[ i ] === targetArcLength ) { + + return i / ( il - 1 ); + + } + + // we could get finer grain at lengths, or use simple interpolation between two points + + const lengthBefore = arcLengths[ i ]; + const lengthAfter = arcLengths[ i + 1 ]; + + const segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + const t = ( i + segmentFraction ) / ( il - 1 ); + + return t; + + } + + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation + + getTangent( t, optionalTarget ) { + + const delta = 0.0001; + let t1 = t - delta; + let t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + const pt1 = this.getPoint( t1 ); + const pt2 = this.getPoint( t2 ); + + const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); + + tangent.copy( pt2 ).sub( pt1 ).normalize(); + + return tangent; + + } + + getTangentAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getTangent( t, optionalTarget ); + + } + + computeFrenetFrames( segments, closed ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + const normal = new Vector3(); + + const tangents = []; + const normals = []; + const binormals = []; + + const vec = new Vector3(); + const mat = new Matrix4(); + + // compute the tangent vectors for each segment on the curve + + for ( let i = 0; i <= segments; i ++ ) { + + const u = i / segments; + + tangents[ i ] = this.getTangentAt( u, new Vector3() ); + + } + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component + + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + let min = Number.MAX_VALUE; + const tx = Math.abs( tangents[ 0 ].x ); + const ty = Math.abs( tangents[ 0 ].y ); + const tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= min ) { + + min = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= min ) { + + min = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= min ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + + // compute the slowly-varying normal and binormal vectors for each segment on the curve + + for ( let i = 1; i <= segments; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { + + let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( let i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + } + + fromJSON( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + +} + +class EllipseCurve extends Curve { + + constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { + + super(); + + this.isEllipseCurve = true; + + this.type = 'EllipseCurve'; + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + + this.aRotation = aRotation; + + } + + getPoint( t, optionalTarget ) { + + const point = optionalTarget || new Vector2(); + + const twoPi = Math.PI * 2; + let deltaAngle = this.aEndAngle - this.aStartAngle; + const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + const angle = this.aStartAngle + t * deltaAngle; + let x = this.aX + this.xRadius * Math.cos( angle ); + let y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + const cos = Math.cos( this.aRotation ); + const sin = Math.sin( this.aRotation ); + + const tx = x - this.aX; + const ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + + } + + copy( source ) { + + super.copy( source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + + } + +} + +class ArcCurve extends EllipseCurve { + + constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.isArcCurve = true; + + this.type = 'ArcCurve'; + + } + +} + +/** + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + +/* +Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + +This CubicPoly class could be used for reusing some variables and calculations, +but for three.js curve use, it could be possible inlined and flatten into a single function call +which can be placed in CurveUtils. +*/ + +function CubicPoly() { + + let c0 = 0, c1 = 0, c2 = 0, c3 = 0; + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { + + c0 = x0; + c1 = t0; + c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + + } + + return { + + initCatmullRom: function ( x0, x1, x2, x3, tension ) { + + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }, + + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + const t2 = t * t; + const t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + +} + +// + +const tmp = /*@__PURE__*/ new Vector3(); +const px = /*@__PURE__*/ new CubicPoly(); +const py = /*@__PURE__*/ new CubicPoly(); +const pz = /*@__PURE__*/ new CubicPoly(); + +class CatmullRomCurve3 extends Curve { + + constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) { + + super(); + + this.isCatmullRomCurve3 = true; + + this.type = 'CatmullRomCurve3'; + + this.points = points; + this.closed = closed; + this.curveType = curveType; + this.tension = tension; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const points = this.points; + const l = points.length; + + const p = ( l - ( this.closed ? 0 : 1 ) ) * t; + let intPoint = Math.floor( p ); + let weight = p - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + let p0, p3; // 4 points (p1 & p2 defined below) + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + const p1 = points[ intPoint % l ]; + const p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + const pow = this.curveType === 'chordal' ? 0.5 : 0.25; + let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.curveType === 'catmullrom' ) { + + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + + } + + point.set( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector3().fromArray( point ) ); + + } + + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + + return this; + + } + +} + +/** + * Bezier Curves formulas obtained from + * https://en.wikipedia.org/wiki/B%C3%A9zier_curve + */ + +function CatmullRom( t, p0, p1, p2, p3 ) { + + const v0 = ( p2 - p0 ) * 0.5; + const v1 = ( p3 - p1 ) * 0.5; + const t2 = t * t; + const t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +} + +// + +function QuadraticBezierP0( t, p ) { + + const k = 1 - t; + return k * k * p; + +} + +function QuadraticBezierP1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + +} + +function QuadraticBezierP2( t, p ) { + + return t * t * p; + +} + +function QuadraticBezier( t, p0, p1, p2 ) { + + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); + +} + +// + +function CubicBezierP0( t, p ) { + + const k = 1 - t; + return k * k * k * p; + +} + +function CubicBezierP1( t, p ) { + + const k = 1 - t; + return 3 * k * k * t * p; + +} + +function CubicBezierP2( t, p ) { + + return 3 * ( 1 - t ) * t * t * p; + +} + +function CubicBezierP3( t, p ) { + + return t * t * t * p; + +} + +function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + +} + +class CubicBezierCurve extends Curve { + + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { + + super(); + + this.isCubicBezierCurve = true; + + this.type = 'CubicBezierCurve'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + +} + +class CubicBezierCurve3 extends Curve { + + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { + + super(); + + this.isCubicBezierCurve3 = true; + + this.type = 'CubicBezierCurve3'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), + CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + +} + +class LineCurve extends Curve { + + constructor( v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + this.isLineCurve = true; + + this.type = 'LineCurve'; + + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector2() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class LineCurve3 extends Curve { + + constructor( v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + this.isLineCurve3 = true; + + this.type = 'LineCurve3'; + + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector3() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class QuadraticBezierCurve extends Curve { + + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + this.isQuadraticBezierCurve = true; + + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class QuadraticBezierCurve3 extends Curve { + + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + this.isQuadraticBezierCurve3 = true; + + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class SplineCurve extends Curve { + + constructor( points = [] ) { + + super(); + + this.isSplineCurve = true; + + this.type = 'SplineCurve'; + + this.points = points; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const points = this.points; + const p = ( points.length - 1 ) * t; + + const intPoint = Math.floor( p ); + const weight = p - intPoint; + + const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + const p1 = points[ intPoint ]; + const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + point.set( + CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), + CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + + } + +} + +var Curves = /*#__PURE__*/Object.freeze({ + __proto__: null, + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve +}); + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +class CurvePath extends Curve { + + constructor() { + + super(); + + this.type = 'CurvePath'; + + this.curves = []; + this.autoClose = false; // Automatically closes the path + + } + + add( curve ) { + + this.curves.push( curve ); + + } + + closePath() { + + // Add a line curve if start and end of lines are not connected + const startPoint = this.curves[ 0 ].getPoint( 0 ); + const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3'; + this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) ); + + } + + return this; + + } + + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: + + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') + + getPoint( t, optionalTarget ) { + + const d = t * this.getLength(); + const curveLengths = this.getCurveLengths(); + let i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + const diff = curveLengths[ i ] - d; + const curve = this.curves[ i ]; + + const segmentLength = curve.getLength(); + const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u, optionalTarget ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + } + + copy( source ) { + + super.copy( source ); + + this.curves = []; + + for ( let i = 0, l = source.curves.length; i < l; i ++ ) { + + const curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( let i = 0, l = this.curves.length; i < l; i ++ ) { + + const curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( let i = 0, l = json.curves.length; i < l; i ++ ) { + + const curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + +} + +class Path extends CurvePath { + + constructor( points ) { + + super(); + + this.type = 'Path'; + + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + + } + + setFromPoints( points ) { + + this.moveTo( points[ 0 ].x, points[ 0 ].y ); + + for ( let i = 1, l = points.length; i < l; i ++ ) { + + this.lineTo( points[ i ].x, points[ i ].y ); + + } + + return this; + + } + + moveTo( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + return this; + + } + + lineTo( x, y ) { + + const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + return this; + + } + + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + const curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + } + + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + const curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + } + + splineThru( pts /*Array of Vector*/ ) { + + const npts = [ this.currentPoint.clone() ].concat( pts ); + + const curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + return this; + + } + + arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + return this; + + } + + absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + const firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + const lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + return this; + + } + + copy( source ) { + + super.copy( source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + +} + +class LatheGeometry extends BufferGeometry { + + constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { + + super(); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ); + + // clamp phiLength so it's in range of [ 0, 2PI ] + + phiLength = clamp( phiLength, 0, Math.PI * 2 ); + + // buffers + + const indices = []; + const vertices = []; + const uvs = []; + const initNormals = []; + const normals = []; + + // helper variables + + const inverseSegments = 1.0 / segments; + const vertex = new Vector3(); + const uv = new Vector2(); + const normal = new Vector3(); + const curNormal = new Vector3(); + const prevNormal = new Vector3(); + let dx = 0; + let dy = 0; + + // pre-compute normals for initial "meridian" + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + switch ( j ) { + + case 0: // special handling for 1st vertex on path + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + prevNormal.copy( normal ); + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + break; + + case ( points.length - 1 ): // special handling for last Vertex on path + + initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z ); + + break; + + default: // default handling for all vertices in between + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + curNormal.copy( normal ); + + normal.x += prevNormal.x; + normal.y += prevNormal.y; + normal.z += prevNormal.z; + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + prevNormal.copy( curNormal ); + + } + + } + + // generate vertices, uvs and normals + + for ( let i = 0; i <= segments; i ++ ) { + + const phi = phiStart + i * inverseSegments * phiLength; + + const sin = Math.sin( phi ); + const cos = Math.cos( phi ); + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + // normal + + const x = initNormals[ 3 * j + 0 ] * sin; + const y = initNormals[ 3 * j + 1 ]; + const z = initNormals[ 3 * j + 0 ] * cos; + + normals.push( x, y, z ); + + } + + } + + // indices + + for ( let i = 0; i < segments; i ++ ) { + + for ( let j = 0; j < ( points.length - 1 ); j ++ ) { + + const base = j + i * points.length; + + const a = base; + const b = base + points.length; + const c = base + points.length + 1; + const d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( c, d, b ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); + + } + +} + +class CapsuleGeometry extends LatheGeometry { + + constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) { + + const path = new Path(); + path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 ); + path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 ); + + super( path.getPoints( capSegments ), radialSegments ); + + this.type = 'CapsuleGeometry'; + + this.parameters = { + radius: radius, + length: length, + capSegments: capSegments, + radialSegments: radialSegments, + }; + + } + + static fromJSON( data ) { + + return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments ); + + } + +} + +class CircleGeometry extends BufferGeometry { + + constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + segments = Math.max( 3, segments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + const segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( let i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); + + } + +} + +class CylinderGeometry extends BufferGeometry { + + constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + const scope = this; + + radialSegments = Math.floor( radialSegments ); + heightSegments = Math.floor( heightSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let index = 0; + const indexArray = []; + const halfHeight = height / 2; + let groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + const normal = new Vector3(); + const vertex = new Vector3(); + + let groupCount = 0; + + // this will be used to calculate the normal + const slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( let y = 0; y <= heightSegments; y ++ ) { + + const indexRow = []; + + const v = y / heightSegments; + + // calculate the radius of the current row + + const radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + + const theta = u * thetaLength + thetaStart; + + const sinTheta = Math.sin( theta ); + const cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + for ( let y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + const a = indexArray[ y ][ x ]; + const b = indexArray[ y + 1 ][ x ]; + const c = indexArray[ y + 1 ][ x + 1 ]; + const d = indexArray[ y ][ x + 1 ]; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // update group counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + // save the index of the first center vertex + const centerIndexStart = index; + + const uv = new Vector2(); + const vertex = new Vector3(); + + let groupCount = 0; + + const radius = ( top === true ) ? radiusTop : radiusBottom; + const sign = ( top === true ) ? 1 : - 1; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( let x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + const centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + const theta = u * thetaLength + thetaStart; + + const cosTheta = Math.cos( theta ); + const sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + const c = centerIndexStart + x; + const i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +class ConeGeometry extends CylinderGeometry { + + constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + static fromJSON( data ) { + + return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +class PolyhedronGeometry extends BufferGeometry { + + constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { + + super(); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + // default buffer data + + const vertexBuffer = []; + const uvBuffer = []; + + // the subdivision creates the vertex buffer data + + subdivide( detail ); + + // all vertices should lie on a conceptual sphere with a given radius + + applyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + if ( detail === 0 ) { + + this.computeVertexNormals(); // flat normals + + } else { + + this.normalizeNormals(); // smooth normals + + } + + // helper functions + + function subdivide( detail ) { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + // iterate over all faces and apply a subdivision with the given detail value + + for ( let i = 0; i < indices.length; i += 3 ) { + + // get the vertices of the face + + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); + + // perform subdivision + + subdivideFace( a, b, c, detail ); + + } + + } + + function subdivideFace( a, b, c, detail ) { + + const cols = detail + 1; + + // we use this multidimensional array as a data structure for creating the subdivision + + const v = []; + + // construct all of the vertices for this subdivision + + for ( let i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + const aj = a.clone().lerp( c, i / cols ); + const bj = b.clone().lerp( c, i / cols ); + + const rows = cols - i; + + for ( let j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( let i = 0; i < cols; i ++ ) { + + for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + const k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function applyRadius( radius ) { + + const vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + const vertex = new Vector3(); + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + const u = azimuth( vertex ) / 2 / Math.PI + 0.5; + const v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( let i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + const x0 = uvBuffer[ i + 0 ]; + const x1 = uvBuffer[ i + 2 ]; + const x2 = uvBuffer[ i + 4 ]; + + const max = Math.max( x0, x1, x2 ); + const min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + const stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + const centroid = new Vector3(); + + const uvA = new Vector2(); + const uvB = new Vector2(); + const uvC = new Vector2(); + + for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + const azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details ); + + } + +} + +class DodecahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + const r = 1 / t; + + const vertices = [ + + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + const indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new DodecahedronGeometry( data.radius, data.detail ); + + } + +} + +const _v0 = /*@__PURE__*/ new Vector3(); +const _v1$1 = /*@__PURE__*/ new Vector3(); +const _normal = /*@__PURE__*/ new Vector3(); +const _triangle = /*@__PURE__*/ new Triangle(); + +class EdgesGeometry extends BufferGeometry { + + constructor( geometry = null, thresholdAngle = 1 ) { + + super(); + + this.type = 'EdgesGeometry'; + + this.parameters = { + geometry: geometry, + thresholdAngle: thresholdAngle + }; + + if ( geometry !== null ) { + + const precisionPoints = 4; + const precision = Math.pow( 10, precisionPoints ); + const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); + + const indexAttr = geometry.getIndex(); + const positionAttr = geometry.getAttribute( 'position' ); + const indexCount = indexAttr ? indexAttr.count : positionAttr.count; + + const indexArr = [ 0, 0, 0 ]; + const vertKeys = [ 'a', 'b', 'c' ]; + const hashes = new Array( 3 ); + + const edgeData = {}; + const vertices = []; + for ( let i = 0; i < indexCount; i += 3 ) { + + if ( indexAttr ) { + + indexArr[ 0 ] = indexAttr.getX( i ); + indexArr[ 1 ] = indexAttr.getX( i + 1 ); + indexArr[ 2 ] = indexAttr.getX( i + 2 ); + + } else { + + indexArr[ 0 ] = i; + indexArr[ 1 ] = i + 1; + indexArr[ 2 ] = i + 2; + + } + + const { a, b, c } = _triangle; + a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); + b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); + c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); + _triangle.getNormal( _normal ); + + // create hashes for the edge from the vertices + hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; + hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; + hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; + + // skip degenerate triangles + if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { + + continue; + + } + + // iterate over every edge + for ( let j = 0; j < 3; j ++ ) { + + // get the first and next vertex making up the edge + const jNext = ( j + 1 ) % 3; + const vecHash0 = hashes[ j ]; + const vecHash1 = hashes[ jNext ]; + const v0 = _triangle[ vertKeys[ j ] ]; + const v1 = _triangle[ vertKeys[ jNext ] ]; + + const hash = `${ vecHash0 }_${ vecHash1 }`; + const reverseHash = `${ vecHash1 }_${ vecHash0 }`; + + if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { + + // if we found a sibling edge add it into the vertex array if + // it meets the angle threshold and delete the edge from the map. + if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { + + vertices.push( v0.x, v0.y, v0.z ); + vertices.push( v1.x, v1.y, v1.z ); + + } + + edgeData[ reverseHash ] = null; + + } else if ( ! ( hash in edgeData ) ) { + + // if we've already got an edge here then skip adding a new one + edgeData[ hash ] = { + + index0: indexArr[ j ], + index1: indexArr[ jNext ], + normal: _normal.clone(), + + }; + + } + + } + + } + + // iterate over all remaining, unmatched edges and add them to the vertex array + for ( const key in edgeData ) { + + if ( edgeData[ key ] ) { + + const { index0, index1 } = edgeData[ key ]; + _v0.fromBufferAttribute( positionAttr, index0 ); + _v1$1.fromBufferAttribute( positionAttr, index1 ); + + vertices.push( _v0.x, _v0.y, _v0.z ); + vertices.push( _v1$1.x, _v1$1.y, _v1$1.z ); + + } + + } + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + +} + +class Shape extends Path { + + constructor( points ) { + + super( points ); + + this.uuid = generateUUID(); + + this.type = 'Shape'; + + this.holes = []; + + } + + getPointsHoles( divisions ) { + + const holesPts = []; + + for ( let i = 0, l = this.holes.length; i < l; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + + } + + return holesPts; + + } + + // get points of shape and holes (keypoints based on segments parameter) + + extractPoints( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + } + + copy( source ) { + + super.copy( source ); + + this.holes = []; + + for ( let i = 0, l = source.holes.length; i < l; i ++ ) { + + const hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.uuid = this.uuid; + data.holes = []; + + for ( let i = 0, l = this.holes.length; i < l; i ++ ) { + + const hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( let i = 0, l = json.holes.length; i < l; i ++ ) { + + const hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + return this; + + } + +} + +/** + * Port from https://github.com/mapbox/earcut (v2.2.4) + */ + +const Earcut = { + + triangulate: function ( data, holeIndices, dim = 2 ) { + + const hasHoles = holeIndices && holeIndices.length; + const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; + let outerNode = linkedList( data, 0, outerLen, dim, true ); + const triangles = []; + + if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; + + let minX, minY, maxX, maxY, x, y, invSize; + + if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if ( data.length > 80 * dim ) { + + minX = maxX = data[ 0 ]; + minY = maxY = data[ 1 ]; + + for ( let i = dim; i < outerLen; i += dim ) { + + x = data[ i ]; + y = data[ i + 1 ]; + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max( maxX - minX, maxY - minY ); + invSize = invSize !== 0 ? 32767 / invSize : 0; + + } + + earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 ); + + return triangles; + + } + +}; + +// create a circular doubly linked list from polygon points in the specified winding order +function linkedList( data, start, end, dim, clockwise ) { + + let i, last; + + if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { + + for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } else { + + for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } + + if ( last && equals( last, last.next ) ) { + + removeNode( last ); + last = last.next; + + } + + return last; + +} + +// eliminate colinear or duplicate points +function filterPoints( start, end ) { + + if ( ! start ) return start; + if ( ! end ) end = start; + + let p = start, + again; + do { + + again = false; + + if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { + + removeNode( p ); + p = end = p.prev; + if ( p === p.next ) break; + again = true; + + } else { + + p = p.next; + + } + + } while ( again || p !== end ); + + return end; + +} + +// main ear slicing loop which triangulates a polygon (given as a linked list) +function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { + + if ( ! ear ) return; + + // interlink polygon nodes in z-order + if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + + let stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while ( ear.prev !== ear.next ) { + + prev = ear.prev; + next = ear.next; + + if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { + + // cut off the triangle + triangles.push( prev.i / dim | 0 ); + triangles.push( ear.i / dim | 0 ); + triangles.push( next.i / dim | 0 ); + + removeNode( ear ); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if ( ear === stop ) { + + // try filtering points and slicing again + if ( ! pass ) { + + earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); + + // if this didn't work, try curing all small self-intersections locally + + } else if ( pass === 1 ) { + + ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); + earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); + + // as a last resort, try splitting the remaining polygon into two + + } else if ( pass === 2 ) { + + splitEarcut( ear, triangles, dim, minX, minY, invSize ); + + } + + break; + + } + + } + +} + +// check whether a polygon node forms a valid ear with adjacent nodes +function isEar( ear ) { + + const a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), + y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), + x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), + y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); + + let p = c.next; + while ( p !== a ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.next; + + } + + return true; + +} + +function isEarHashed( ear, minX, minY, invSize ) { + + const a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), + y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), + x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), + y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); + + // z-order range for the current triangle bbox; + const minZ = zOrder( x0, y0, minX, minY, invSize ), + maxZ = zOrder( x1, y1, minX, minY, invSize ); + + let p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while ( p && p.z >= minZ && n && n.z <= maxZ ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + // look for remaining points in decreasing z-order + while ( p && p.z >= minZ ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + } + + // look for remaining points in increasing z-order + while ( n && n.z <= maxZ ) { + + if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + return true; + +} + +// go through all polygon nodes and cure small local self-intersections +function cureLocalIntersections( start, triangles, dim ) { + + let p = start; + do { + + const a = p.prev, + b = p.next.next; + + if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { + + triangles.push( a.i / dim | 0 ); + triangles.push( p.i / dim | 0 ); + triangles.push( b.i / dim | 0 ); + + // remove two nodes involved + removeNode( p ); + removeNode( p.next ); + + p = start = b; + + } + + p = p.next; + + } while ( p !== start ); + + return filterPoints( p ); + +} + +// try splitting polygon into two and triangulate them independently +function splitEarcut( start, triangles, dim, minX, minY, invSize ) { + + // look for a valid diagonal that divides the polygon into two + let a = start; + do { + + let b = a.next.next; + while ( b !== a.prev ) { + + if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + + // split the polygon in two by the diagonal + let c = splitPolygon( a, b ); + + // filter colinear points around the cuts + a = filterPoints( a, a.next ); + c = filterPoints( c, c.next ); + + // run earcut on each half + earcutLinked( a, triangles, dim, minX, minY, invSize, 0 ); + earcutLinked( c, triangles, dim, minX, minY, invSize, 0 ); + return; + + } + + b = b.next; + + } + + a = a.next; + + } while ( a !== start ); + +} + +// link every hole into the outer loop, producing a single-ring polygon without holes +function eliminateHoles( data, holeIndices, outerNode, dim ) { + + const queue = []; + let i, len, start, end, list; + + for ( i = 0, len = holeIndices.length; i < len; i ++ ) { + + start = holeIndices[ i ] * dim; + end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; + list = linkedList( data, start, end, dim, false ); + if ( list === list.next ) list.steiner = true; + queue.push( getLeftmost( list ) ); + + } + + queue.sort( compareX ); + + // process holes from left to right + for ( i = 0; i < queue.length; i ++ ) { + + outerNode = eliminateHole( queue[ i ], outerNode ); + + } + + return outerNode; + +} + +function compareX( a, b ) { + + return a.x - b.x; + +} + +// find a bridge between vertices that connects hole with an outer ring and link it +function eliminateHole( hole, outerNode ) { + + const bridge = findHoleBridge( hole, outerNode ); + if ( ! bridge ) { + + return outerNode; + + } + + const bridgeReverse = splitPolygon( bridge, hole ); + + // filter collinear points around the cuts + filterPoints( bridgeReverse, bridgeReverse.next ); + return filterPoints( bridge, bridge.next ); + +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon +function findHoleBridge( hole, outerNode ) { + + let p = outerNode, + qx = - Infinity, + m; + + const hx = hole.x, hy = hole.y; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + + if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { + + const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); + if ( x <= hx && x > qx ) { + + qx = x; + m = p.x < p.next.x ? p : p.next; + if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint + + } + + } + + p = p.next; + + } while ( p !== outerNode ); + + if ( ! m ) return null; + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + const stop = m, + mx = m.x, + my = m.y; + let tanMin = Infinity, tan; + + p = m; + + do { + + if ( hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { + + tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential + + if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } while ( p !== stop ); + + return m; + +} + +// whether sector in vertex m contains sector in vertex p in the same coordinates +function sectorContainsSector( m, p ) { + + return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; + +} + +// interlink polygon nodes in z-order +function indexCurve( start, minX, minY, invSize ) { + + let p = start; + do { + + if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + + } while ( p !== start ); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked( p ); + +} + +// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function sortLinked( list ) { + + let i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + + p = list; + list = null; + tail = null; + numMerges = 0; + + while ( p ) { + + numMerges ++; + q = p; + pSize = 0; + for ( i = 0; i < inSize; i ++ ) { + + pSize ++; + q = q.nextZ; + if ( ! q ) break; + + } + + qSize = inSize; + + while ( pSize > 0 || ( qSize > 0 && q ) ) { + + if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { + + e = p; + p = p.nextZ; + pSize --; + + } else { + + e = q; + q = q.nextZ; + qSize --; + + } + + if ( tail ) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + + } + + p = q; + + } + + tail.nextZ = null; + inSize *= 2; + + } while ( numMerges > 1 ); + + return list; + +} + +// z-order of a point given coords and inverse of the longer side of data bbox +function zOrder( x, y, minX, minY, invSize ) { + + // coords are transformed into non-negative 15-bit integer range + x = ( x - minX ) * invSize | 0; + y = ( y - minY ) * invSize | 0; + + x = ( x | ( x << 8 ) ) & 0x00FF00FF; + x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; + x = ( x | ( x << 2 ) ) & 0x33333333; + x = ( x | ( x << 1 ) ) & 0x55555555; + + y = ( y | ( y << 8 ) ) & 0x00FF00FF; + y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; + y = ( y | ( y << 2 ) ) & 0x33333333; + y = ( y | ( y << 1 ) ) & 0x55555555; + + return x | ( y << 1 ); + +} + +// find the leftmost node of a polygon ring +function getLeftmost( start ) { + + let p = start, + leftmost = start; + do { + + if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; + p = p.next; + + } while ( p !== start ); + + return leftmost; + +} + +// check if a point lies within a convex triangle +function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { + + return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) && + ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) && + ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py ); + +} + +// check if a diagonal between two polygon nodes is valid (lies in polygon interior) +function isValidDiagonal( a, b ) { + + return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges + ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible + ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors + equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case + +} + +// signed area of a triangle +function area( p, q, r ) { + + return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); + +} + +// check if two points are equal +function equals( p1, p2 ) { + + return p1.x === p2.x && p1.y === p2.y; + +} + +// check if two segments intersect +function intersects( p1, q1, p2, q2 ) { + + const o1 = sign( area( p1, q1, p2 ) ); + const o2 = sign( area( p1, q1, q2 ) ); + const o3 = sign( area( p2, q2, p1 ) ); + const o4 = sign( area( p2, q2, q1 ) ); + + if ( o1 !== o2 && o3 !== o4 ) return true; // general case + + if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 + if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 + if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 + if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 + + return false; + +} + +// for collinear points p, q, r, check if point q lies on segment pr +function onSegment( p, q, r ) { + + return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y ); + +} + +function sign( num ) { + + return num > 0 ? 1 : num < 0 ? - 1 : 0; + +} + +// check if a polygon diagonal intersects any polygon segments +function intersectsPolygon( a, b ) { + + let p = a; + do { + + if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects( p, p.next, a, b ) ) return true; + p = p.next; + + } while ( p !== a ); + + return false; + +} + +// check if a polygon diagonal is locally inside the polygon +function locallyInside( a, b ) { + + return area( a.prev, a, a.next ) < 0 ? + area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : + area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; + +} + +// check if the middle point of a polygon diagonal is inside the polygon +function middleInside( a, b ) { + + let p = a, + inside = false; + const px = ( a.x + b.x ) / 2, + py = ( a.y + b.y ) / 2; + do { + + if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && + ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) + inside = ! inside; + p = p.next; + + } while ( p !== a ); + + return inside; + +} + +// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function splitPolygon( a, b ) { + + const a2 = new Node( a.i, a.x, a.y ), + b2 = new Node( b.i, b.x, b.y ), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + +} + +// create a node and optionally link it with previous one (in a circular doubly linked list) +function insertNode( i, x, y, last ) { + + const p = new Node( i, x, y ); + + if ( ! last ) { + + p.prev = p; + p.next = p; + + } else { + + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + + } + + return p; + +} + +function removeNode( p ) { + + p.next.prev = p.prev; + p.prev.next = p.next; + + if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; + if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; + +} + +function Node( i, x, y ) { + + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = 0; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + +} + +function signedArea( data, start, end, dim ) { + + let sum = 0; + for ( let i = start, j = end - dim; i < end; i += dim ) { + + sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); + j = i; + + } + + return sum; + +} + +class ShapeUtils { + + // calculate area of the contour polygon + + static area( contour ) { + + const n = contour.length; + let a = 0.0; + + for ( let p = n - 1, q = 0; q < n; p = q ++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + } + + static isClockWise( pts ) { + + return ShapeUtils.area( pts ) < 0; + + } + + static triangulateShape( contour, holes ) { + + const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + const holeIndices = []; // array of hole indices + const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + let holeIndex = contour.length; + + holes.forEach( removeDupEndPts ); + + for ( let i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + const triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( let i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + +} + +function removeDupEndPts( points ) { + + const l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + +} + +function addContour( vertices, contour ) { + + for ( let i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + +} + +/** + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline (including bevelOffset) is bevel + * bevelOffset: , // how far from shape outline does bevel start + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ + + +class ExtrudeGeometry extends BufferGeometry { + + constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) { + + super(); + + this.type = 'ExtrudeGeometry'; + + this.parameters = { + shapes: shapes, + options: options + }; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + const scope = this; + + const verticesArray = []; + const uvArray = []; + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + addShape( shape ); + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + + this.computeVertexNormals(); + + // functions + + function addShape( shape ) { + + const placeholder = []; + + // options + + const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + const steps = options.steps !== undefined ? options.steps : 1; + const depth = options.depth !== undefined ? options.depth : 1; + + let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; + let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2; + let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1; + let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; + let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + const extrudePath = options.extrudePath; + + const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + + // + + let extrudePts, extrudeByPath = false; + let splineTube, binormal, normal, position2; + + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // TODO1 - have a .isClosed in spline? + + splineTube = extrudePath.computeFrenetFrames( steps, false ); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + bevelOffset = 0; + + } + + // Variables initialization + + const shapePoints = shape.extractPoints( curveSegments ); + + let vertices = shapePoints.shape; + const holes = shapePoints.holes; + + const reverse = ! ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + if ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + + const faces = ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + const contour = vertices; // vertices has all points but contour has only points of circumference + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' ); + + return pt.clone().addScaledVector( vec, size ); + + } + + const vlen = vertices.length, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + const v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + const v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + const v_prev_len = Math.sqrt( v_prev_lensq ); + const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + let direction_eq = false; // assumes: opposite + + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + const contourMovements = []; + + for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + const holesMovements = []; + let oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( let b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + const bs = bevelSize + bevelOffset; + + // Back facing vertices + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + for ( let s = 1; s <= steps; s ++ ) { + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( let b = bevelSegments - 1; b >= 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); + + } + + // expand holes + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + const start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + let layer = 0; // steps + 1 + let offset = vlen * layer; + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + const start = verticesArray.length / 3; + let layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + + + } + + function sidewalls( contour, layeroffset ) { + + let i = contour.length; + + while ( -- i >= 0 ) { + + const j = i; + let k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { + + const slen1 = vlen * s; + const slen2 = vlen * ( s + 1 ); + + const a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d ); + + } + + } + + } + + function v( x, y, z ) { + + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); + + } + + + function f3( a, b, c ) { + + addVertex( a ); + addVertex( b ); + addVertex( c ); + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + + } + + function f4( a, b, c, d ) { + + addVertex( a ); + addVertex( b ); + addVertex( d ); + + addVertex( b ); + addVertex( c ); + addVertex( d ); + + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 3 ] ); + + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); + + } + + function addVertex( index ) { + + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); + + } + + + function addUV( vector2 ) { + + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + const shapes = this.parameters.shapes; + const options = this.parameters.options; + + return toJSON$1( shapes, options, data ); + + } + + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + const extrudePath = data.options.extrudePath; + + if ( extrudePath !== undefined ) { + + data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + + } + + return new ExtrudeGeometry( geometryShapes, data.options ); + + } + +} + +const WorldUVGenerator = { + + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + + return [ + new Vector2( a_x, a_y ), + new Vector2( b_x, b_y ), + new Vector2( c_x, c_y ) + ]; + + }, + + generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const a_z = vertices[ indexA * 3 + 2 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const b_z = vertices[ indexB * 3 + 2 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + const c_z = vertices[ indexC * 3 + 2 ]; + const d_x = vertices[ indexD * 3 ]; + const d_y = vertices[ indexD * 3 + 1 ]; + const d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; + + } else { + + return [ + new Vector2( a_y, 1 - a_z ), + new Vector2( b_y, 1 - b_z ), + new Vector2( c_y, 1 - c_z ), + new Vector2( d_y, 1 - d_z ) + ]; + + } + + } + +}; + +function toJSON$1( shapes, options, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + data.options = Object.assign( {}, options ); + + if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + + return data; + +} + +class IcosahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + + const vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + const indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new IcosahedronGeometry( data.radius, data.detail ); + + } + +} + +class OctahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, + 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; + + const indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, + 0, 5, 2, 1, 2, 5, 1, 5, 3, + 1, 3, 4, 1, 4, 2 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new OctahedronGeometry( data.radius, data.detail ); + + } + +} + +class RingGeometry extends BufferGeometry { + + constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + thetaSegments = Math.max( 3, thetaSegments ); + phiSegments = Math.max( 1, phiSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // some helper variables + + let radius = innerRadius; + const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + const vertex = new Vector3(); + const uv = new Vector2(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= phiSegments; j ++ ) { + + for ( let i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + const segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( let j = 0; j < phiSegments; j ++ ) { + + const thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( let i = 0; i < thetaSegments; i ++ ) { + + const segment = i + thetaSegmentLevel; + + const a = segment; + const b = segment + thetaSegments + 1; + const c = segment + thetaSegments + 2; + const d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); + + } + +} + +class ShapeGeometry extends BufferGeometry { + + constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) { + + super(); + + this.type = 'ShapeGeometry'; + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let groupStart = 0; + let groupCount = 0; + + // allow single and array values for "shapes" parameter + + if ( Array.isArray( shapes ) === false ) { + + addShape( shapes ); + + } else { + + for ( let i = 0; i < shapes.length; i ++ ) { + + addShape( shapes[ i ] ); + + this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + + groupStart += groupCount; + groupCount = 0; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + + // helper functions + + function addShape( shape ) { + + const indexOffset = vertices.length / 3; + const points = shape.extractPoints( curveSegments ); + + let shapeVertices = points.shape; + const shapeHoles = points.holes; + + // check direction of vertices + + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + + shapeVertices = shapeVertices.reverse(); + + } + + for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { + + const shapeHole = shapeHoles[ i ]; + + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + + shapeHoles[ i ] = shapeHole.reverse(); + + } + + } + + const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + + // join vertices of inner and outer paths to a single array + + for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { + + const shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); + + } + + // vertices, normals, uvs + + for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { + + const vertex = shapeVertices[ i ]; + + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs + + } + + // indices + + for ( let i = 0, l = faces.length; i < l; i ++ ) { + + const face = faces[ i ]; + + const a = face[ 0 ] + indexOffset; + const b = face[ 1 ] + indexOffset; + const c = face[ 2 ] + indexOffset; + + indices.push( a, b, c ); + groupCount += 3; + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + const shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + + } + + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + return new ShapeGeometry( geometryShapes, data.curveSegments ); + + } + +} + +function toJSON( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + +} + +class SphereGeometry extends BufferGeometry { + + constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { + + super(); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) ); + + const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); + + let index = 0; + const grid = []; + + const vertex = new Vector3(); + const normal = new Vector3(); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // generate vertices, normals and uvs + + for ( let iy = 0; iy <= heightSegments; iy ++ ) { + + const verticesRow = []; + + const v = iy / heightSegments; + + // special case for the poles + + let uOffset = 0; + + if ( iy === 0 && thetaStart === 0 ) { + + uOffset = 0.5 / widthSegments; + + } else if ( iy === heightSegments && thetaEnd === Math.PI ) { + + uOffset = - 0.5 / widthSegments; + + } + + for ( let ix = 0; ix <= widthSegments; ix ++ ) { + + const u = ix / widthSegments; + + // vertex + + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.copy( vertex ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u + uOffset, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( let iy = 0; iy < heightSegments; iy ++ ) { + + for ( let ix = 0; ix < widthSegments; ix ++ ) { + + const a = grid[ iy ][ ix + 1 ]; + const b = grid[ iy ][ ix ]; + const c = grid[ iy + 1 ][ ix ]; + const d = grid[ iy + 1 ][ ix + 1 ]; + + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); + + } + +} + +class TetrahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + const indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new TetrahedronGeometry( data.radius, data.detail ); + + } + +} + +class TorusGeometry extends BufferGeometry { + + constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) { + + super(); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radialSegments = Math.floor( radialSegments ); + tubularSegments = Math.floor( tubularSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const center = new Vector3(); + const vertex = new Vector3(); + const normal = new Vector3(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= radialSegments; j ++ ) { + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + const u = i / tubularSegments * arc; + const v = j / radialSegments * Math.PI * 2; + + // vertex + + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= radialSegments; j ++ ) { + + for ( let i = 1; i <= tubularSegments; i ++ ) { + + // indices + + const a = ( tubularSegments + 1 ) * j + i - 1; + const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + const d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc ); + + } + +} + +class TorusKnotGeometry extends BufferGeometry { + + constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { + + super(); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + tubularSegments = Math.floor( tubularSegments ); + radialSegments = Math.floor( radialSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + + const P1 = new Vector3(); + const P2 = new Vector3(); + + const B = new Vector3(); + const T = new Vector3(); + const N = new Vector3(); + + // generate vertices, normals and uvs + + for ( let i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segment + + const u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( let j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + const v = j / radialSegments * Math.PI * 2; + const cx = - tube * Math.cos( v ); + const cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + // indices + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + const cu = Math.cos( u ); + const su = Math.sin( u ); + const quOverP = q / p * u; + const cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); + + } + +} + +class TubeGeometry extends BufferGeometry { + + constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) { + + super(); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + const frames = path.computeFrenetFrames( tubularSegments, closed ); + + // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + const uv = new Vector2(); + let P = new Vector3(); + + // buffer + + const vertices = []; + const normals = []; + const uvs = []; + const indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( let i = 0; i < tubularSegments; i ++ ) { + + generateSegment( i ); + + } + + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + + generateSegment( ( closed === false ) ? tubularSegments : 0 ); + + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries + + generateUVs(); + + // finally create faces + + generateIndices(); + + } + + function generateSegment( i ) { + + // we use getPointAt to sample evenly distributed points from the given path + + P = path.getPointAt( i / tubularSegments, P ); + + // retrieve corresponding normal and binormal + + const N = frames.normals[ i ]; + const B = frames.binormals[ i ]; + + // generate normals and vertices for the current segment + + for ( let j = 0; j <= radialSegments; j ++ ) { + + const v = j / radialSegments * Math.PI * 2; + + const sin = Math.sin( v ); + const cos = - Math.cos( v ); + + // normal + + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // vertex + + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + function generateIndices() { + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + for ( let j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.path = this.parameters.path.toJSON(); + + return data; + + } + + static fromJSON( data ) { + + // This only works for built-in curves (e.g. CatmullRomCurve3). + // User defined curves or instances of CurvePath will not be deserialized. + return new TubeGeometry( + new Curves[ data.path.type ]().fromJSON( data.path ), + data.tubularSegments, + data.radius, + data.radialSegments, + data.closed + ); + + } + +} + +class WireframeGeometry extends BufferGeometry { + + constructor( geometry = null ) { + + super(); + + this.type = 'WireframeGeometry'; + + this.parameters = { + geometry: geometry + }; + + if ( geometry !== null ) { + + // buffer + + const vertices = []; + const edges = new Set(); + + // helper variables + + const start = new Vector3(); + const end = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + const position = geometry.attributes.position; + const indices = geometry.index; + let groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all edges without duplicates + + for ( let o = 0, ol = groups.length; o < ol; ++ o ) { + + const group = groups[ o ]; + + const groupStart = group.start; + const groupCount = group.count; + + for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { + + for ( let j = 0; j < 3; j ++ ) { + + const index1 = indices.getX( i + j ); + const index2 = indices.getX( i + ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + } else { + + // non-indexed BufferGeometry + + const position = geometry.attributes.position; + + for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( let j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + const index1 = 3 * i + j; + const index2 = 3 * i + ( ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + +} + +function isUniqueEdge( start, end, edges ) { + + const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`; + const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge + + if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) { + + return false; + + } else { + + edges.add( hash1 ); + edges.add( hash2 ); + return true; + + } + +} + +var Geometries = /*#__PURE__*/Object.freeze({ + __proto__: null, + BoxGeometry: BoxGeometry, + CapsuleGeometry: CapsuleGeometry, + CircleGeometry: CircleGeometry, + ConeGeometry: ConeGeometry, + CylinderGeometry: CylinderGeometry, + DodecahedronGeometry: DodecahedronGeometry, + EdgesGeometry: EdgesGeometry, + ExtrudeGeometry: ExtrudeGeometry, + IcosahedronGeometry: IcosahedronGeometry, + LatheGeometry: LatheGeometry, + OctahedronGeometry: OctahedronGeometry, + PlaneGeometry: PlaneGeometry, + PolyhedronGeometry: PolyhedronGeometry, + RingGeometry: RingGeometry, + ShapeGeometry: ShapeGeometry, + SphereGeometry: SphereGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TorusGeometry: TorusGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TubeGeometry: TubeGeometry, + WireframeGeometry: WireframeGeometry +}); + +class ShadowMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isShadowMaterial = true; + + this.type = 'ShadowMaterial'; + + this.color = new Color( 0x000000 ); + this.transparent = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.fog = source.fog; + + return this; + + } + +} + +class RawShaderMaterial extends ShaderMaterial { + + constructor( parameters ) { + + super( parameters ); + + this.isRawShaderMaterial = true; + + this.type = 'RawShaderMaterial'; + + } + +} + +class MeshStandardMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshStandardMaterial = true; + + this.defines = { 'STANDARD': '' }; + + this.type = 'MeshStandardMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 1.0; + this.metalness = 0.0; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshPhysicalMaterial extends MeshStandardMaterial { + + constructor( parameters ) { + + super(); + + this.isMeshPhysicalMaterial = true; + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.type = 'MeshPhysicalMaterial'; + + this.anisotropyRotation = 0; + this.anisotropyMap = null; + + this.clearcoatMap = null; + this.clearcoatRoughness = 0.0; + this.clearcoatRoughnessMap = null; + this.clearcoatNormalScale = new Vector2( 1, 1 ); + this.clearcoatNormalMap = null; + + this.ior = 1.5; + + Object.defineProperty( this, 'reflectivity', { + get: function () { + + return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); + + }, + set: function ( reflectivity ) { + + this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity ); + + } + } ); + + this.iridescenceMap = null; + this.iridescenceIOR = 1.3; + this.iridescenceThicknessRange = [ 100, 400 ]; + this.iridescenceThicknessMap = null; + + this.sheenColor = new Color( 0x000000 ); + this.sheenColorMap = null; + this.sheenRoughness = 1.0; + this.sheenRoughnessMap = null; + + this.transmissionMap = null; + + this.thickness = 0; + this.thicknessMap = null; + this.attenuationDistance = Infinity; + this.attenuationColor = new Color( 1, 1, 1 ); + + this.specularIntensity = 1.0; + this.specularIntensityMap = null; + this.specularColor = new Color( 1, 1, 1 ); + this.specularColorMap = null; + + this._anisotropy = 0; + this._clearcoat = 0; + this._iridescence = 0; + this._sheen = 0.0; + this._transmission = 0; + + this.setValues( parameters ); + + } + + get anisotropy() { + + return this._anisotropy; + + } + + set anisotropy( value ) { + + if ( this._anisotropy > 0 !== value > 0 ) { + + this.version ++; + + } + + this._anisotropy = value; + + } + + get clearcoat() { + + return this._clearcoat; + + } + + set clearcoat( value ) { + + if ( this._clearcoat > 0 !== value > 0 ) { + + this.version ++; + + } + + this._clearcoat = value; + + } + + get iridescence() { + + return this._iridescence; + + } + + set iridescence( value ) { + + if ( this._iridescence > 0 !== value > 0 ) { + + this.version ++; + + } + + this._iridescence = value; + + } + + get sheen() { + + return this._sheen; + + } + + set sheen( value ) { + + if ( this._sheen > 0 !== value > 0 ) { + + this.version ++; + + } + + this._sheen = value; + + } + + get transmission() { + + return this._transmission; + + } + + set transmission( value ) { + + if ( this._transmission > 0 !== value > 0 ) { + + this.version ++; + + } + + this._transmission = value; + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.anisotropy = source.anisotropy; + this.anisotropyRotation = source.anisotropyRotation; + this.anisotropyMap = source.anisotropyMap; + + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + + this.ior = source.ior; + + this.iridescence = source.iridescence; + this.iridescenceMap = source.iridescenceMap; + this.iridescenceIOR = source.iridescenceIOR; + this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; + this.iridescenceThicknessMap = source.iridescenceThicknessMap; + + this.sheen = source.sheen; + this.sheenColor.copy( source.sheenColor ); + this.sheenColorMap = source.sheenColorMap; + this.sheenRoughness = source.sheenRoughness; + this.sheenRoughnessMap = source.sheenRoughnessMap; + + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; + + this.thickness = source.thickness; + this.thicknessMap = source.thicknessMap; + this.attenuationDistance = source.attenuationDistance; + this.attenuationColor.copy( source.attenuationColor ); + + this.specularIntensity = source.specularIntensity; + this.specularIntensityMap = source.specularIntensityMap; + this.specularColor.copy( source.specularColor ); + this.specularColorMap = source.specularColorMap; + + return this; + + } + +} + +class MeshPhongMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshPhongMaterial = true; + + this.type = 'MeshPhongMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshToonMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshToonMaterial = true; + + this.defines = { 'TOON': '' }; + + this.type = 'MeshToonMaterial'; + + this.color = new Color( 0xffffff ); + + this.map = null; + this.gradientMap = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.alphaMap = null; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + this.gradientMap = source.gradientMap; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshNormalMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshNormalMaterial = true; + + this.type = 'MeshNormalMaterial'; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.flatShading = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.flatShading = source.flatShading; + + return this; + + } + +} + +class MeshLambertMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshLambertMaterial = true; + + this.type = 'MeshLambertMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshMatcapMaterial extends Material { + + constructor( parameters ) { + + super(); + + this.isMeshMatcapMaterial = true; + + this.defines = { 'MATCAP': '' }; + + this.type = 'MeshMatcapMaterial'; + + this.color = new Color( 0xffffff ); // diffuse + + this.matcap = null; + + this.map = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.alphaMap = null; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.defines = { 'MATCAP': '' }; + + this.color.copy( source.color ); + + this.matcap = source.matcap; + + this.map = source.map; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class LineDashedMaterial extends LineBasicMaterial { + + constructor( parameters ) { + + super(); + + this.isLineDashedMaterial = true; + + this.type = 'LineDashedMaterial'; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + + } + +} + +// converts an array to a specific type +function convertArray( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + +} + +function isTypedArray( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + +} + +// returns an array by which times and values can be sorted +function getKeyframeOrder( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + const n = times.length; + const result = new Array( n ); + for ( let i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + +} + +// uses the array previously returned by 'getKeyframeOrder' to sort data +function sortedArray( values, stride, order ) { + + const nValues = values.length; + const result = new values.constructor( nValues ); + + for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + const srcOffset = order[ i ] * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + +} + +// function for parsing AOS keyframe formats +function flattenJSON( jsonKeys, times, values, valuePropertyName ) { + + let i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + let value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + +} + +function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { + + const clip = sourceClip.clone(); + + clip.name = name; + + const tracks = []; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + const track = clip.tracks[ i ]; + const valueSize = track.getValueSize(); + + const times = []; + const values = []; + + for ( let j = 0; j < track.times.length; ++ j ) { + + const frame = track.times[ j ] * fps; + + if ( frame < startFrame || frame >= endFrame ) continue; + + times.push( track.times[ j ] ); + + for ( let k = 0; k < valueSize; ++ k ) { + + values.push( track.values[ j * valueSize + k ] ); + + } + + } + + if ( times.length === 0 ) continue; + + track.times = convertArray( times, track.times.constructor ); + track.values = convertArray( values, track.values.constructor ); + + tracks.push( track ); + + } + + clip.tracks = tracks; + + // find minimum .times value across all tracks in the trimmed clip + + let minStartTime = Infinity; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { + + minStartTime = clip.tracks[ i ].times[ 0 ]; + + } + + } + + // shift all tracks such that clip begins at t=0 + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + clip.tracks[ i ].shift( - 1 * minStartTime ); + + } + + clip.resetDuration(); + + return clip; + +} + +function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + if ( fps <= 0 ) fps = 30; + + const numTracks = referenceClip.tracks.length; + const referenceTime = referenceFrame / fps; + + // Make each track's values relative to the values at the reference frame + for ( let i = 0; i < numTracks; ++ i ) { + + const referenceTrack = referenceClip.tracks[ i ]; + const referenceTrackType = referenceTrack.ValueTypeName; + + // Skip this track if it's non-numeric + if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; + + // Find the track in the target clip whose name and type matches the reference track + const targetTrack = targetClip.tracks.find( function ( track ) { + + return track.name === referenceTrack.name + && track.ValueTypeName === referenceTrackType; + + } ); + + if ( targetTrack === undefined ) continue; + + let referenceOffset = 0; + const referenceValueSize = referenceTrack.getValueSize(); + + if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + referenceOffset = referenceValueSize / 3; + + } + + let targetOffset = 0; + const targetValueSize = targetTrack.getValueSize(); + + if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + targetOffset = targetValueSize / 3; + + } + + const lastIndex = referenceTrack.times.length - 1; + let referenceValue; + + // Find the value to subtract out of the track + if ( referenceTime <= referenceTrack.times[ 0 ] ) { + + // Reference frame is earlier than the first keyframe, so just use the first keyframe + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { + + // Reference frame is after the last keyframe, so just use the last keyframe + const startIndex = lastIndex * referenceValueSize + referenceOffset; + const endIndex = startIndex + referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else { + + // Interpolate to the reference value + const interpolant = referenceTrack.createInterpolant(); + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + interpolant.evaluate( referenceTime ); + referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex ); + + } + + // Conjugate the quaternion + if ( referenceTrackType === 'quaternion' ) { + + const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); + referenceQuat.toArray( referenceValue ); + + } + + // Subtract the reference value from all of the track values + + const numTimes = targetTrack.times.length; + for ( let j = 0; j < numTimes; ++ j ) { + + const valueStart = j * targetValueSize + targetOffset; + + if ( referenceTrackType === 'quaternion' ) { + + // Multiply the conjugate for quaternion track types + Quaternion.multiplyQuaternionsFlat( + targetTrack.values, + valueStart, + referenceValue, + 0, + targetTrack.values, + valueStart + ); + + } else { + + const valueEnd = targetValueSize - targetOffset * 2; + + // Subtract each value for all other numeric track types + for ( let k = 0; k < valueEnd; ++ k ) { + + targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; + + } + + } + + } + + } + + targetClip.blendMode = AdditiveAnimationBlendMode; + + return targetClip; + +} + +const AnimationUtils = { + convertArray: convertArray, + isTypedArray: isTypedArray, + getKeyframeOrder: getKeyframeOrder, + sortedArray: sortedArray, + flattenJSON: flattenJSON, + subclip: subclip, + makeClipAdditive: makeClipAdditive +}; + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + */ + +class Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + + this.settings = null; + this.DefaultSettings_ = {}; + + } + + evaluate( t ) { + + const pp = this.parameterPositions; + let i1 = this._cachedIndex, + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + let right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( let giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + const t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( let giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + const mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + } + + getSettings_() { + + return this.settings || this.DefaultSettings_; + + } + + copySampleValue_( index ) { + + // copies a sample value to the result buffer + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + // Template methods for derived classes: + + interpolate_( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + } + + intervalChanged_( /* i1, t0, t1 */ ) { + + // empty + + } + +} + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + */ + +class CubicInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + + this.DefaultSettings_ = { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }; + + } + + intervalChanged_( i1, t0, t1 ) { + + const pp = this.parameterPositions; + let iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + const halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + const sP = - wP * ppp + 2 * wP * pp - wP * p; + const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + const sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} + +class LinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + +} + +/** + * + * Interpolant that evaluates to the sample value at the position preceding + * the parameter. + */ + +class DiscreteInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} + +class KeyframeTrack { + + constructor( name, times, values, interpolation ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + + this.name = name; + + this.times = convertArray( times, this.TimeBufferType ); + this.values = convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + } + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + static toJSON( track ) { + + const trackType = track.constructor; + + let json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== this.toJSON ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': convertArray( track.times, Array ), + 'values': convertArray( track.values, Array ) + + }; + + const interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + } + + InterpolantFactoryMethodDiscrete( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodLinear( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodSmooth( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + setInterpolation( interpolation ) { + + let factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + const message = 'unsupported interpolation for ' + + this.ValueTypeName + ' keyframe track named ' + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( 'THREE.KeyframeTrack:', message ); + return this; + + } + + this.createInterpolant = factoryMethod; + + return this; + + } + + getInterpolation() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + } + + } + + getValueSize() { + + return this.values.length / this.times.length; + + } + + // move all keyframes either forwards or backwards in time + shift( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + } + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale( timeScale ) { + + if ( timeScale !== 1.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + } + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim( startTime, endTime ) { + + const times = this.times, + nKeys = times.length; + + let from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== - 1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { + + to = Math.max( to, 1 ); + from = to - 1; + + } + + const stride = this.getValueSize(); + this.times = times.slice( from, to ); + this.values = this.values.slice( from * stride, to * stride ); + + } + + return this; + + } + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate() { + + let valid = true; + + const valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + const times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + let prevTime = null; + + for ( let i = 0; i !== nKeys; i ++ ) { + + const currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( isTypedArray( values ) ) { + + for ( let i = 0, n = values.length; i !== n; ++ i ) { + + const value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + } + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize() { + + // times or values may be shared with other tracks, so overwriting is unsafe + const times = this.times.slice(), + values = this.values.slice(), + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + lastIndex = times.length - 1; + + let writeIndex = 1; + + for ( let i = 1; i < lastIndex; ++ i ) { + + let keep = false; + + const time = times[ i ]; + const timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + const offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( let j = 0; j !== stride; ++ j ) { + + const value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + const readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = times.slice( 0, writeIndex ); + this.values = values.slice( 0, writeIndex * stride ); + + } else { + + this.times = times; + this.values = values; + + } + + return this; + + } + + clone() { + + const times = this.times.slice(); + const values = this.values.slice(); + + const TypedKeyframeTrack = this.constructor; + const track = new TypedKeyframeTrack( this.name, times, values ); + + // Interpolant argument to constructor is not saved, so copy the factory method directly. + track.createInterpolant = this.createInterpolant; + + return track; + + } + +} + +KeyframeTrack.prototype.TimeBufferType = Float32Array; +KeyframeTrack.prototype.ValueBufferType = Float32Array; +KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + +/** + * A Track of Boolean keyframe values. + */ +class BooleanKeyframeTrack extends KeyframeTrack {} + +BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; +BooleanKeyframeTrack.prototype.ValueBufferType = Array; +BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track of keyframe values that represent color. + */ +class ColorKeyframeTrack extends KeyframeTrack {} + +ColorKeyframeTrack.prototype.ValueTypeName = 'color'; + +/** + * A Track of numeric keyframe values. + */ +class NumberKeyframeTrack extends KeyframeTrack {} + +NumberKeyframeTrack.prototype.ValueTypeName = 'number'; + +/** + * Spherical linear unit quaternion interpolant. + */ + +class QuaternionLinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + let offset = i1 * stride; + + for ( let end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + +} + +/** + * A Track of quaternion keyframe values. + */ +class QuaternionKeyframeTrack extends KeyframeTrack { + + InterpolantFactoryMethodLinear( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + +} + +QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; +// ValueBufferType is inherited +QuaternionKeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; +QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track that interpolates Strings + */ +class StringKeyframeTrack extends KeyframeTrack {} + +StringKeyframeTrack.prototype.ValueTypeName = 'string'; +StringKeyframeTrack.prototype.ValueBufferType = Array; +StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track of vectored keyframe values. + */ +class VectorKeyframeTrack extends KeyframeTrack {} + +VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; + +class AnimationClip { + + constructor( name, duration = - 1, tracks, blendMode = NormalAnimationBlendMode ) { + + this.name = name; + this.tracks = tracks; + this.duration = duration; + this.blendMode = blendMode; + + this.uuid = generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + } + + + static parse( json ) { + + const tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + const clip = new this( json.name, json.duration, tracks, json.blendMode ); + clip.uuid = json.uuid; + + return clip; + + } + + static toJSON( clip ) { + + const tracks = [], + clipTracks = clip.tracks; + + const json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid, + 'blendMode': clip.blendMode + + }; + + for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + } + + static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { + + const numMorphTargets = morphTargetSequence.length; + const tracks = []; + + for ( let i = 0; i < numMorphTargets; i ++ ) { + + let times = []; + let values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + const order = getKeyframeOrder( times ); + times = sortedArray( times, 1, order ); + values = sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new this( name, - 1, tracks ); + + } + + static findByName( objectOrClipArray, name ) { + + let clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + const o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( let i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + } + + static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { + + const animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + const pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + const name = parts[ 1 ]; + + let animationMorphTargets = animationToMorphTargets[ name ]; + + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + const clips = []; + + for ( const name in animationToMorphTargets ) { + + clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + } + + // parse the animation.hierarchy format + static parseAnimation( animation, bones ) { + + if ( ! animation ) { + + console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); + return null; + + } + + const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + const times = []; + const values = []; + + flattenJSON( animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + const tracks = []; + + const clipName = animation.name || 'default'; + const fps = animation.fps || 30; + const blendMode = animation.blendMode; + + // automatic length determination in AnimationClip. + let duration = animation.length || - 1; + + const hierarchyTracks = animation.hierarchy || []; + + for ( let h = 0; h < hierarchyTracks.length; h ++ ) { + + const animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { + + // figure out all morph targets used in this track + const morphTargetNames = {}; + + let k; + + for ( k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( const morphTargetName in morphTargetNames ) { + + const times = []; + const values = []; + + for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + const animationKey = animationKeys[ k ]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * fps; + + } else { + + // ...assume skeletal animation + + const boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + const clip = new this( clipName, duration, tracks, blendMode ); + + return clip; + + } + + resetDuration() { + + const tracks = this.tracks; + let duration = 0; + + for ( let i = 0, n = tracks.length; i !== n; ++ i ) { + + const track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + return this; + + } + + trim() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + } + + validate() { + + let valid = true; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + valid = valid && this.tracks[ i ].validate(); + + } + + return valid; + + } + + optimize() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + + clone() { + + const tracks = []; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + tracks.push( this.tracks[ i ].clone() ); + + } + + return new this.constructor( this.name, this.duration, tracks, this.blendMode ); + + } + + toJSON() { + + return this.constructor.toJSON( this ); + + } + +} + +function getTrackTypeForValueTypeName( typeName ) { + + switch ( typeName.toLowerCase() ) { + + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + + return NumberKeyframeTrack; + + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + + return VectorKeyframeTrack; + + case 'color': + + return ColorKeyframeTrack; + + case 'quaternion': + + return QuaternionKeyframeTrack; + + case 'bool': + case 'boolean': + + return BooleanKeyframeTrack; + + case 'string': + + return StringKeyframeTrack; + + } + + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + +} + +function parseKeyframeTrack( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + const trackType = getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + const times = [], values = []; + + flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we assume a constructor compatible with the base + return new trackType( json.name, json.times, json.values, json.interpolation ); + + } + +} + +const Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + +}; + +class LoadingManager { + + constructor( onLoad, onProgress, onError ) { + + const scope = this; + + let isLoading = false; + let itemsLoaded = 0; + let itemsTotal = 0; + let urlModifier = undefined; + const handlers = []; + + // Refer to #5689 for the reason why we don't set .onStart + // in the constructor + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + + return this; + + }; + + this.addHandler = function ( regex, loader ) { + + handlers.push( regex, loader ); + + return this; + + }; + + this.removeHandler = function ( regex ) { + + const index = handlers.indexOf( regex ); + + if ( index !== - 1 ) { + + handlers.splice( index, 2 ); + + } + + return this; + + }; + + this.getHandler = function ( file ) { + + for ( let i = 0, l = handlers.length; i < l; i += 2 ) { + + const regex = handlers[ i ]; + const loader = handlers[ i + 1 ]; + + if ( regex.global ) regex.lastIndex = 0; // see #17920 + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + }; + + } + +} + +const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); + +class Loader { + + constructor( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.crossOrigin = 'anonymous'; + this.withCredentials = false; + this.path = ''; + this.resourcePath = ''; + this.requestHeader = {}; + + } + + load( /* url, onLoad, onProgress, onError */ ) {} + + loadAsync( url, onProgress ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.load( url, resolve, onProgress, reject ); + + } ); + + } + + parse( /* data */ ) {} + + setCrossOrigin( crossOrigin ) { + + this.crossOrigin = crossOrigin; + return this; + + } + + setWithCredentials( value ) { + + this.withCredentials = value; + return this; + + } + + setPath( path ) { + + this.path = path; + return this; + + } + + setResourcePath( resourcePath ) { + + this.resourcePath = resourcePath; + return this; + + } + + setRequestHeader( requestHeader ) { + + this.requestHeader = requestHeader; + return this; + + } + +} + +Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; + +const loading = {}; + +class HttpError extends Error { + + constructor( message, response ) { + + super( message ); + this.response = response; + + } + +} + +class FileLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + this.manager.itemStart( url ); + + setTimeout( () => { + + if ( onLoad ) onLoad( cached ); + + this.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + // Check if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // Initialise array for duplicate requests + loading[ url ] = []; + + loading[ url ].push( { + onLoad: onLoad, + onProgress: onProgress, + onError: onError, + } ); + + // create request + const req = new Request( url, { + headers: new Headers( this.requestHeader ), + credentials: this.withCredentials ? 'include' : 'same-origin', + // An abort controller could be added within a future PR + } ); + + // record states ( avoid data race ) + const mimeType = this.mimeType; + const responseType = this.responseType; + + // start the fetch + fetch( req ) + .then( response => { + + if ( response.status === 200 || response.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + if ( response.status === 0 ) { + + console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + + } + + // Workaround: Checking if response.body === undefined for Alipay browser #23548 + + if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { + + return response; + + } + + const callbacks = loading[ url ]; + const reader = response.body.getReader(); + + // Nginx needs X-File-Size check + // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content + const contentLength = response.headers.get( 'Content-Length' ) || response.headers.get( 'X-File-Size' ); + const total = contentLength ? parseInt( contentLength ) : 0; + const lengthComputable = total !== 0; + let loaded = 0; + + // periodically read data into the new stream tracking while download progress + const stream = new ReadableStream( { + start( controller ) { + + readData(); + + function readData() { + + reader.read().then( ( { done, value } ) => { + + if ( done ) { + + controller.close(); + + } else { + + loaded += value.byteLength; + + const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + controller.enqueue( value ); + readData(); + + } + + } ); + + } + + } + + } ); + + return new Response( stream ); + + } else { + + throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); + + } + + } ) + .then( response => { + + switch ( responseType ) { + + case 'arraybuffer': + + return response.arrayBuffer(); + + case 'blob': + + return response.blob(); + + case 'document': + + return response.text() + .then( text => { + + const parser = new DOMParser(); + return parser.parseFromString( text, mimeType ); + + } ); + + case 'json': + + return response.json(); + + default: + + if ( mimeType === undefined ) { + + return response.text(); + + } else { + + // sniff encoding + const re = /charset="?([^;"\s]*)"?/i; + const exec = re.exec( mimeType ); + const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; + const decoder = new TextDecoder( label ); + return response.arrayBuffer().then( ab => decoder.decode( ab ) ); + + } + + } + + } ) + .then( data => { + + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( url, data ); + + const callbacks = loading[ url ]; + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( data ); + + } + + } ) + .catch( err => { + + // Abort errors and other errors are handled the same + + const callbacks = loading[ url ]; + + if ( callbacks === undefined ) { + + // When onLoad was called and url was deleted in `loading` + this.manager.itemError( url ); + throw err; + + } + + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( err ); + + } + + this.manager.itemError( url ); + + } ) + .finally( () => { + + this.manager.itemEnd( url ); + + } ); + + this.manager.itemStart( url ); + + } + + setResponseType( value ) { + + this.responseType = value; + return this; + + } + + setMimeType( value ) { + + this.mimeType = value; + return this; + + } + +} + +class AnimationLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const animations = []; + + for ( let i = 0; i < json.length; i ++ ) { + + const clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + } + +} + +/** + * Abstract Base class to block based textures loader (dds, pvr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + +class CompressedTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const images = []; + + const texture = new CompressedTexture(); + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; + + texture.image = images; + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + for ( let i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + if ( texDatas.isCubemap ) { + + const faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( let f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + texture.image = images; + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + } + +} + +class ImageLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + const image = createElementNS( 'img' ); + + function onImageLoad() { + + removeEventListeners(); + + Cache.add( url, this ); + + if ( onLoad ) onLoad( this ); + + scope.manager.itemEnd( url ); + + } + + function onImageError( event ) { + + removeEventListeners(); + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + function removeEventListeners() { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + } + + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); + + if ( url.slice( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + } + +} + +class CubeTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( urls, onLoad, onProgress, onError ) { + + const texture = new CubeTexture(); + texture.colorSpace = SRGBColorSpace; + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( let i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + } + +} + +/** + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + +class DataTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const texture = new DataTexture(); + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setPath( this.path ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( buffer ) { + + let texData; + + try { + + texData = scope.parse( buffer ); + + } catch ( error ) { + + if ( onError !== undefined ) { + + onError( error ); + + } else { + + console.error( error ); + return; + + } + + } + + if ( texData.image !== undefined ) { + + texture.image = texData.image; + + } else if ( texData.data !== undefined ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + + if ( texData.colorSpace !== undefined ) { + + texture.colorSpace = texData.colorSpace; + + } else if ( texData.encoding !== undefined ) { // @deprecated, r152 + + texture.encoding = texData.encoding; + + } + + if ( texData.flipY !== undefined ) { + + texture.flipY = texData.flipY; + + } + + if ( texData.format !== undefined ) { + + texture.format = texData.format; + + } + + if ( texData.type !== undefined ) { + + texture.type = texData.type; + + } + + if ( texData.mipmaps !== undefined ) { + + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... + + } + + if ( texData.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + if ( texData.generateMipmaps !== undefined ) { + + texture.generateMipmaps = texData.generateMipmaps; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +} + +class TextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const texture = new Texture(); + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + } + +} + +class Light extends Object3D { + + constructor( color, intensity = 1 ) { + + super(); + + this.isLight = true; + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity; + + } + + dispose() { + + // Empty here in base class; some subclasses override. + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + + return data; + + } + +} + +class HemisphereLight extends Light { + + constructor( skyColor, groundColor, intensity ) { + + super( skyColor, intensity ); + + this.isHemisphereLight = true; + + this.type = 'HemisphereLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + +} + +const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3(); +const _lookTarget$1 = /*@__PURE__*/ new Vector3(); + +class LightShadow { + + constructor( camera ) { + + this.camera = camera; + + this.bias = 0; + this.normalBias = 0; + this.radius = 1; + this.blurSamples = 8; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.mapPass = null; + this.matrix = new Matrix4(); + + this.autoUpdate = true; + this.needsUpdate = false; + + this._frustum = new Frustum(); + this._frameExtents = new Vector2( 1, 1 ); + + this._viewportCount = 1; + + this._viewports = [ + + new Vector4( 0, 0, 1, 1 ) + + ]; + + } + + getViewportCount() { + + return this._viewportCount; + + } + + getFrustum() { + + return this._frustum; + + } + + updateMatrices( light ) { + + const shadowCamera = this.camera; + const shadowMatrix = this.matrix; + + _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld$1 ); + + _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget$1 ); + shadowCamera.updateMatrixWorld(); + + _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( _projScreenMatrix$1 ); + + } + + getViewport( viewportIndex ) { + + return this._viewports[ viewportIndex ]; + + } + + getFrameExtents() { + + return this._frameExtents; + + } + + dispose() { + + if ( this.map ) { + + this.map.dispose(); + + } + + if ( this.mapPass ) { + + this.mapPass.dispose(); + + } + + } + + copy( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + toJSON() { + + const object = {}; + + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} + +class SpotLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + this.isSpotLightShadow = true; + + this.focus = 1; + + } + + updateMatrices( light ) { + + const camera = this.camera; + + const fov = RAD2DEG * 2 * light.angle * this.focus; + const aspect = this.mapSize.width / this.mapSize.height; + const far = light.distance || camera.far; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + super.updateMatrices( light ); + + } + + copy( source ) { + + super.copy( source ); + + this.focus = source.focus; + + return this; + + } + +} + +class SpotLight extends Light { + + constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { + + super( color, intensity ); + + this.isSpotLight = true; + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.distance = distance; + this.angle = angle; + this.penumbra = penumbra; + this.decay = decay; + + this.map = null; + + this.shadow = new SpotLightShadow(); + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) + return this.intensity * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / Math.PI; + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld = /*@__PURE__*/ new Vector3(); +const _lookTarget = /*@__PURE__*/ new Vector3(); + +class PointLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + this.isPointLightShadow = true; + + this._frameExtents = new Vector2( 4, 2 ); + + this._viewportCount = 6; + + this._viewports = [ + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + new Vector4( 2, 1, 1, 1 ), + // negative X + new Vector4( 0, 1, 1, 1 ), + // positive Z + new Vector4( 3, 1, 1, 1 ), + // negative Z + new Vector4( 1, 1, 1, 1 ), + // positive Y + new Vector4( 3, 0, 1, 1 ), + // negative Y + new Vector4( 1, 0, 1, 1 ) + ]; + + this._cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + this._cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + } + + updateMatrices( light, viewportIndex = 0 ) { + + const camera = this.camera; + const shadowMatrix = this.matrix; + + const far = light.distance || camera.far; + + if ( far !== camera.far ) { + + camera.far = far; + camera.updateProjectionMatrix(); + + } + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + camera.position.copy( _lightPositionWorld ); + + _lookTarget.copy( camera.position ); + _lookTarget.add( this._cubeDirections[ viewportIndex ] ); + camera.up.copy( this._cubeUps[ viewportIndex ] ); + camera.lookAt( _lookTarget ); + camera.updateMatrixWorld(); + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix ); + + } + +} + +class PointLight extends Light { + + constructor( color, intensity, distance = 0, decay = 2 ) { + + super( color, intensity ); + + this.isPointLight = true; + + this.type = 'PointLight'; + + this.distance = distance; + this.decay = decay; + + this.shadow = new PointLightShadow(); + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) + return this.intensity * 4 * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / ( 4 * Math.PI ); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +class DirectionalLightShadow extends LightShadow { + + constructor() { + + super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + + this.isDirectionalLightShadow = true; + + } + +} + +class DirectionalLight extends Light { + + constructor( color, intensity ) { + + super( color, intensity ); + + this.isDirectionalLight = true; + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +class AmbientLight extends Light { + + constructor( color, intensity ) { + + super( color, intensity ); + + this.isAmbientLight = true; + + this.type = 'AmbientLight'; + + } + +} + +class RectAreaLight extends Light { + + constructor( color, intensity, width = 10, height = 10 ) { + + super( color, intensity ); + + this.isRectAreaLight = true; + + this.type = 'RectAreaLight'; + + this.width = width; + this.height = height; + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in nits) + return this.intensity * this.width * this.height * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in nits) from the desired luminous power (in lumens) + this.intensity = power / ( this.width * this.height * Math.PI ); + + } + + copy( source ) { + + super.copy( source ); + + this.width = source.width; + this.height = source.height; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.width = this.width; + data.object.height = this.height; + + return data; + + } + +} + +/** + * Primary reference: + * https://graphics.stanford.edu/papers/envmap/envmap.pdf + * + * Secondary reference: + * https://www.ppsloan.org/publications/StupidSH36.pdf + */ + +// 3-band SH defined by 9 coefficients + +class SphericalHarmonics3 { + + constructor() { + + this.isSphericalHarmonics3 = true; + + this.coefficients = []; + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients.push( new Vector3() ); + + } + + } + + set( coefficients ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].copy( coefficients[ i ] ); + + } + + return this; + + } + + zero() { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].set( 0, 0, 0 ); + + } + + return this; + + } + + // get the radiance in the direction of the normal + // target is a Vector3 + getAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); + + // band 1 + target.addScaledVector( coeff[ 1 ], 0.488603 * y ); + target.addScaledVector( coeff[ 2 ], 0.488603 * z ); + target.addScaledVector( coeff[ 3 ], 0.488603 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); + target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); + target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); + target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); + target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); + + return target; + + } + + // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal + // target is a Vector3 + // https://graphics.stanford.edu/papers/envmap/envmap.pdf + getIrradianceAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 + + // band 1 + target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 + target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); + target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 + target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); + target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 + target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); + target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 + + return target; + + } + + add( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].add( sh.coefficients[ i ] ); + + } + + return this; + + } + + addScaledSH( sh, s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); + + } + + return this; + + } + + scale( s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].multiplyScalar( s ); + + } + + return this; + + } + + lerp( sh, alpha ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); + + } + + return this; + + } + + equals( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { + + return false; + + } + + } + + return true; + + } + + copy( sh ) { + + return this.set( sh.coefficients ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + fromArray( array, offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].toArray( array, offset + ( i * 3 ) ); + + } + + return array; + + } + + // evaluate the basis functions + // shBasis is an Array[ 9 ] + static getBasisAt( normal, shBasis ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + // band 0 + shBasis[ 0 ] = 0.282095; + + // band 1 + shBasis[ 1 ] = 0.488603 * y; + shBasis[ 2 ] = 0.488603 * z; + shBasis[ 3 ] = 0.488603 * x; + + // band 2 + shBasis[ 4 ] = 1.092548 * x * y; + shBasis[ 5 ] = 1.092548 * y * z; + shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); + shBasis[ 7 ] = 1.092548 * x * z; + shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); + + } + +} + +class LightProbe extends Light { + + constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { + + super( undefined, intensity ); + + this.isLightProbe = true; + + this.sh = sh; + + } + + copy( source ) { + + super.copy( source ); + + this.sh.copy( source.sh ); + + return this; + + } + + fromJSON( json ) { + + this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); + this.sh.fromArray( json.sh ); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.sh = this.sh.toArray(); + + return data; + + } + +} + +class MaterialLoader extends Loader { + + constructor( manager ) { + + super( manager ); + this.textures = {}; + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + const material = MaterialLoader.createMaterialFromType( json.type ); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.sheen !== undefined ) material.sheen = json.sheen; + if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor ); + if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness; + if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity; + if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; + if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; + if ( json.iridescence !== undefined ) material.iridescence = json.iridescence; + if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR; + if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange; + if ( json.transmission !== undefined ) material.transmission = json.transmission; + if ( json.thickness !== undefined ) material.thickness = json.thickness; + if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance; + if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor ); + if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy; + if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.combine !== undefined ) material.combine = json.combine; + if ( json.side !== undefined ) material.side = json.side; + if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash; + if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc; + if ( json.blendDst !== undefined ) material.blendDst = json.blendDst; + if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation; + if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha; + if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha; + if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha; + if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor ); + if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha; + if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; + if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; + if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; + if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; + if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; + if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; + if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; + if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; + + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== undefined ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; + if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; + if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage; + if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha; + if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass; + + if ( json.visible !== undefined ) material.visible = json.visible; + + if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; + + if ( json.userData !== undefined ) material.userData = json.userData; + + if ( json.vertexColors !== undefined ) { + + if ( typeof json.vertexColors === 'number' ) { + + material.vertexColors = ( json.vertexColors > 0 ) ? true : false; + + } else { + + material.vertexColors = json.vertexColors; + + } + + } + + // Shader Material + + if ( json.uniforms !== undefined ) { + + for ( const name in json.uniforms ) { + + const uniform = json.uniforms[ name ]; + + material.uniforms[ name ] = {}; + + switch ( uniform.type ) { + + case 't': + material.uniforms[ name ].value = getTexture( uniform.value ); + break; + + case 'c': + material.uniforms[ name ].value = new Color().setHex( uniform.value ); + break; + + case 'v2': + material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); + break; + + case 'v3': + material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); + break; + + case 'v4': + material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); + break; + + case 'm3': + material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); + break; + + case 'm4': + material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); + break; + + default: + material.uniforms[ name ].value = uniform.value; + + } + + } + + } + + if ( json.defines !== undefined ) material.defines = json.defines; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion; + + if ( json.extensions !== undefined ) { + + for ( const key in json.extensions ) { + + material.extensions[ key ] = json.extensions[ key ]; + + } + + } + + if ( json.lights !== undefined ) material.lights = json.lights; + if ( json.clipping !== undefined ) material.clipping = json.clipping; + + // for PointsMaterial + + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = getTexture( json.map ); + if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); + + if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; + if ( json.normalScale !== undefined ) { + + let normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap ); + if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); + if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); + if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); + if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); + + if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap ); + if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap ); + + if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap ); + if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap ); + + if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap ); + + if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); + if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); + + return material; + + } + + setTextures( value ) { + + this.textures = value; + return this; + + } + + static createMaterialFromType( type ) { + + const materialLib = { + ShadowMaterial, + SpriteMaterial, + RawShaderMaterial, + ShaderMaterial, + PointsMaterial, + MeshPhysicalMaterial, + MeshStandardMaterial, + MeshPhongMaterial, + MeshToonMaterial, + MeshNormalMaterial, + MeshLambertMaterial, + MeshDepthMaterial, + MeshDistanceMaterial, + MeshBasicMaterial, + MeshMatcapMaterial, + LineDashedMaterial, + LineBasicMaterial, + Material + }; + + return new materialLib[ type ](); + + } + +} + +class LoaderUtils { + + static decodeText( array ) { + + if ( typeof TextDecoder !== 'undefined' ) { + + return new TextDecoder().decode( array ); + + } + + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. + + let s = ''; + + for ( let i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + try { + + // merges multi-byte utf-8 characters. + + return decodeURIComponent( escape( s ) ); + + } catch ( e ) { // see #16358 + + return s; + + } + + } + + static extractUrlBase( url ) { + + const index = url.lastIndexOf( '/' ); + + if ( index === - 1 ) return './'; + + return url.slice( 0, index + 1 ); + + } + + static resolveURL( url, path ) { + + // Invalid URL + if ( typeof url !== 'string' || url === '' ) return ''; + + // Host Relative URL + if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { + + path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); + + } + + // Absolute URL http://,https://,// + if ( /^(https?:)?\/\//i.test( url ) ) return url; + + // Data URI + if ( /^data:.*,.*$/i.test( url ) ) return url; + + // Blob URL + if ( /^blob:.*$/i.test( url ) ) return url; + + // Relative URL + return path + url; + + } + +} + +class InstancedBufferGeometry extends BufferGeometry { + + constructor() { + + super(); + + this.isInstancedBufferGeometry = true; + + this.type = 'InstancedBufferGeometry'; + this.instanceCount = Infinity; + + } + + copy( source ) { + + super.copy( source ); + + this.instanceCount = source.instanceCount; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.instanceCount = this.instanceCount; + + data.isInstancedBufferGeometry = true; + + return data; + + } + +} + +class BufferGeometryLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const interleavedBufferMap = {}; + const arrayBufferMap = {}; + + function getInterleavedBuffer( json, uuid ) { + + if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; + + const interleavedBuffers = json.interleavedBuffers; + const interleavedBuffer = interleavedBuffers[ uuid ]; + + const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); + + const array = getTypedArray( interleavedBuffer.type, buffer ); + const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); + ib.uuid = interleavedBuffer.uuid; + + interleavedBufferMap[ uuid ] = ib; + + return ib; + + } + + function getArrayBuffer( json, uuid ) { + + if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; + + const arrayBuffers = json.arrayBuffers; + const arrayBuffer = arrayBuffers[ uuid ]; + + const ab = new Uint32Array( arrayBuffer ).buffer; + + arrayBufferMap[ uuid ] = ab; + + return ab; + + } + + const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + + const index = json.data.index; + + if ( index !== undefined ) { + + const typedArray = getTypedArray( index.type, index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + const attributes = json.data.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; + bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); + + geometry.setAttribute( key, bufferAttribute ); + + } + + const morphAttributes = json.data.morphAttributes; + + if ( morphAttributes ) { + + for ( const key in morphAttributes ) { + + const attributeArray = morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + array.push( bufferAttribute ); + + } + + geometry.morphAttributes[ key ] = array; + + } + + } + + const morphTargetsRelative = json.data.morphTargetsRelative; + + if ( morphTargetsRelative ) { + + geometry.morphTargetsRelative = true; + + } + + const groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( let i = 0, n = groups.length; i !== n; ++ i ) { + + const group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + const boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + const center = new Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + if ( json.name ) geometry.name = json.name; + if ( json.userData ) geometry.userData = json.userData; + + return geometry; + + } + +} + +class ObjectLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + let json = null; + + try { + + json = JSON.parse( text ); + + } catch ( error ) { + + if ( onError !== undefined ) onError( error ); + + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + + return; + + } + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) ); + + console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + } + + async loadAsync( url, onProgress ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + const text = await loader.loadAsync( url, onProgress ); + + const json = JSON.parse( text ); + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url ); + + } + + return await scope.parseAsync( json ); + + } + + parse( json, onLoad ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + + // + + if ( onLoad !== undefined ) { + + let hasImages = false; + + for ( const uuid in images ) { + + if ( images[ uuid ].data instanceof HTMLImageElement ) { + + hasImages = true; + break; + + } + + } + + if ( hasImages === false ) onLoad( object ); + + } + + return object; + + } + + async parseAsync( json ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = await this.parseImagesAsync( json.images ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + + return object; + + } + + parseShapes( json ) { + + const shapes = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + } + + parseSkeletons( json, object ) { + + const skeletons = {}; + const bones = {}; + + // generate bone lookup table + + object.traverse( function ( child ) { + + if ( child.isBone ) bones[ child.uuid ] = child; + + } ); + + // create skeletons + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const skeleton = new Skeleton().fromJSON( json[ i ], bones ); + + skeletons[ skeleton.uuid ] = skeleton; + + } + + } + + return skeletons; + + } + + parseGeometries( json, shapes ) { + + const geometries = {}; + + if ( json !== undefined ) { + + const bufferGeometryLoader = new BufferGeometryLoader(); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + let geometry; + const data = json[ i ]; + + switch ( data.type ) { + + case 'BufferGeometry': + case 'InstancedBufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + break; + + default: + + if ( data.type in Geometries ) { + + geometry = Geometries[ data.type ].fromJSON( data, shapes ); + + } else { + + console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` ); + + } + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + if ( data.userData !== undefined ) geometry.userData = data.userData; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + } + + parseMaterials( json, textures ) { + + const cache = {}; // MultiMaterial + const materials = {}; + + if ( json !== undefined ) { + + const loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( cache[ data.uuid ] === undefined ) { + + cache[ data.uuid ] = loader.parse( data ); + + } + + materials[ data.uuid ] = cache[ data.uuid ]; + + } + + } + + return materials; + + } + + parseAnimations( json ) { + + const animations = {}; + + if ( json !== undefined ) { + + for ( let i = 0; i < json.length; i ++ ) { + + const data = json[ i ]; + + const clip = AnimationClip.parse( data ); + + animations[ clip.uuid ] = clip; + + } + + } + + return animations; + + } + + parseImages( json, onLoad ) { + + const scope = this; + const images = {}; + + let loader; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + } + + function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return loadImage( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + const manager = new LoadingManager( onLoad ); + + loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new Source( imageArray ); + + } else { + + // load single image + + const deserializedImage = deserializeImage( image.url ); + images[ image.uuid ] = new Source( deserializedImage ); + + + } + + } + + } + + return images; + + } + + async parseImagesAsync( json ) { + + const scope = this; + const images = {}; + + let loader; + + async function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return await loader.loadAsync( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = await deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new Source( imageArray ); + + } else { + + // load single image + + const deserializedImage = await deserializeImage( image.url ); + images[ image.uuid ] = new Source( deserializedImage ); + + } + + } + + } + + return images; + + } + + parseTextures( json, images ) { + + function parseConstant( value, type ) { + + if ( typeof value === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ value ]; + + } + + const textures = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + const source = images[ data.image ]; + const image = source.data; + + let texture; + + if ( Array.isArray( image ) ) { + + texture = new CubeTexture(); + + if ( image.length === 6 ) texture.needsUpdate = true; + + } else { + + if ( image && image.data ) { + + texture = new DataTexture(); + + } else { + + texture = new Texture(); + + } + + if ( image ) texture.needsUpdate = true; // textures can have undefined image data + + } + + texture.source = source; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.channel !== undefined ) texture.channel = data.channel; + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.format !== undefined ) texture.format = data.format; + if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; + if ( data.type !== undefined ) texture.type = data.type; + if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; + if ( data.encoding !== undefined ) texture.encoding = data.encoding; // @deprecated, r152 + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; + if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; + if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; + if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; + + if ( data.userData !== undefined ) texture.userData = data.userData; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + } + + parseObject( data, geometries, materials, textures, animations ) { + + let object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( Array.isArray( name ) ) { + + const array = []; + + for ( let i = 0, l = name.length; i < l; i ++ ) { + + const uuid = name[ i ]; + + if ( materials[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + function getTexture( uuid ) { + + if ( textures[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined texture', uuid ); + + } + + return textures[ uuid ]; + + } + + let geometry, material; + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } else { + + object.background = getTexture( data.background ); + + } + + } + + if ( data.environment !== undefined ) { + + object.environment = getTexture( data.environment ); + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + if ( data.fog.name !== '' ) { + + object.fog.name = data.fog.name; + + } + + } + + if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; + if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'LightProbe': + + object = new LightProbe().fromJSON( data ); + + break; + + case 'SkinnedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new SkinnedMesh( geometry, material ); + + if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; + if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); + if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; + + break; + + case 'Mesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new Mesh( geometry, material ); + + break; + + case 'InstancedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + const count = data.count; + const instanceMatrix = data.instanceMatrix; + const instanceColor = data.instanceColor; + + object = new InstancedMesh( geometry, material, count ); + object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); + if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); + + break; + + case 'BatchedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new BatchedMesh( data.maxGeometryCount, data.maxVertexCount, data.maxIndexCount, material ); + object.geometry = geometry; + object.perObjectFrustumCulled = data.perObjectFrustumCulled; + object.sortObjects = data.sortObjects; + + object._drawRanges = data.drawRanges; + object._reservedRanges = data.reservedRanges; + + object._visibility = data.visibility; + object._active = data.active; + object._bounds = data.bounds.map( bound => { + + const box = new Box3(); + box.min.fromArray( bound.boxMin ); + box.max.fromArray( bound.boxMax ); + + const sphere = new Sphere(); + sphere.radius = bound.sphereRadius; + sphere.center.fromArray( bound.sphereCenter ); + + return { + boxInitialized: bound.boxInitialized, + box: box, + + sphereInitialized: bound.sphereInitialized, + sphere: sphere + }; + + } ); + + object._maxGeometryCount = data.maxGeometryCount; + object._maxVertexCount = data.maxVertexCount; + object._maxIndexCount = data.maxIndexCount; + + object._geometryInitialized = data.geometryInitialized; + object._geometryCount = data.geometryCount; + + object._matricesTexture = getTexture( data.matricesTexture.uuid ); + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineLoop': + + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + case 'Bone': + + object = new Bone(); + + break; + + default: + + object = new Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + + if ( data.matrix !== undefined ) { + + object.matrix.fromArray( data.matrix ); + + if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; + if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.up !== undefined ) object.up.fromArray( data.up ); + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; + if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; + if ( data.userData !== undefined ) object.userData = data.userData; + if ( data.layers !== undefined ) object.layers.mask = data.layers; + + if ( data.children !== undefined ) { + + const children = data.children; + + for ( let i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) ); + + } + + } + + if ( data.animations !== undefined ) { + + const objectAnimations = data.animations; + + for ( let i = 0; i < objectAnimations.length; i ++ ) { + + const uuid = objectAnimations[ i ]; + + object.animations.push( animations[ uuid ] ); + + } + + } + + if ( data.type === 'LOD' ) { + + if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; + + const levels = data.levels; + + for ( let l = 0; l < levels.length; l ++ ) { + + const level = levels[ l ]; + const child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance, level.hysteresis ); + + } + + } + + } + + return object; + + } + + bindSkeletons( object, skeletons ) { + + if ( Object.keys( skeletons ).length === 0 ) return; + + object.traverse( function ( child ) { + + if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) { + + const skeleton = skeletons[ child.skeleton ]; + + if ( skeleton === undefined ) { + + console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton ); + + } else { + + child.bind( skeleton, child.bindMatrix ); + + } + + } + + } ); + + } + +} + +const TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping +}; + +const TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping +}; + +const TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipmapNearestFilter: NearestMipmapNearestFilter, + NearestMipmapLinearFilter: NearestMipmapLinearFilter, + LinearFilter: LinearFilter, + LinearMipmapNearestFilter: LinearMipmapNearestFilter, + LinearMipmapLinearFilter: LinearMipmapLinearFilter +}; + +class ImageBitmapLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + this.isImageBitmapLoader = true; + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + this.options = { premultiplyAlpha: 'none' }; + + } + + setOptions( options ) { + + this.options = options; + + return this; + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + // If cached is a promise, wait for it to resolve + if ( cached.then ) { + + cached.then( imageBitmap => { + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( e => { + + if ( onError ) onError( e ); + + } ); + return; + + } + + // If cached is not a promise (i.e., it's already an imageBitmap) + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + const fetchOptions = {}; + fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; + + const promise = fetch( url, fetchOptions ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + return imageBitmap; + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + Cache.remove( url ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + Cache.add( url, promise ); + scope.manager.itemStart( url ); + + } + +} + +let _context; + +class AudioContext { + + static getContext() { + + if ( _context === undefined ) { + + _context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return _context; + + } + + static setContext( value ) { + + _context = value; + + } + +} + +class AudioLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( buffer ) { + + try { + + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + const bufferCopy = buffer.slice( 0 ); + + const context = AudioContext.getContext(); + context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + } ).catch( handleError ); + + } catch ( e ) { + + handleError( e ); + + } + + }, onProgress, onError ); + + function handleError( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + } + +} + +const _eyeRight = /*@__PURE__*/ new Matrix4(); +const _eyeLeft = /*@__PURE__*/ new Matrix4(); +const _projectionMatrix = /*@__PURE__*/ new Matrix4(); + +class StereoCamera { + + constructor() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + + this._cache = { + focus: null, + fov: null, + aspect: null, + near: null, + far: null, + zoom: null, + eyeSep: null + }; + + } + + update( camera ) { + + const cache = this._cache; + + const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || + cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || + cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + cache.focus = camera.focus; + cache.fov = camera.fov; + cache.aspect = camera.aspect * this.aspect; + cache.near = camera.near; + cache.far = camera.far; + cache.zoom = camera.zoom; + cache.eyeSep = this.eyeSep; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + _projectionMatrix.copy( camera.projectionMatrix ); + const eyeSepHalf = cache.eyeSep / 2; + const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; + const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; + let xmin, xmax; + + // translate xOffset + + _eyeLeft.elements[ 12 ] = - eyeSepHalf; + _eyeRight.elements[ 12 ] = eyeSepHalf; + + // for left eye + + xmin = - ymax * cache.aspect + eyeSepOnProjection; + xmax = ymax * cache.aspect + eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( _projectionMatrix ); + + // for right eye + + xmin = - ymax * cache.aspect - eyeSepOnProjection; + xmax = ymax * cache.aspect - eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( _projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); + + } + +} + +class Clock { + + constructor( autoStart = true ) { + + this.autoStart = autoStart; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + + } + + start() { + + this.startTime = now(); + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + } + + stop() { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + } + + getElapsedTime() { + + this.getDelta(); + return this.elapsedTime; + + } + + getDelta() { + + let diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + const newTime = now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +} + +function now() { + + return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732 + +} + +const _position$1 = /*@__PURE__*/ new Vector3(); +const _quaternion$1 = /*@__PURE__*/ new Quaternion(); +const _scale$1 = /*@__PURE__*/ new Vector3(); +const _orientation$1 = /*@__PURE__*/ new Vector3(); + +class AudioListener extends Object3D { + + constructor() { + + super(); + + this.type = 'AudioListener'; + + this.context = AudioContext.getContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + + this.timeDelta = 0; + + // private + + this._clock = new Clock(); + + } + + getInput() { + + return this.gain; + + } + + removeFilter() { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + return this; + + } + + getFilter() { + + return this.filter; + + } + + setFilter( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + return this; + + } + + getMasterVolume() { + + return this.gain.gain.value; + + } + + setMasterVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + const listener = this.context.listener; + const up = this.up; + + this.timeDelta = this._clock.getDelta(); + + this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); + + _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 ); + + if ( listener.positionX ) { + + // code path for Chrome (see #14393) + + const endTime = this.context.currentTime + this.timeDelta; + + listener.positionX.linearRampToValueAtTime( _position$1.x, endTime ); + listener.positionY.linearRampToValueAtTime( _position$1.y, endTime ); + listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime ); + listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime ); + listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime ); + listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime ); + listener.upX.linearRampToValueAtTime( up.x, endTime ); + listener.upY.linearRampToValueAtTime( up.y, endTime ); + listener.upZ.linearRampToValueAtTime( up.z, endTime ); + + } else { + + listener.setPosition( _position$1.x, _position$1.y, _position$1.z ); + listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z ); + + } + + } + +} + +class Audio extends Object3D { + + constructor( listener ) { + + super(); + + this.type = 'Audio'; + + this.listener = listener; + this.context = listener.context; + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.buffer = null; + this.detune = 0; + this.loop = false; + this.loopStart = 0; + this.loopEnd = 0; + this.offset = 0; + this.duration = undefined; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.source = null; + this.sourceType = 'empty'; + + this._startedAt = 0; + this._progress = 0; + this._connected = false; + + this.filters = []; + + } + + getOutput() { + + return this.gain; + + } + + setNodeSource( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + } + + setMediaElementSource( mediaElement ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource( mediaElement ); + this.connect(); + + return this; + + } + + setMediaStreamSource( mediaStream ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaStreamNode'; + this.source = this.context.createMediaStreamSource( mediaStream ); + this.connect(); + + return this; + + } + + setBuffer( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + } + + play( delay = 0 ) { + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._startedAt = this.context.currentTime + delay; + + const source = this.context.createBufferSource(); + source.buffer = this.buffer; + source.loop = this.loop; + source.loopStart = this.loopStart; + source.loopEnd = this.loopEnd; + source.onended = this.onEnded.bind( this ); + source.start( this._startedAt, this._progress + this.offset, this.duration ); + + this.isPlaying = true; + + this.source = source; + + this.setDetune( this.detune ); + this.setPlaybackRate( this.playbackRate ); + + return this.connect(); + + } + + pause() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + // update current progress + + this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; + + if ( this.loop === true ) { + + // ensure _progress does not exceed duration with looped audios + + this._progress = this._progress % ( this.duration || this.buffer.duration ); + + } + + this.source.stop(); + this.source.onended = null; + + this.isPlaying = false; + + } + + return this; + + } + + stop() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._progress = 0; + + if ( this.source !== null ) { + + this.source.stop(); + this.source.onended = null; + + } + + this.isPlaying = false; + + return this; + + } + + connect() { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + this._connected = true; + + return this; + + } + + disconnect() { + + if ( this._connected === false ) { + + return; + + } + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + this._connected = false; + + return this; + + } + + getFilters() { + + return this.filters; + + } + + setFilters( value ) { + + if ( ! value ) value = []; + + if ( this._connected === true ) { + + this.disconnect(); + this.filters = value.slice(); + this.connect(); + + } else { + + this.filters = value.slice(); + + } + + return this; + + } + + setDetune( value ) { + + this.detune = value; + + if ( this.source.detune === undefined ) return; // only set detune when available + + if ( this.isPlaying === true ) { + + this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + getDetune() { + + return this.detune; + + } + + getFilter() { + + return this.getFilters()[ 0 ]; + + } + + setFilter( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + } + + setPlaybackRate( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + getPlaybackRate() { + + return this.playbackRate; + + } + + onEnded() { + + this.isPlaying = false; + + } + + getLoop() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + } + + setLoop( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + } + + setLoopStart( value ) { + + this.loopStart = value; + + return this; + + } + + setLoopEnd( value ) { + + this.loopEnd = value; + + return this; + + } + + getVolume() { + + return this.gain.gain.value; + + } + + setVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + +} + +const _position = /*@__PURE__*/ new Vector3(); +const _quaternion = /*@__PURE__*/ new Quaternion(); +const _scale = /*@__PURE__*/ new Vector3(); +const _orientation = /*@__PURE__*/ new Vector3(); + +class PositionalAudio extends Audio { + + constructor( listener ) { + + super( listener ); + + this.panner = this.context.createPanner(); + this.panner.panningModel = 'HRTF'; + this.panner.connect( this.gain ); + + } + + connect() { + + super.connect(); + + this.panner.connect( this.gain ); + + } + + disconnect() { + + super.disconnect(); + + this.panner.disconnect( this.gain ); + + } + + getOutput() { + + return this.panner; + + } + + getRefDistance() { + + return this.panner.refDistance; + + } + + setRefDistance( value ) { + + this.panner.refDistance = value; + + return this; + + } + + getRolloffFactor() { + + return this.panner.rolloffFactor; + + } + + setRolloffFactor( value ) { + + this.panner.rolloffFactor = value; + + return this; + + } + + getDistanceModel() { + + return this.panner.distanceModel; + + } + + setDistanceModel( value ) { + + this.panner.distanceModel = value; + + return this; + + } + + getMaxDistance() { + + return this.panner.maxDistance; + + } + + setMaxDistance( value ) { + + this.panner.maxDistance = value; + + return this; + + } + + setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + + this.panner.coneInnerAngle = coneInnerAngle; + this.panner.coneOuterAngle = coneOuterAngle; + this.panner.coneOuterGain = coneOuterGain; + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; + + this.matrixWorld.decompose( _position, _quaternion, _scale ); + + _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); + + const panner = this.panner; + + if ( panner.positionX ) { + + // code path for Chrome and Firefox (see #14393) + + const endTime = this.context.currentTime + this.listener.timeDelta; + + panner.positionX.linearRampToValueAtTime( _position.x, endTime ); + panner.positionY.linearRampToValueAtTime( _position.y, endTime ); + panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); + panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); + panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); + panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); + + } else { + + panner.setPosition( _position.x, _position.y, _position.z ); + panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); + + } + + } + +} + +class AudioAnalyser { + + constructor( audio, fftSize = 2048 ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + + } + + + getFrequencyData() { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + } + + getAverageFrequency() { + + let value = 0; + const data = this.getFrequencyData(); + + for ( let i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} + +class PropertyMixer { + + constructor( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + let mixFunction, + mixFunctionAdditive, + setIdentity; + + // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + // + // 'add' is used for additive cumulative results + // + // 'work' is optional and is only present for quaternion types. It is used + // to store intermediate quaternion multiplication results + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + mixFunctionAdditive = this._slerpAdditive; + setIdentity = this._setAdditiveIdentityQuaternion; + + this.buffer = new Float64Array( valueSize * 6 ); + this._workIndex = 5; + break; + + case 'string': + case 'bool': + mixFunction = this._select; + + // Use the regular mix function and for additive on these types, + // additive is not relevant for non-numeric types + mixFunctionAdditive = this._select; + + setIdentity = this._setAdditiveIdentityOther; + + this.buffer = new Array( valueSize * 5 ); + break; + + default: + mixFunction = this._lerp; + mixFunctionAdditive = this._lerpAdditive; + setIdentity = this._setAdditiveIdentityNumeric; + + this.buffer = new Float64Array( valueSize * 5 ); + + } + + this._mixBufferRegion = mixFunction; + this._mixBufferRegionAdditive = mixFunctionAdditive; + this._setIdentity = setIdentity; + this._origIndex = 3; + this._addIndex = 4; + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + this.useCount = 0; + this.referenceCount = 0; + + } + + // accumulate data in the 'incoming' region into 'accu' + accumulate( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + const buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride; + + let currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( let i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + const mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + } + + // accumulate data in the 'incoming' region into 'add' + accumulateAdditive( weight ) { + + const buffer = this.buffer, + stride = this.valueSize, + offset = stride * this._addIndex; + + if ( this.cumulativeWeightAdditive === 0 ) { + + // add = identity + + this._setIdentity(); + + } + + // add := add + incoming * weight + + this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); + this.cumulativeWeightAdditive += weight; + + } + + // apply the state of 'accu' to the binding when accus differ + apply( accuIndex ) { + + const stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + weightAdditive = this.cumulativeWeightAdditive, + + binding = this.binding; + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + const originalValueOffset = stride * this._origIndex; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + if ( weightAdditive > 0 ) { + + // accuN := accuN + additive accuN + + this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); + + } + + for ( let i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + } + + // remember the state of the bound property and copy it to both accus + saveOriginalState() { + + const binding = this.binding; + + const buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * this._origIndex; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + // Add to identity for additive + this._setIdentity(); + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + } + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState() { + + const originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + } + + _setAdditiveIdentityNumeric() { + + const startIndex = this._addIndex * this.valueSize; + const endIndex = startIndex + this.valueSize; + + for ( let i = startIndex; i < endIndex; i ++ ) { + + this.buffer[ i ] = 0; + + } + + } + + _setAdditiveIdentityQuaternion() { + + this._setAdditiveIdentityNumeric(); + this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; + + } + + _setAdditiveIdentityOther() { + + const startIndex = this._origIndex * this.valueSize; + const targetIndex = this._addIndex * this.valueSize; + + for ( let i = 0; i < this.valueSize; i ++ ) { + + this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; + + } + + } + + + // mix functions + + _select( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( let i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + } + + _slerp( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + } + + _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + const workOffset = this._workIndex * stride; + + // Store result in intermediate buffer offset + Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); + + // Slerp to the intermediate result + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); + + } + + _lerp( buffer, dstOffset, srcOffset, t, stride ) { + + const s = 1 - t; + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + + _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; + + } + + } + +} + +// Characters [].:/ are reserved for track binding syntax. +const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; +const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); + +// Attempts to allow node names from any language. ES5's `\w` regexp matches +// only latin characters, and the unicode \p{L} is not yet supported. So +// instead, we exclude reserved characters and match everything else. +const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; +const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; + +// Parent directories, delimited by '/' or ':'. Currently unused, but must +// be matched to parse the rest of the track name. +const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); + +// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. +const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); + +// Object on target node, and accessor. May not contain reserved +// characters. Accessor may contain any character except closing bracket. +const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); + +// Property and accessor. May not contain reserved characters. Accessor may +// contain any non-bracket characters. +const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); + +const _trackRe = new RegExp( '' + + '^' + + _directoryRe + + _nodeRe + + _objectRe + + _propertyRe + + '$' +); + +const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ]; + +class Composite { + + constructor( targetGroup, path, optionalParsedPath ) { + + const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + } + + getValue( array, offset ) { + + this.bind(); // bind all binding + + const firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + } + + setValue( array, offset ) { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + } + + bind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + } + + unbind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +} + +// Note: This class uses a State pattern on a per-method basis: +// 'bind' sets 'this.getValue' / 'setValue' and shadows the +// prototype version of these methods with one that represents +// the bound state. When the property is not found, the methods +// become no-ops. +class PropertyBinding { + + constructor( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); + + this.rootNode = rootNode; + + // initial state of these methods that calls 'bind' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + + static create( root, path, parsedPath ) { + + if ( ! ( root && root.isAnimationObjectGroup ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + } + + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ + static sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + + } + + static parseTrackName( trackName ) { + + const matches = _trackRe.exec( trackName ); + + if ( matches === null ) { + + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + const results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== - 1 ) { + + const objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against an allowlist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { + + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; + + } + + } + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + + } + + return results; + + } + + static findNode( root, nodeName ) { + + if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + const bone = root.skeleton.getBoneByName( nodeName ); + + if ( bone !== undefined ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + const searchNodeSubtree = function ( children ) { + + for ( let i = 0; i < children.length; i ++ ) { + + const childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + const result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + const subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + + // these are used to "bind" a nonexistent property + _getValue_unavailable() {} + _setValue_unavailable() {} + + // Getters + + _getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.targetObject[ this.propertyName ]; + + } + + _getValue_array( buffer, offset ) { + + const source = this.resolvedProperty; + + for ( let i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + } + + _getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + } + + _getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + // Direct + + _setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + } + + _setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // EntireArray + + _setValue_array( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + } + + _setValue_array_setNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + } + + _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // ArrayElement + + _setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + } + + _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // HasToFromArray + + _setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + } + + _setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + } + + _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + _getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + } + + _setValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + } + + // create getter / setter pair for a property in the scene graph + bind() { + + let targetObject = this.node; + const parsedPath = this.parsedPath; + + const objectName = parsedPath.objectName; + const propertyName = parsedPath.propertyName; + let propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ); + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' ); + return; + + } + + if ( objectName ) { + + let objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( let i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + case 'map': + + if ( 'map' in targetObject ) { + + targetObject = targetObject.map; + break; + + } + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.map ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this ); + return; + + } + + targetObject = targetObject.material.map; + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + const nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + const nodeName = parsedPath.nodeName; + + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; + + } + + // determine versioning scheme + let versioning = this.Versioning.None; + + this.targetObject = targetObject; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + + } + + // determine how the property gets bound + let bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === 'morphTargetInfluences' ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( ! targetObject.geometry.morphAttributes ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; + + } + + if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { + + propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( Array.isArray( nodeProperty ) ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + } + + unbind() { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +} + +PropertyBinding.Composite = Composite; + +PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 +}; + +PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 +}; + +PropertyBinding.prototype.GetterByBindingType = [ + + PropertyBinding.prototype._getValue_direct, + PropertyBinding.prototype._getValue_array, + PropertyBinding.prototype._getValue_arrayElement, + PropertyBinding.prototype._getValue_toArray, + +]; + +PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ + + [ + // Direct + PropertyBinding.prototype._setValue_direct, + PropertyBinding.prototype._setValue_direct_setNeedsUpdate, + PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, + + ], [ + + // EntireArray + + PropertyBinding.prototype._setValue_array, + PropertyBinding.prototype._setValue_array_setNeedsUpdate, + PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, + + ], [ + + // ArrayElement + PropertyBinding.prototype._setValue_arrayElement, + PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, + PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, + + ], [ + + // HasToFromArray + PropertyBinding.prototype._setValue_fromArray, + PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, + PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, + + ] + +]; + +/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + */ + +class AnimationObjectGroup { + + constructor() { + + this.isAnimationObjectGroup = true; + + this.uuid = generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + const indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + const scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + + } + + add() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + let knownObject = undefined, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid; + let index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ]; + + let binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + remove() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + const lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + // remove & forget + uncache() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_, + nObjects = objects.length; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + const lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + if ( lastIndex > 0 ) { + + indicesByUUID[ lastObject.uuid ] = index; + + } + + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + const indicesByPath = this._bindingsIndicesByPath; + let index = indicesByPath[ path ]; + const bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + const paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + const object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + } + + unsubscribe_( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + const indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + const paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +} + +class AnimationAction { + + constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot; + this.blendMode = blendMode; + + const tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + const interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( let i = 0; i !== nTracks; ++ i ) { + + const interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = LoopRepeat; + this._loopCount = - 1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight + + this.clampWhenFinished = false;// keep feeding the last frame? + + this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true;// clips for start, loop and end + + } + + // State & Scheduling + + play() { + + this._mixer._activateAction( this ); + + return this; + + } + + stop() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + } + + reset() { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = - 1;// forget previous loops + this._startTime = null;// forget scheduling + + return this.stopFading().stopWarping(); + + } + + isRunning() { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + } + + // return true when play has been called + isScheduled() { + + return this._mixer._isActiveAction( this ); + + } + + startAt( time ) { + + this._startTime = time; + + return this; + + } + + setLoop( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + } + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + } + + // return the weight considering fading and .enabled + getEffectiveWeight() { + + return this._effectiveWeight; + + } + + fadeIn( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + } + + fadeOut( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + } + + crossFadeFrom( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + const fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + } + + crossFadeTo( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + } + + stopFading() { + + const weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + } + + // Time Scale Control + + // set the time scale stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + } + + // return the time scale considering warping and .paused + getEffectiveTimeScale() { + + return this._effectiveTimeScale; + + } + + setDuration( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + } + + syncWith( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + } + + halt( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + } + + warp( startTimeScale, endTimeScale, duration ) { + + const mixer = this._mixer, + now = mixer.time, + timeScale = this.timeScale; + + let interpolant = this._timeScaleInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + } + + stopWarping() { + + const timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + } + + // Object Accessors + + getMixer() { + + return this._mixer; + + } + + getClip() { + + return this._clip; + + } + + getRoot() { + + return this._localRoot || this._mixer._root; + + } + + // Interna + + _update( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + const startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + const timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + deltaTime = 0; + + } else { + + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + const clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + const weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + const interpolants = this._interpolants; + const propertyMixers = this._propertyBindings; + + switch ( this.blendMode ) { + + case AdditiveAnimationBlendMode: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulateAdditive( weight ); + + } + + break; + + case NormalAnimationBlendMode: + default: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + } + + } + + _updateWeight( time ) { + + let weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + const interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + } + + _updateTimeScale( time ) { + + let timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + const interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + } + + _updateTime( deltaTime ) { + + const duration = this._clip.duration; + const loop = this.loop; + + let time = this.time + deltaTime; + let loopCount = this._loopCount; + + const pingPong = ( loop === LoopPingPong ); + + if ( deltaTime === 0 ) { + + if ( loopCount === - 1 ) return time; + + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + + } + + if ( loop === LoopOnce ) { + + if ( loopCount === - 1 ) { + + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else { + + this.time = time; + + break handle_stop; + + } + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + if ( loopCount === - 1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + const loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + const pending = this.repetitions - loopCount; + + if ( pending <= 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 1 ) { + + // entering the last round + + const atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } else { + + this.time = time; + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + return duration - time; + + } + + } + + return time; + + } + + _setEndings( atStart, atEnd, pingPong ) { + + const settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + } + + _scheduleFading( duration, weightNow, weightThen ) { + + const mixer = this._mixer, now = mixer.time; + let interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + values[ 0 ] = weightNow; + times[ 1 ] = now + duration; + values[ 1 ] = weightThen; + + return this; + + } + +} + +const _controlInterpolantsResultBuffer = new Float32Array( 1 ); + + +class AnimationMixer extends EventDispatcher { + + constructor( root ) { + + super(); + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + this.time = 0; + this.timeScale = 1.0; + + } + + _bindAction( action, prototypeAction ) { + + const root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName; + + let bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( let i = 0; i !== nTracks; ++ i ) { + + const track = tracks[ i ], + trackName = track.name; + + let binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + ++ binding.referenceCount; + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + const path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + } + + _activateAction( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + const rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + const bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + } + + _deactivateAction( action ) { + + if ( this._isActiveAction( action ) ) { + + const bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + } + + // Memory manager + + _initMemoryManager() { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + const scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + } + + // Memory management for AnimationAction objects + + _isActiveAction( action ) { + + const index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + } + + _addInactiveAction( action, clipUuid, rootUuid ) { + + const actions = this._actions, + actionsByClip = this._actionsByClip; + + let actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + const knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + } + + _removeInactiveAction( action ) { + + const actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + const clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + const actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + } + + _removeInactiveBindingsForAction( action ) { + + const bindings = action._propertyBindings; + + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + } + + _lendAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + const actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + } + + _takeBackAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + const actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + } + + // Memory management for PropertyMixer objects + + _addInactiveBinding( binding, rootUuid, trackName ) { + + const bindingsByRoot = this._bindingsByRootAndName, + bindings = this._bindings; + + let bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + } + + _removeInactiveBinding( binding ) { + + const bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + if ( Object.keys( bindingByName ).length === 0 ) { + + delete bindingsByRoot[ rootUuid ]; + + } + + } + + _lendBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + } + + _takeBackBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + } + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant() { + + const interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++; + + let interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, _controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + } + + _takeBackControlInterpolant( interpolant ) { + + const interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + } + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction( clip, optionalRoot, blendMode ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid; + + let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; + + const clipUuid = clipObject !== null ? clipObject.uuid : clip; + + const actionsForClip = this._actionsByClip[ clipUuid ]; + let prototypeAction = null; + + if ( blendMode === undefined ) { + + if ( clipObject !== null ) { + + blendMode = clipObject.blendMode; + + } else { + + blendMode = NormalAnimationBlendMode; + + } + + } + + if ( actionsForClip !== undefined ) { + + const existingAction = actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + } + + // get an existing action + existingAction( clip, optionalRoot ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + } + + // deactivates all previously scheduled actions + stopAllAction() { + + const actions = this._actions, + nActions = this._nActiveActions; + + for ( let i = nActions - 1; i >= 0; -- i ) { + + actions[ i ].stop(); + + } + + return this; + + } + + // advance the time and update apply the animation + update( deltaTime ) { + + deltaTime *= this.timeScale; + + const actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( let i = 0; i !== nActions; ++ i ) { + + const action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + const bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( let i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + } + + // Allows you to seek to a specific time in an animation. + setTime( timeInSeconds ) { + + this.time = 0; // Zero out time attribute for AnimationMixer object; + for ( let i = 0; i < this._actions.length; i ++ ) { + + this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. + + } + + return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. + + } + + // return this mixer's root target object + getRoot() { + + return this._root; + + } + + // free all resources specific to a particular clip + uncacheClip( clip ) { + + const actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + const actionsToRemove = actionsForClip.knownActions; + + for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + const action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + const cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + } + + // free all resources specific to a particular root target object + uncacheRoot( root ) { + + const rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( const clipUuid in actionsByClip ) { + + const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + const bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( const trackName in bindingByName ) { + + const binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + } + + // remove a targeted clip from the cache + uncacheAction( clip, optionalRoot ) { + + const action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} + +class Uniform { + + constructor( value ) { + + this.value = value; + + } + + clone() { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + + } + +} + +let _id = 0; + +class UniformsGroup extends EventDispatcher { + + constructor() { + + super(); + + this.isUniformsGroup = true; + + Object.defineProperty( this, 'id', { value: _id ++ } ); + + this.name = ''; + + this.usage = StaticDrawUsage; + this.uniforms = []; + + } + + add( uniform ) { + + this.uniforms.push( uniform ); + + return this; + + } + + remove( uniform ) { + + const index = this.uniforms.indexOf( uniform ); + + if ( index !== - 1 ) this.uniforms.splice( index, 1 ); + + return this; + + } + + setName( name ) { + + this.name = name; + + return this; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + return this; + + } + + copy( source ) { + + this.name = source.name; + this.usage = source.usage; + + const uniformsSource = source.uniforms; + + this.uniforms.length = 0; + + for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { + + const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ]; + + for ( let j = 0; j < uniforms.length; j ++ ) { + + this.uniforms.push( uniforms[ j ].clone() ); + + } + + } + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +class InstancedInterleavedBuffer extends InterleavedBuffer { + + constructor( array, stride, meshPerAttribute = 1 ) { + + super( array, stride ); + + this.isInstancedInterleavedBuffer = true; + + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + clone( data ) { + + const ib = super.clone( data ); + + ib.meshPerAttribute = this.meshPerAttribute; + + return ib; + + } + + toJSON( data ) { + + const json = super.toJSON( data ); + + json.isInstancedInterleavedBuffer = true; + json.meshPerAttribute = this.meshPerAttribute; + + return json; + + } + +} + +class GLBufferAttribute { + + constructor( buffer, type, itemSize, elementSize, count ) { + + this.isGLBufferAttribute = true; + + this.name = ''; + + this.buffer = buffer; + this.type = type; + this.itemSize = itemSize; + this.elementSize = elementSize; + this.count = count; + + this.version = 0; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setBuffer( buffer ) { + + this.buffer = buffer; + + return this; + + } + + setType( type, elementSize ) { + + this.type = type; + this.elementSize = elementSize; + + return this; + + } + + setItemSize( itemSize ) { + + this.itemSize = itemSize; + + return this; + + } + + setCount( count ) { + + this.count = count; + + return this; + + } + +} + +class Raycaster { + + constructor( origin, direction, near = 0, far = Infinity ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near; + this.far = far; + this.camera = null; + this.layers = new Layers(); + + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + } + + set( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + } + + setFromCamera( coords, camera ) { + + if ( camera.isPerspectiveCamera ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + this.camera = camera; + + } else if ( camera.isOrthographicCamera ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + this.camera = camera; + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); + + } + + } + + intersectObject( object, recursive = true, intersects = [] ) { + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + } + + intersectObjects( objects, recursive = true, intersects = [] ) { + + for ( let i = 0, l = objects.length; i < l; i ++ ) { + + intersectObject( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.layers.test( raycaster.layers ) ) { + + object.raycast( raycaster, intersects ); + + } + + if ( recursive === true ) { + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + intersectObject( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +/** + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up. + * The azimuthal angle (theta) is measured from the positive z-axis. + */ + + +class Spherical { + + constructor( radius = 1, phi = 0, theta = 0 ) { + + this.radius = radius; + this.phi = phi; // polar angle + this.theta = theta; // azimuthal angle + + return this; + + } + + set( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + } + + copy( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + } + + // restrict phi to be between EPS and PI-EPS + makeSafe() { + + const EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + } + + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + y * y + z * z ); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( x, z ); + this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) ); + + } + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + */ + +class Cylindrical { + + constructor( radius = 1, theta = 0, y = 0 ) { + + this.radius = radius; // distance from the origin to a point in the x-z plane + this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = y; // height above the x-z plane + + return this; + + } + + set( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + } + + copy( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + } + + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + z * z ); + this.theta = Math.atan2( x, z ); + this.y = y; + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$4 = /*@__PURE__*/ new Vector2(); + +class Box2 { + + constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { + + this.isBox2 = true; + + this.min = min; + this.max = max; + + } + + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + makeEmpty() { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + } + + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + } + + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + containsPoint( point ) { + + return point.x < this.min.x || point.x > this.max.x || + point.y < this.min.y || point.y > this.max.y ? false : true; + + } + + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; + + } + + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + } + + intersectsBox( box ) { + + // using 4 splitting planes to rule out intersections + + return box.max.x < this.min.x || box.min.x > this.max.x || + box.max.y < this.min.y || box.min.y > this.max.y ? false : true; + + } + + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$4 ).distanceTo( point ); + + } + + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} + +const _startP = /*@__PURE__*/ new Vector3(); +const _startEnd = /*@__PURE__*/ new Vector3(); + +class Line3 { + + constructor( start = new Vector3(), end = new Vector3() ) { + + this.start = start; + this.end = end; + + } + + set( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + } + + copy( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + } + + getCenter( target ) { + + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + } + + delta( target ) { + + return target.subVectors( this.end, this.start ); + + } + + distanceSq() { + + return this.start.distanceToSquared( this.end ); + + } + + distance() { + + return this.start.distanceTo( this.end ); + + } + + at( t, target ) { + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + closestPointToPointParameter( point, clampToLine ) { + + _startP.subVectors( point, this.start ); + _startEnd.subVectors( this.end, this.start ); + + const startEnd2 = _startEnd.dot( _startEnd ); + const startEnd_startP = _startEnd.dot( _startP ); + + let t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = clamp( t, 0, 1 ); + + } + + return t; + + } + + closestPointToPoint( point, clampToLine, target ) { + + const t = this.closestPointToPointParameter( point, clampToLine ); + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + applyMatrix4( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + } + + equals( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$3 = /*@__PURE__*/ new Vector3(); + +class SpotLightHelper extends Object3D { + + constructor( light, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'SpotLightHelper'; + + const geometry = new BufferGeometry(); + + const positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + const p1 = ( i / l ) * Math.PI * 2; + const p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + dispose() { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + const coneLength = this.light.distance ? this.light.distance : 1000; + const coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( _vector$3 ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + } + +} + +const _vector$2 = /*@__PURE__*/ new Vector3(); +const _boneMatrix = /*@__PURE__*/ new Matrix4(); +const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); + + +class SkeletonHelper extends LineSegments { + + constructor( object ) { + + const bones = getBoneList( object ); + + const geometry = new BufferGeometry(); + + const vertices = []; + const colors = []; + + const color1 = new Color( 0, 0, 1 ); + const color2 = new Color( 0, 1, 0 ); + + for ( let i = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); + + } + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); + + super( geometry, material ); + + this.isSkeletonHelper = true; + + this.type = 'SkeletonHelper'; + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + } + + updateMatrixWorld( force ) { + + const bones = this.bones; + + const geometry = this.geometry; + const position = geometry.getAttribute( 'position' ); + + _matrixWorldInv.copy( this.root.matrixWorld ).invert(); + + for ( let i = 0, j = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + + +function getBoneList( object ) { + + const boneList = []; + + if ( object.isBone === true ) { + + boneList.push( object ); + + } + + for ( let i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +} + +class PointLightHelper extends Mesh { + + constructor( light, sphereSize, color ) { + + const geometry = new SphereGeometry( sphereSize, 4, 2 ); + const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + + super( geometry, material ); + + this.light = light; + + this.color = color; + + this.type = 'PointLightHelper'; + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + // TODO: delete this comment? + const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + const d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + const d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + + } + +} + +const _vector$1 = /*@__PURE__*/ new Vector3(); +const _color1 = /*@__PURE__*/ new Color(); +const _color2 = /*@__PURE__*/ new Color(); + +class HemisphereLightHelper extends Object3D { + + constructor( light, size, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'HemisphereLightHelper'; + + const geometry = new OctahedronGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + if ( this.color === undefined ) this.material.vertexColors = true; + + const position = geometry.getAttribute( 'position' ); + const colors = new Float32Array( position.count * 3 ); + + geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + + } + + dispose() { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + + update() { + + const mesh = this.children[ 0 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + const colors = mesh.geometry.getAttribute( 'color' ); + + _color1.copy( this.light.color ); + _color2.copy( this.light.groundColor ); + + for ( let i = 0, l = colors.count; i < l; i ++ ) { + + const color = ( i < ( l / 2 ) ) ? _color1 : _color2; + + colors.setXYZ( i, color.r, color.g, color.b ); + + } + + colors.needsUpdate = true; + + } + + this.light.updateWorldMatrix( true, false ); + + mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + } + +} + +class GridHelper extends LineSegments { + + constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const center = divisions / 2; + const step = size / divisions; + const halfSize = size / 2; + + const vertices = [], colors = []; + + for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); + + const color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'GridHelper'; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class PolarGridHelper extends LineSegments { + + constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const vertices = []; + const colors = []; + + // create the sectors + + if ( sectors > 1 ) { + + for ( let i = 0; i < sectors; i ++ ) { + + const v = ( i / sectors ) * ( Math.PI * 2 ); + + const x = Math.sin( v ) * radius; + const z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + const color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + } + + // create the rings + + for ( let i = 0; i < rings; i ++ ) { + + const color = ( i & 1 ) ? color1 : color2; + + const r = radius - ( radius / rings * i ); + + for ( let j = 0; j < divisions; j ++ ) { + + // first vertex + + let v = ( j / divisions ) * ( Math.PI * 2 ); + + let x = Math.sin( v ) * r; + let z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'PolarGridHelper'; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +const _v1 = /*@__PURE__*/ new Vector3(); +const _v2 = /*@__PURE__*/ new Vector3(); +const _v3 = /*@__PURE__*/ new Vector3(); + +class DirectionalLightHelper extends Object3D { + + constructor( light, size, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'DirectionalLightHelper'; + + if ( size === undefined ) size = 1; + + let geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + dispose() { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + _v1.setFromMatrixPosition( this.light.matrixWorld ); + _v2.setFromMatrixPosition( this.light.target.matrixWorld ); + _v3.subVectors( _v2, _v1 ); + + this.lightPlane.lookAt( _v2 ); + + if ( this.color !== undefined ) { + + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); + + } else { + + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); + + } + + this.targetLine.lookAt( _v2 ); + this.targetLine.scale.z = _v3.length(); + + } + +} + +const _vector = /*@__PURE__*/ new Vector3(); +const _camera = /*@__PURE__*/ new Camera(); + +/** + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html + */ + +class CameraHelper extends LineSegments { + + constructor( camera ) { + + const geometry = new BufferGeometry(); + const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); + + const vertices = []; + const colors = []; + + const pointMap = {}; + + // near + + addLine( 'n1', 'n2' ); + addLine( 'n2', 'n4' ); + addLine( 'n4', 'n3' ); + addLine( 'n3', 'n1' ); + + // far + + addLine( 'f1', 'f2' ); + addLine( 'f2', 'f4' ); + addLine( 'f4', 'f3' ); + addLine( 'f3', 'f1' ); + + // sides + + addLine( 'n1', 'f1' ); + addLine( 'n2', 'f2' ); + addLine( 'n3', 'f3' ); + addLine( 'n4', 'f4' ); + + // cone + + addLine( 'p', 'n1' ); + addLine( 'p', 'n2' ); + addLine( 'p', 'n3' ); + addLine( 'p', 'n4' ); + + // up + + addLine( 'u1', 'u2' ); + addLine( 'u2', 'u3' ); + addLine( 'u3', 'u1' ); + + // target + + addLine( 'c', 't' ); + addLine( 'p', 'c' ); + + // cross + + addLine( 'cn1', 'cn2' ); + addLine( 'cn3', 'cn4' ); + + addLine( 'cf1', 'cf2' ); + addLine( 'cf3', 'cf4' ); + + function addLine( a, b ) { + + addPoint( a ); + addPoint( b ); + + } + + function addPoint( id ) { + + vertices.push( 0, 0, 0 ); + colors.push( 0, 0, 0 ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + super( geometry, material ); + + this.type = 'CameraHelper'; + + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + + // colors + + const colorFrustum = new Color( 0xffaa00 ); + const colorCone = new Color( 0xff0000 ); + const colorUp = new Color( 0x00aaff ); + const colorTarget = new Color( 0xffffff ); + const colorCross = new Color( 0x333333 ); + + this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross ); + + } + + setColors( frustum, cone, up, target, cross ) { + + const geometry = this.geometry; + + const colorAttribute = geometry.getAttribute( 'color' ); + + // near + + colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2 + colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4 + colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3 + colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1 + + // far + + colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2 + colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4 + colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3 + colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1 + + // sides + + colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1 + colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2 + colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3 + colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4 + + // cone + + colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1 + colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2 + colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3 + colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4 + + // up + + colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2 + colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3 + colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1 + + // target + + colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t + colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c + + // cross + + colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2 + colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4 + + colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2 + colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4 + + colorAttribute.needsUpdate = true; + + } + + update() { + + const geometry = this.geometry; + const pointMap = this.pointMap; + + const w = 1, h = 1; + + // we need just camera projection matrix inverse + // world matrix must be identity + + _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); + + // center / target + + setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); + setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); + + // near + + setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); + setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); + setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); + setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); + + // far + + setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); + setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); + setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); + setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); + + // up + + setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); + setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); + setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); + + // cross + + setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); + setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); + setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); + setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); + + setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); + setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); + setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); + setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + + +function setPoint( point, pointMap, geometry, camera, x, y, z ) { + + _vector.set( x, y, z ).unproject( camera ); + + const points = pointMap[ point ]; + + if ( points !== undefined ) { + + const position = geometry.getAttribute( 'position' ); + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z ); + + } + + } + +} + +const _box = /*@__PURE__*/ new Box3(); + +class BoxHelper extends LineSegments { + + constructor( object, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + const positions = new Float32Array( 8 * 3 ); + + const geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.object = object; + this.type = 'BoxHelper'; + + this.matrixAutoUpdate = false; + + this.update(); + + } + + update( object ) { + + if ( object !== undefined ) { + + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + + } + + if ( this.object !== undefined ) { + + _box.setFromObject( this.object ); + + } + + if ( _box.isEmpty() ) return; + + const min = _box.min; + const max = _box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + const position = this.geometry.attributes.position; + const array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + } + + setFromObject( object ) { + + this.object = object; + this.update(); + + return this; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.object = source.object; + + return this; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class Box3Helper extends LineSegments { + + constructor( box, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + + const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + + const geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.box = box; + + this.type = 'Box3Helper'; + + this.geometry.computeBoundingSphere(); + + } + + updateMatrixWorld( force ) { + + const box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class PlaneHelper extends Line { + + constructor( plane, size = 1, hex = 0xffff00 ) { + + const color = hex; + + const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.type = 'PlaneHelper'; + + this.plane = plane; + + this.size = size; + + const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ]; + + const geometry2 = new BufferGeometry(); + geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); + + } + + updateMatrixWorld( force ) { + + this.position.set( 0, 0, 0 ); + + this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 ); + + this.lookAt( this.plane.normal ); + + this.translateZ( - this.plane.constant ); + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + +} + +const _axis = /*@__PURE__*/ new Vector3(); +let _lineGeometry, _coneGeometry; + +class ArrowHelper extends Object3D { + + // dir is assumed to be normalized + + constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + super(); + + this.type = 'ArrowHelper'; + + if ( _lineGeometry === undefined ) { + + _lineGeometry = new BufferGeometry(); + _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 ); + _coneGeometry.translate( 0, - 0.5, 0 ); + + } + + this.position.copy( origin ); + + this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + + setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + _axis.set( dir.z, 0, - dir.x ).normalize(); + + const radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( _axis, radians ); + + } + + } + + setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + + } + + setColor( color ) { + + this.line.material.color.set( color ); + this.cone.material.color.set( color ); + + } + + copy( source ) { + + super.copy( source, false ); + + this.line.copy( source.line ); + this.cone.copy( source.cone ); + + return this; + + } + + dispose() { + + this.line.geometry.dispose(); + this.line.material.dispose(); + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + +} + +class AxesHelper extends LineSegments { + + constructor( size = 1 ) { + + const vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + const colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'AxesHelper'; + + } + + setColors( xAxisColor, yAxisColor, zAxisColor ) { + + const color = new Color(); + const array = this.geometry.attributes.color.array; + + color.set( xAxisColor ); + color.toArray( array, 0 ); + color.toArray( array, 3 ); + + color.set( yAxisColor ); + color.toArray( array, 6 ); + color.toArray( array, 9 ); + + color.set( zAxisColor ); + color.toArray( array, 12 ); + color.toArray( array, 15 ); + + this.geometry.attributes.color.needsUpdate = true; + + return this; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class ShapePath { + + constructor() { + + this.type = 'ShapePath'; + + this.color = new Color(); + + this.subPaths = []; + this.currentPath = null; + + } + + moveTo( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + return this; + + } + + lineTo( x, y ) { + + this.currentPath.lineTo( x, y ); + + return this; + + } + + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + return this; + + } + + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + return this; + + } + + splineThru( pts ) { + + this.currentPath.splineThru( pts ); + + return this; + + } + + toShapes( isCCW ) { + + function toShapesNoHoles( inSubpaths ) { + + const shapes = []; + + for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) { + + const tmpPath = inSubpaths[ i ]; + + const tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + const polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + let inside = false; + for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + let edgeLowPt = inPolygon[ p ]; + let edgeHighPt = inPolygon[ q ]; + + let edgeDx = edgeHighPt.x - edgeLowPt.x; + let edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + const isClockWise = ShapeUtils.isClockWise; + + const subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + let solid, tmpPath, tmpShape; + const shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + const betterShapeHoles = []; + const newShapes = []; + let newShapeHoles = []; + let mainIdx = 0; + let tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( let i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + let ambiguous = false; + let toChange = 0; + + for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + const sho = newShapeHoles[ sIdx ]; + + for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + const ho = sho[ hIdx ]; + let hole_unassigned = true; + + for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange ++; + + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + + if ( toChange > 0 && ambiguous === false ) { + + newShapeHoles = betterShapeHoles; + + } + + } + + let tmpHoles; + + for ( let i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } + +} + +if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { + revision: REVISION, + } } ) ); + +} + +if ( typeof window !== 'undefined' ) { + + if ( window.__THREE__ ) { + + console.warn( 'WARNING: Multiple instances of Three.js being imported.' ); + + } else { + + window.__THREE__ = REVISION; + + } + +} + +export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DisplayP3ColorSpace, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, Float64BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearDisplayP3ColorSpace, LinearEncoding, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, P3Primaries, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, Rec709Primaries, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, TwoPassDoubleSide, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL1Renderer, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, _SRGBAFormat, createCanvasElement, sRGBEncoding }; From e6824a30c84fa4caae54b3e14def2d8352239edb Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:06:20 +0200 Subject: [PATCH 019/160] Add Three.js structure renderer --- .../plans/crysview-structure-visualization.md | 2 +- .../display/structure/renderers/__init__.py | 1 + .../display/structure/renderers/threejs.py | 153 ++++++++++ .../structure/templates/structure.html.j2 | 271 ++++++++++++++++++ .../display/structure/viewing.py | 5 + 5 files changed, 431 insertions(+), 1 deletion(-) create mode 100644 src/easydiffraction/display/structure/renderers/threejs.py create mode 100644 src/easydiffraction/display/structure/templates/structure.html.j2 diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 3271591aa..805aa7f56 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -868,7 +868,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). wheel check is a Phase 2 step. - Commit: `Vendor pinned Three.js assets`. -- [ ] **P1.14 — Add the Three.js structure renderer** +- [x] **P1.14 — Add the Three.js structure renderer** - Files: new `src/easydiffraction/display/structure/renderers/threejs.py`; new `src/easydiffraction/display/structure/templates/structure.html.j2`; diff --git a/src/easydiffraction/display/structure/renderers/__init__.py b/src/easydiffraction/display/structure/renderers/__init__.py index 7faed819a..a9541d15e 100644 --- a/src/easydiffraction/display/structure/renderers/__init__.py +++ b/src/easydiffraction/display/structure/renderers/__init__.py @@ -6,3 +6,4 @@ from easydiffraction.display.structure.renderers.ascii import AsciiStructureRenderer from easydiffraction.display.structure.renderers.base import StructureRendererBase +from easydiffraction.display.structure.renderers.threejs import ThreeJsStructureRenderer diff --git a/src/easydiffraction/display/structure/renderers/threejs.py b/src/easydiffraction/display/structure/renderers/threejs.py new file mode 100644 index 000000000..3cf032a91 --- /dev/null +++ b/src/easydiffraction/display/structure/renderers/threejs.py @@ -0,0 +1,153 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Three.js renderer: an interactive, self-contained HTML structure view.""" + +from __future__ import annotations + +import base64 +import json +import pathlib +import uuid + +from jinja2 import Environment +from jinja2 import PackageLoader + +from easydiffraction.display.structure.assets.colors import theme_colors +from easydiffraction.display.structure.renderers.base import StructureRendererBase +from easydiffraction.display.structure.scene import StructureScene +from easydiffraction.utils._vendored.theme_detect import is_dark + +_VENDOR = pathlib.Path(__file__).parent / 'vendor' / 'threejs' +_CDN = 'https://cdn.jsdelivr.net/npm/three@0.160.0' +_ADDON_CONTROLS = 'three/addons/controls/OrbitControls.js' +_ADDON_CSS2D = 'three/addons/renderers/CSS2DRenderer.js' + + +def _environment() -> Environment: + """Return the Jinja environment for structure-view templates.""" + return Environment( + loader=PackageLoader('easydiffraction.display.structure', 'templates'), + autoescape=False, + trim_blocks=True, + lstrip_blocks=True, + ) + + +def _data_url(path: pathlib.Path) -> str: + encoded = base64.b64encode(path.read_bytes()).decode('ascii') + return f'data:text/javascript;base64,{encoded}' + + +def _import_map(*, offline: bool) -> dict[str, str]: + if offline: + return { + 'three': _data_url(_VENDOR / 'three.module.js'), + _ADDON_CONTROLS: _data_url(_VENDOR / 'OrbitControls.js'), + _ADDON_CSS2D: _data_url(_VENDOR / 'CSS2DRenderer.js'), + } + return { + 'three': f'{_CDN}/build/three.module.js', + _ADDON_CONTROLS: f'{_CDN}/examples/jsm/controls/OrbitControls.js', + _ADDON_CSS2D: f'{_CDN}/examples/jsm/renderers/CSS2DRenderer.js', + } + + +def _scene_payload(scene: StructureScene) -> dict: + axes = None + if scene.axes is not None: + axes = { + 'origin': scene.axes.origin, + 'arrows': [ + {'vector': arrow.vector, 'colour': arrow.colour, 'letter': arrow.letter} + for arrow in scene.axes.axes + ], + } + edges = [] + if scene.cell_edges is not None: + edges = [{'start': edge.start, 'end': edge.end} for edge in scene.cell_edges.edges] + return { + 'atoms': [ + {'centre': a.centre, 'radius': a.radius, 'colour': a.colour, 'label': a.label} + for a in scene.atoms + ], + 'wedgeSpheres': [ + { + 'centre': s.centre, + 'radius': s.radius, + 'label': s.label, + 'wedges': [{'fraction': w.fraction, 'colour': w.colour} for w in s.wedges], + } + for s in scene.occupancy_spheres + ], + 'ellipsoids': [ + { + 'centre': e.centre, + 'semiAxes': e.semi_axes, + 'orientation': [list(row) for row in e.orientation], + 'colour': e.colour, + 'label': e.label, + } + for e in scene.ellipsoids + ], + 'bonds': [ + { + 'start': b.start, + 'end': b.end, + 'startColour': b.start_colour, + 'endColour': b.end_colour, + } + for b in scene.bonds + ], + 'cellEdges': edges, + 'axes': axes, + 'labels': [{'anchor': label.anchor, 'text': label.text} for label in scene.labels], + } + + +def _rgb_css(rgb: tuple[int, int, int]) -> str: + return f'rgb({rgb[0]}, {rgb[1]}, {rgb[2]})' + + +class ThreeJsStructureRenderer(StructureRendererBase): + """Interactive Three.js renderer for notebook and standalone HTML.""" + + SUPPORTED = frozenset({'atoms', 'bonds', 'cell', 'axes', 'moments', 'labels'}) + + def supported_features(self) -> frozenset[str]: + """Return the features the Three.js engine can draw.""" + return self.SUPPORTED + + def render(self, scene: StructureScene, *, features: frozenset[str], offline: bool = True) -> str: + """ + Render the scene as a self-contained interactive HTML document. + + Parameters + ---------- + scene : StructureScene + The renderer-neutral primitives to draw. + features : frozenset[str] + The content-resolved feature set; drives the modebar's initial + visibility toggles. + offline : bool + When ``True`` (default), inline the pinned Three.js assets so + the view renders with no network; when ``False`` link the CDN. + + Returns + ------- + str + A complete HTML document. + """ + dark = is_dark() + colours = theme_colors(dark) + payload = json.dumps(_scene_payload(scene)).replace(' +
+
+
+
+ + + + diff --git a/src/easydiffraction/display/structure/viewing.py b/src/easydiffraction/display/structure/viewing.py index bdaee0f5e..94c1db611 100644 --- a/src/easydiffraction/display/structure/viewing.py +++ b/src/easydiffraction/display/structure/viewing.py @@ -8,6 +8,7 @@ from easydiffraction.display.base import RendererFactoryBase from easydiffraction.display.structure.enums import ViewerEngineEnum from easydiffraction.display.structure.renderers.ascii import AsciiStructureRenderer +from easydiffraction.display.structure.renderers.threejs import ThreeJsStructureRenderer from easydiffraction.display.structure.scene import StructureScene @@ -21,6 +22,10 @@ def _registry(cls) -> dict: 'description': ViewerEngineEnum.ASCII.description(), 'class': AsciiStructureRenderer, }, + ViewerEngineEnum.THREEJS.value: { + 'description': ViewerEngineEnum.THREEJS.description(), + 'class': ThreeJsStructureRenderer, + }, } From acd43cb5a5d153691ea3d8eabcbad23ce8971a0d Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:13:51 +0200 Subject: [PATCH 020/160] Embed structure figure in HTML report under html_offline --- .../plans/crysview-structure-visualization.md | 2 +- .../project/categories/report/default.py | 2 +- src/easydiffraction/report/html_renderer.py | 43 ++++++++++++++++++- .../report/templates/html/report.html.j2 | 5 +++ 4 files changed, 49 insertions(+), 3 deletions(-) diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 805aa7f56..946e10521 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -901,7 +901,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). standalone-HTML write path. - Commit: `Add Three.js structure renderer`. -- [ ] **P1.15 — Embed the structure figure in the HTML report** +- [x] **P1.15 — Embed the structure figure in the HTML report** - Files: existing `src/easydiffraction/report/html_renderer.py`, `src/easydiffraction/report/templates/html/report.html.j2`. - Render a structure figure into the HTML report honoring the report's diff --git a/src/easydiffraction/project/categories/report/default.py b/src/easydiffraction/project/categories/report/default.py index 054b0b398..156cd2f98 100644 --- a/src/easydiffraction/project/categories/report/default.py +++ b/src/easydiffraction/project/categories/report/default.py @@ -195,7 +195,7 @@ def as_html(self, *, offline: bool = False) -> str: """ from easydiffraction.report.html_renderer import render_html_report # noqa: PLC0415 - return render_html_report(self.data_context(), offline=offline) + return render_html_report(self.data_context(), offline=offline, project=self.project) def save_tex(self) -> pathlib.Path: """ diff --git a/src/easydiffraction/report/html_renderer.py b/src/easydiffraction/report/html_renderer.py index dc557a60e..f9790c956 100644 --- a/src/easydiffraction/report/html_renderer.py +++ b/src/easydiffraction/report/html_renderer.py @@ -63,6 +63,7 @@ def render_html_report( context: dict[str, object], *, offline: bool = False, + project: object | None = None, ) -> str: """ Render a report data context as HTML. @@ -73,6 +74,9 @@ def render_html_report( Data returned by ``Report.data_context()``. offline : bool, default=False Whether Plotly figures should embed JavaScript assets. + project : object | None, default=None + Live project used to build interactive 3D structure figures. + When ``None``, the report omits structure views. Returns ------- @@ -87,6 +91,9 @@ def render_html_report( context, offline=offline, ) + template_context['structure_figures'] = ( + _structure_figure_html_context(project, offline=offline) if project is not None else {} + ) return _environment().get_template(_TEMPLATE_NAME).render(**template_context) @@ -119,7 +126,7 @@ def save_html_report( output_path = html_report_path(project, path) output_path.parent.mkdir(parents=True, exist_ok=True) output_path.write_text( - render_html_report(context, offline=offline), + render_html_report(context, offline=offline, project=project), encoding='utf-8', ) if offline: @@ -185,6 +192,40 @@ def _fit_figure_html_context( return rendered +def _structure_figure_html_context( + project: object, + *, + offline: bool, +) -> dict[str, str]: + """Return interactive structure-view HTML snippets by structure name.""" + from easydiffraction.display.structure.builder import build_scene # noqa: PLC0415 + from easydiffraction.display.structure.builder import ( # noqa: PLC0415 + structure_feature_availability, + ) + from easydiffraction.display.structure.renderers.threejs import ( # noqa: PLC0415 + ThreeJsStructureRenderer, + ) + + renderer = ThreeJsStructureRenderer() + window = project.view.view_range() + rendered: dict[str, str] = {} + for structure in project.structures.values(): + availability = structure_feature_availability(structure, style=project.style) + features = project.display._resolve_structure_features('auto', availability) + scene = build_scene( + structure, + style=project.style, + view_range=window, + features=features, + ) + rendered[str(structure.name)] = renderer.render( + scene, + features=features, + offline=offline, + ) + return rendered + + def _fit_data_figure( experiment_id: str, fit_data: dict[str, object], diff --git a/src/easydiffraction/report/templates/html/report.html.j2 b/src/easydiffraction/report/templates/html/report.html.j2 index f380782d2..eabd0fc3e 100644 --- a/src/easydiffraction/report/templates/html/report.html.j2 +++ b/src/easydiffraction/report/templates/html/report.html.j2 @@ -140,6 +140,11 @@

{{ structure.id }}

+ {% if structure_figures[structure.id] %} +

Structure view

+
{{ structure_figures[structure.id] | safe }}
+ {% endif %} + {% for category in structure.categories %}

{{ category.title }}

{% if category.kind == "item" %} From dbcf55f115c3f6fec5ec27edef0a397e149bcc39 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:20:45 +0200 Subject: [PATCH 021/160] Document structure view in tutorials and reference --- docs/dev/adrs/index.md | 1 + .../plans/crysview-structure-visualization.md | 2 +- docs/docs/tutorials/ed-3.ipynb | 380 ++++++++++++------ docs/docs/tutorials/ed-3.py | 56 +++ .../user-guide/analysis-workflow/model.md | 58 +++ 5 files changed, 377 insertions(+), 120 deletions(-) diff --git a/docs/dev/adrs/index.md b/docs/dev/adrs/index.md index 2f86cd54b..be1eb4485 100644 --- a/docs/dev/adrs/index.md +++ b/docs/dev/adrs/index.md @@ -43,6 +43,7 @@ folders. | Quality | Accepted | Lint Complexity Thresholds | Treats ruff PLR complexity limits as design guardrails that should not be bypassed. | [`lint-complexity-thresholds.md`](accepted/lint-complexity-thresholds.md) | | Quality | Accepted | Test Strategy | Defines layered unit, functional, integration, script, and notebook testing. | [`test-strategy.md`](accepted/test-strategy.md) | | Structure model | Accepted | Type-Neutral ADP Parameters | Keeps ADP parameter object identities stable across B/U and iso/ani switches. | [`type-neutral-adp-parameters.md`](accepted/type-neutral-adp-parameters.md) | +| User-facing API | Suggestion | Crystal Structure 3D Visualization | Adds a renderer-neutral scene model drawn by ASCII and interactive Three.js engines for viewing crystal structures. | [`crysview-structure-visualization.md`](suggestions/crysview-structure-visualization.md) | | User-facing API | Accepted | Display UX Facade | Defines `project.display` and `project.rendering` responsibilities and display method names. | [`display-ux.md`](accepted/display-ux.md) | | User-facing API | Accepted | Fit Results Display Naming | Short, IUCr/GUM-aligned column headers (`s.u.`, `value`, `95% CI`) with a footnote glossary on every fit table. | [`fit-results-display-naming.md`](accepted/fit-results-display-naming.md) | | User-facing API | Accepted | Project Summary Rendering | Defines project report configuration plus terminal, HTML, TeX, PDF, and publication metadata surfaces. | [`project-summary-rendering.md`](accepted/project-summary-rendering.md) | diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 946e10521..8350daa45 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -912,7 +912,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). switch at `html_renderer.py:170`. - Commit: `Embed structure figure in HTML report under html_offline`. -- [ ] **P1.16 — Promote ADR index row, tutorials, and docs** +- [x] **P1.16 — Promote ADR index row, tutorials, and docs** - Files: existing [`docs/dev/adrs/index.md`](../adrs/index.md); `docs/docs/tutorials/*.py` (+ regenerated `*.ipynb`); `docs/docs/user-guide/`, `docs/docs/api-reference/`. diff --git a/docs/docs/tutorials/ed-3.ipynb b/docs/docs/tutorials/ed-3.ipynb index 2a61c928a..cf39258af 100644 --- a/docs/docs/tutorials/ed-3.ipynb +++ b/docs/docs/tutorials/ed-3.ipynb @@ -385,6 +385,148 @@ "cell_type": "markdown", "id": "33", "metadata": {}, + "source": [ + "#### View Structure in 3D\n", + "\n", + "EasyDiffraction can draw the structure that has just been defined. The\n", + "renderer engine is selected through `project.view`. The default\n", + "`threejs` engine shows an interactive 3D view inside Jupyter, while the\n", + "`ascii` engine prints a compact schematic that works in any terminal." + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "34", + "metadata": {}, + "outputs": [], + "source": [ + "project.view.show_supported()" + ] + }, + { + "cell_type": "markdown", + "id": "35", + "metadata": {}, + "source": [ + "Visual styling — the atom shape, per-element radius model, and colour\n", + "scheme — is configured on `project.style`." + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "36", + "metadata": {}, + "outputs": [], + "source": [ + "project.style.show_supported()" + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "37", + "metadata": {}, + "outputs": [], + "source": [ + "project.style.atom_shape = 'ball'\n", + "project.style.radius_model = 'covalent'\n", + "project.style.color_scheme = 'jmol'" + ] + }, + { + "cell_type": "markdown", + "id": "38", + "metadata": {}, + "source": [ + "Bonds are generated automatically between atoms whose separation lies\n", + "within the per-structure cutoffs stored on `structure.geom`." + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "39", + "metadata": {}, + "outputs": [], + "source": [ + "project.structures['lbco'].geom.min_bond_distance_cutoff = 0.5\n", + "project.structures['lbco'].geom.bond_distance_incr = 0.45" + ] + }, + { + "cell_type": "markdown", + "id": "40", + "metadata": {}, + "source": [ + "List which features the structure data and the active engine can draw." + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "41", + "metadata": {}, + "outputs": [], + "source": [ + "project.display.show_structure_options(struct_name='lbco')" + ] + }, + { + "cell_type": "markdown", + "id": "42", + "metadata": {}, + "source": [ + "Draw the structure. With `include='auto'` (the default) every available\n", + "feature is shown; a specific tuple such as `('atoms', 'bonds', 'cell')`\n", + "can be requested instead." + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "43", + "metadata": {}, + "outputs": [], + "source": [ + "project.display.structure(struct_name='lbco')" + ] + }, + { + "cell_type": "markdown", + "id": "44", + "metadata": {}, + "source": [ + "For a quick text schematic in any terminal, switch to the `ascii`\n", + "engine, then restore the interactive default." + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "45", + "metadata": {}, + "outputs": [], + "source": [ + "project.view.type = 'ascii'\n", + "project.display.structure(struct_name='lbco')" + ] + }, + { + "cell_type": "code", + "execution_count": null, + "id": "46", + "metadata": {}, + "outputs": [], + "source": [ + "project.view.type = 'threejs'" + ] + }, + { + "cell_type": "markdown", + "id": "47", + "metadata": {}, "source": [ "#### Save Project State\n", "\n", @@ -396,7 +538,7 @@ { "cell_type": "code", "execution_count": null, - "id": "34", + "id": "48", "metadata": {}, "outputs": [], "source": [ @@ -405,7 +547,7 @@ }, { "cell_type": "markdown", - "id": "35", + "id": "49", "metadata": {}, "source": [ "## Step 3: Define Experiment\n", @@ -416,7 +558,7 @@ }, { "cell_type": "markdown", - "id": "36", + "id": "50", "metadata": {}, "source": [ "#### Download Measured Data\n", @@ -427,7 +569,7 @@ { "cell_type": "code", "execution_count": null, - "id": "37", + "id": "51", "metadata": {}, "outputs": [], "source": [ @@ -436,7 +578,7 @@ }, { "cell_type": "markdown", - "id": "38", + "id": "52", "metadata": {}, "source": [ "#### Add Diffraction Experiment" @@ -445,7 +587,7 @@ { "cell_type": "code", "execution_count": null, - "id": "39", + "id": "53", "metadata": {}, "outputs": [], "source": [ @@ -460,7 +602,7 @@ }, { "cell_type": "markdown", - "id": "40", + "id": "54", "metadata": {}, "source": [ "#### Show Defined Experiments" @@ -469,7 +611,7 @@ { "cell_type": "code", "execution_count": null, - "id": "41", + "id": "55", "metadata": {}, "outputs": [], "source": [ @@ -478,7 +620,7 @@ }, { "cell_type": "markdown", - "id": "42", + "id": "56", "metadata": {}, "source": [ "#### Show Measured Data" @@ -487,7 +629,7 @@ { "cell_type": "code", "execution_count": null, - "id": "43", + "id": "57", "metadata": {}, "outputs": [], "source": [ @@ -496,7 +638,7 @@ }, { "cell_type": "markdown", - "id": "44", + "id": "58", "metadata": {}, "source": [ "#### Set Instrument\n", @@ -507,7 +649,7 @@ { "cell_type": "code", "execution_count": null, - "id": "45", + "id": "59", "metadata": {}, "outputs": [], "source": [ @@ -517,7 +659,7 @@ }, { "cell_type": "markdown", - "id": "46", + "id": "60", "metadata": {}, "source": [ "#### Set Peak Profile\n", @@ -528,7 +670,7 @@ { "cell_type": "code", "execution_count": null, - "id": "47", + "id": "61", "metadata": {}, "outputs": [], "source": [ @@ -537,7 +679,7 @@ }, { "cell_type": "markdown", - "id": "48", + "id": "62", "metadata": {}, "source": [ "Select the desired peak profile type." @@ -546,7 +688,7 @@ { "cell_type": "code", "execution_count": null, - "id": "49", + "id": "63", "metadata": {}, "outputs": [], "source": [ @@ -555,7 +697,7 @@ }, { "cell_type": "markdown", - "id": "50", + "id": "64", "metadata": {}, "source": [ "Modify default peak profile parameters." @@ -564,7 +706,7 @@ { "cell_type": "code", "execution_count": null, - "id": "51", + "id": "65", "metadata": {}, "outputs": [], "source": [ @@ -577,7 +719,7 @@ }, { "cell_type": "markdown", - "id": "52", + "id": "66", "metadata": {}, "source": [ "#### Set Background" @@ -585,7 +727,7 @@ }, { "cell_type": "markdown", - "id": "53", + "id": "67", "metadata": {}, "source": [ "Show supported background types." @@ -594,7 +736,7 @@ { "cell_type": "code", "execution_count": null, - "id": "54", + "id": "68", "metadata": {}, "outputs": [], "source": [ @@ -603,7 +745,7 @@ }, { "cell_type": "markdown", - "id": "55", + "id": "69", "metadata": {}, "source": [ "Select the desired background type." @@ -612,7 +754,7 @@ { "cell_type": "code", "execution_count": null, - "id": "56", + "id": "70", "metadata": {}, "outputs": [], "source": [ @@ -621,7 +763,7 @@ }, { "cell_type": "markdown", - "id": "57", + "id": "71", "metadata": {}, "source": [ "Add background points." @@ -630,7 +772,7 @@ { "cell_type": "code", "execution_count": null, - "id": "58", + "id": "72", "metadata": {}, "outputs": [], "source": [ @@ -643,7 +785,7 @@ }, { "cell_type": "markdown", - "id": "59", + "id": "73", "metadata": {}, "source": [ "Show current background points." @@ -652,7 +794,7 @@ { "cell_type": "code", "execution_count": null, - "id": "60", + "id": "74", "metadata": {}, "outputs": [], "source": [ @@ -661,7 +803,7 @@ }, { "cell_type": "markdown", - "id": "61", + "id": "75", "metadata": {}, "source": [ "#### Set Linked Phases\n", @@ -672,7 +814,7 @@ { "cell_type": "code", "execution_count": null, - "id": "62", + "id": "76", "metadata": {}, "outputs": [], "source": [ @@ -681,7 +823,7 @@ }, { "cell_type": "markdown", - "id": "63", + "id": "77", "metadata": {}, "source": [ "#### Show Experiment as CIF" @@ -690,7 +832,7 @@ { "cell_type": "code", "execution_count": null, - "id": "64", + "id": "78", "metadata": {}, "outputs": [], "source": [ @@ -699,7 +841,7 @@ }, { "cell_type": "markdown", - "id": "65", + "id": "79", "metadata": {}, "source": [ "#### Save Project State" @@ -708,7 +850,7 @@ { "cell_type": "code", "execution_count": null, - "id": "66", + "id": "80", "metadata": {}, "outputs": [], "source": [ @@ -717,7 +859,7 @@ }, { "cell_type": "markdown", - "id": "67", + "id": "81", "metadata": {}, "source": [ "## Step 4: Perform Analysis\n", @@ -733,7 +875,7 @@ { "cell_type": "code", "execution_count": null, - "id": "68", + "id": "82", "metadata": {}, "outputs": [], "source": [ @@ -742,7 +884,7 @@ }, { "cell_type": "markdown", - "id": "69", + "id": "83", "metadata": {}, "source": [ "Select the desired calculation engine." @@ -751,7 +893,7 @@ { "cell_type": "code", "execution_count": null, - "id": "70", + "id": "84", "metadata": {}, "outputs": [], "source": [ @@ -760,7 +902,7 @@ }, { "cell_type": "markdown", - "id": "71", + "id": "85", "metadata": {}, "source": [ "#### Show Calculated Data" @@ -769,7 +911,7 @@ { "cell_type": "code", "execution_count": null, - "id": "72", + "id": "86", "metadata": {}, "outputs": [], "source": [ @@ -778,7 +920,7 @@ }, { "cell_type": "markdown", - "id": "73", + "id": "87", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -787,7 +929,7 @@ { "cell_type": "code", "execution_count": null, - "id": "74", + "id": "88", "metadata": {}, "outputs": [], "source": [ @@ -797,7 +939,7 @@ { "cell_type": "code", "execution_count": null, - "id": "75", + "id": "89", "metadata": {}, "outputs": [], "source": [ @@ -806,7 +948,7 @@ }, { "cell_type": "markdown", - "id": "76", + "id": "90", "metadata": {}, "source": [ "#### Show Parameters\n", @@ -817,7 +959,7 @@ { "cell_type": "code", "execution_count": null, - "id": "77", + "id": "91", "metadata": {}, "outputs": [], "source": [ @@ -826,7 +968,7 @@ }, { "cell_type": "markdown", - "id": "78", + "id": "92", "metadata": {}, "source": [ "Show all fittable parameters." @@ -835,7 +977,7 @@ { "cell_type": "code", "execution_count": null, - "id": "79", + "id": "93", "metadata": {}, "outputs": [], "source": [ @@ -844,7 +986,7 @@ }, { "cell_type": "markdown", - "id": "80", + "id": "94", "metadata": {}, "source": [ "Show only free parameters." @@ -853,7 +995,7 @@ { "cell_type": "code", "execution_count": null, - "id": "81", + "id": "95", "metadata": {}, "outputs": [], "source": [ @@ -862,7 +1004,7 @@ }, { "cell_type": "markdown", - "id": "82", + "id": "96", "metadata": {}, "source": [ "Show how to access parameters in the code." @@ -871,7 +1013,7 @@ { "cell_type": "code", "execution_count": null, - "id": "83", + "id": "97", "metadata": {}, "outputs": [], "source": [ @@ -880,7 +1022,7 @@ }, { "cell_type": "markdown", - "id": "84", + "id": "98", "metadata": {}, "source": [ "#### Set Fit Mode\n", @@ -891,7 +1033,7 @@ { "cell_type": "code", "execution_count": null, - "id": "85", + "id": "99", "metadata": {}, "outputs": [], "source": [ @@ -900,7 +1042,7 @@ }, { "cell_type": "markdown", - "id": "86", + "id": "100", "metadata": {}, "source": [ "Select desired fit mode." @@ -909,7 +1051,7 @@ { "cell_type": "code", "execution_count": null, - "id": "87", + "id": "101", "metadata": {}, "outputs": [], "source": [ @@ -918,7 +1060,7 @@ }, { "cell_type": "markdown", - "id": "88", + "id": "102", "metadata": {}, "source": [ "#### Set Minimizer\n", @@ -929,7 +1071,7 @@ { "cell_type": "code", "execution_count": null, - "id": "89", + "id": "103", "metadata": {}, "outputs": [], "source": [ @@ -938,7 +1080,7 @@ }, { "cell_type": "markdown", - "id": "90", + "id": "104", "metadata": {}, "source": [ "Select desired fitting engine." @@ -947,7 +1089,7 @@ { "cell_type": "code", "execution_count": null, - "id": "91", + "id": "105", "metadata": {}, "outputs": [], "source": [ @@ -956,7 +1098,7 @@ }, { "cell_type": "markdown", - "id": "92", + "id": "106", "metadata": {}, "source": [ "### Perform Fit 1/5\n", @@ -967,7 +1109,7 @@ { "cell_type": "code", "execution_count": null, - "id": "93", + "id": "107", "metadata": {}, "outputs": [], "source": [ @@ -976,7 +1118,7 @@ }, { "cell_type": "markdown", - "id": "94", + "id": "108", "metadata": {}, "source": [ "Set experiment parameters to be refined." @@ -985,7 +1127,7 @@ { "cell_type": "code", "execution_count": null, - "id": "95", + "id": "109", "metadata": {}, "outputs": [], "source": [ @@ -1000,7 +1142,7 @@ }, { "cell_type": "markdown", - "id": "96", + "id": "110", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1009,7 +1151,7 @@ { "cell_type": "code", "execution_count": null, - "id": "97", + "id": "111", "metadata": {}, "outputs": [], "source": [ @@ -1018,7 +1160,7 @@ }, { "cell_type": "markdown", - "id": "98", + "id": "112", "metadata": {}, "source": [ "#### Run Fitting" @@ -1027,7 +1169,7 @@ { "cell_type": "code", "execution_count": null, - "id": "99", + "id": "113", "metadata": {}, "outputs": [], "source": [ @@ -1037,7 +1179,7 @@ }, { "cell_type": "markdown", - "id": "100", + "id": "114", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1046,7 +1188,7 @@ { "cell_type": "code", "execution_count": null, - "id": "101", + "id": "115", "metadata": {}, "outputs": [], "source": [ @@ -1056,7 +1198,7 @@ { "cell_type": "code", "execution_count": null, - "id": "102", + "id": "116", "metadata": {}, "outputs": [], "source": [ @@ -1065,7 +1207,7 @@ }, { "cell_type": "markdown", - "id": "103", + "id": "117", "metadata": {}, "source": [ "### Perform Fit 2/5\n", @@ -1076,7 +1218,7 @@ { "cell_type": "code", "execution_count": null, - "id": "104", + "id": "118", "metadata": {}, "outputs": [], "source": [ @@ -1088,7 +1230,7 @@ }, { "cell_type": "markdown", - "id": "105", + "id": "119", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1097,7 +1239,7 @@ { "cell_type": "code", "execution_count": null, - "id": "106", + "id": "120", "metadata": {}, "outputs": [], "source": [ @@ -1106,7 +1248,7 @@ }, { "cell_type": "markdown", - "id": "107", + "id": "121", "metadata": {}, "source": [ "#### Run Fitting" @@ -1115,7 +1257,7 @@ { "cell_type": "code", "execution_count": null, - "id": "108", + "id": "122", "metadata": {}, "outputs": [], "source": [ @@ -1125,7 +1267,7 @@ }, { "cell_type": "markdown", - "id": "109", + "id": "123", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1134,7 +1276,7 @@ { "cell_type": "code", "execution_count": null, - "id": "110", + "id": "124", "metadata": {}, "outputs": [], "source": [ @@ -1144,7 +1286,7 @@ { "cell_type": "code", "execution_count": null, - "id": "111", + "id": "125", "metadata": {}, "outputs": [], "source": [ @@ -1153,7 +1295,7 @@ }, { "cell_type": "markdown", - "id": "112", + "id": "126", "metadata": {}, "source": [ "#### Save Project State" @@ -1162,7 +1304,7 @@ { "cell_type": "code", "execution_count": null, - "id": "113", + "id": "127", "metadata": {}, "outputs": [], "source": [ @@ -1171,7 +1313,7 @@ }, { "cell_type": "markdown", - "id": "114", + "id": "128", "metadata": {}, "source": [ "### Perform Fit 3/5\n", @@ -1182,7 +1324,7 @@ { "cell_type": "code", "execution_count": null, - "id": "115", + "id": "129", "metadata": {}, "outputs": [], "source": [ @@ -1194,7 +1336,7 @@ }, { "cell_type": "markdown", - "id": "116", + "id": "130", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1203,7 +1345,7 @@ { "cell_type": "code", "execution_count": null, - "id": "117", + "id": "131", "metadata": {}, "outputs": [], "source": [ @@ -1212,7 +1354,7 @@ }, { "cell_type": "markdown", - "id": "118", + "id": "132", "metadata": {}, "source": [ "#### Run Fitting" @@ -1221,7 +1363,7 @@ { "cell_type": "code", "execution_count": null, - "id": "119", + "id": "133", "metadata": {}, "outputs": [], "source": [ @@ -1231,7 +1373,7 @@ }, { "cell_type": "markdown", - "id": "120", + "id": "134", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1240,7 +1382,7 @@ { "cell_type": "code", "execution_count": null, - "id": "121", + "id": "135", "metadata": {}, "outputs": [], "source": [ @@ -1250,7 +1392,7 @@ { "cell_type": "code", "execution_count": null, - "id": "122", + "id": "136", "metadata": {}, "outputs": [], "source": [ @@ -1259,7 +1401,7 @@ }, { "cell_type": "markdown", - "id": "123", + "id": "137", "metadata": {}, "source": [ "### Perform Fit 4/5\n", @@ -1272,7 +1414,7 @@ { "cell_type": "code", "execution_count": null, - "id": "124", + "id": "138", "metadata": {}, "outputs": [], "source": [ @@ -1288,7 +1430,7 @@ }, { "cell_type": "markdown", - "id": "125", + "id": "139", "metadata": {}, "source": [ "Set constraints." @@ -1297,7 +1439,7 @@ { "cell_type": "code", "execution_count": null, - "id": "126", + "id": "140", "metadata": {}, "outputs": [], "source": [ @@ -1306,7 +1448,7 @@ }, { "cell_type": "markdown", - "id": "127", + "id": "141", "metadata": {}, "source": [ "Show defined constraints." @@ -1315,7 +1457,7 @@ { "cell_type": "code", "execution_count": null, - "id": "128", + "id": "142", "metadata": {}, "outputs": [], "source": [ @@ -1324,7 +1466,7 @@ }, { "cell_type": "markdown", - "id": "129", + "id": "143", "metadata": {}, "source": [ "Show free parameters." @@ -1333,7 +1475,7 @@ { "cell_type": "code", "execution_count": null, - "id": "130", + "id": "144", "metadata": {}, "outputs": [], "source": [ @@ -1342,7 +1484,7 @@ }, { "cell_type": "markdown", - "id": "131", + "id": "145", "metadata": {}, "source": [ "#### Run Fitting" @@ -1351,7 +1493,7 @@ { "cell_type": "code", "execution_count": null, - "id": "132", + "id": "146", "metadata": {}, "outputs": [], "source": [ @@ -1361,7 +1503,7 @@ }, { "cell_type": "markdown", - "id": "133", + "id": "147", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1370,7 +1512,7 @@ { "cell_type": "code", "execution_count": null, - "id": "134", + "id": "148", "metadata": {}, "outputs": [], "source": [ @@ -1380,7 +1522,7 @@ { "cell_type": "code", "execution_count": null, - "id": "135", + "id": "149", "metadata": {}, "outputs": [], "source": [ @@ -1389,7 +1531,7 @@ }, { "cell_type": "markdown", - "id": "136", + "id": "150", "metadata": {}, "source": [ "### Perform Fit 5/5\n", @@ -1402,7 +1544,7 @@ { "cell_type": "code", "execution_count": null, - "id": "137", + "id": "151", "metadata": {}, "outputs": [], "source": [ @@ -1418,7 +1560,7 @@ }, { "cell_type": "markdown", - "id": "138", + "id": "152", "metadata": {}, "source": [ "Set more constraints." @@ -1427,7 +1569,7 @@ { "cell_type": "code", "execution_count": null, - "id": "139", + "id": "153", "metadata": {}, "outputs": [], "source": [ @@ -1438,7 +1580,7 @@ }, { "cell_type": "markdown", - "id": "140", + "id": "154", "metadata": {}, "source": [ "Show defined constraints." @@ -1447,7 +1589,7 @@ { "cell_type": "code", "execution_count": null, - "id": "141", + "id": "155", "metadata": { "lines_to_next_cell": 2 }, @@ -1458,7 +1600,7 @@ }, { "cell_type": "markdown", - "id": "142", + "id": "156", "metadata": {}, "source": [ "Set structure parameters to be refined." @@ -1467,7 +1609,7 @@ { "cell_type": "code", "execution_count": null, - "id": "143", + "id": "157", "metadata": {}, "outputs": [], "source": [ @@ -1476,7 +1618,7 @@ }, { "cell_type": "markdown", - "id": "144", + "id": "158", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1485,7 +1627,7 @@ { "cell_type": "code", "execution_count": null, - "id": "145", + "id": "159", "metadata": {}, "outputs": [], "source": [ @@ -1494,7 +1636,7 @@ }, { "cell_type": "markdown", - "id": "146", + "id": "160", "metadata": {}, "source": [ "#### Run Fitting" @@ -1503,7 +1645,7 @@ { "cell_type": "code", "execution_count": null, - "id": "147", + "id": "161", "metadata": {}, "outputs": [], "source": [ @@ -1514,7 +1656,7 @@ }, { "cell_type": "markdown", - "id": "148", + "id": "162", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1523,7 +1665,7 @@ { "cell_type": "code", "execution_count": null, - "id": "149", + "id": "163", "metadata": {}, "outputs": [], "source": [ @@ -1533,7 +1675,7 @@ { "cell_type": "code", "execution_count": null, - "id": "150", + "id": "164", "metadata": {}, "outputs": [], "source": [ @@ -1542,7 +1684,7 @@ }, { "cell_type": "markdown", - "id": "151", + "id": "165", "metadata": {}, "source": [ "## Step 5: Generate Report\n", @@ -1562,7 +1704,7 @@ { "cell_type": "code", "execution_count": null, - "id": "152", + "id": "166", "metadata": {}, "outputs": [], "source": [ diff --git a/docs/docs/tutorials/ed-3.py b/docs/docs/tutorials/ed-3.py index 49ac1d7e6..ff6bfce9e 100644 --- a/docs/docs/tutorials/ed-3.py +++ b/docs/docs/tutorials/ed-3.py @@ -172,6 +172,62 @@ # %% project.structures['lbco'].show() +# %% [markdown] +# #### View Structure in 3D +# +# EasyDiffraction can draw the structure that has just been defined. The +# renderer engine is selected through `project.view`. The default +# `threejs` engine shows an interactive 3D view inside Jupyter, while the +# `ascii` engine prints a compact schematic that works in any terminal. + +# %% +project.view.show_supported() + +# %% [markdown] +# Visual styling — the atom shape, per-element radius model, and colour +# scheme — is configured on `project.style`. + +# %% +project.style.show_supported() + +# %% +project.style.atom_shape = 'ball' +project.style.radius_model = 'covalent' +project.style.color_scheme = 'jmol' + +# %% [markdown] +# Bonds are generated automatically between atoms whose separation lies +# within the per-structure cutoffs stored on `structure.geom`. + +# %% +project.structures['lbco'].geom.min_bond_distance_cutoff = 0.5 +project.structures['lbco'].geom.bond_distance_incr = 0.45 + +# %% [markdown] +# List which features the structure data and the active engine can draw. + +# %% +project.display.show_structure_options(struct_name='lbco') + +# %% [markdown] +# Draw the structure. With `include='auto'` (the default) every available +# feature is shown; a specific tuple such as `('atoms', 'bonds', 'cell')` +# can be requested instead. + +# %% +project.display.structure(struct_name='lbco') + +# %% [markdown] +# For a quick text schematic in any terminal, switch to the `ascii` +# engine, then restore the interactive default. + +# %% +project.view.type = 'ascii' +project.display.structure(struct_name='lbco') + +# %% +project.view.type = 'threejs' + # %% [markdown] # #### Save Project State # diff --git a/docs/docs/user-guide/analysis-workflow/model.md b/docs/docs/user-guide/analysis-workflow/model.md index 3227199d6..14da2a758 100644 --- a/docs/docs/user-guide/analysis-workflow/model.md +++ b/docs/docs/user-guide/analysis-workflow/model.md @@ -180,6 +180,64 @@ Structure 🧩 'lbco' as cif ╘═══════════════════════════════════════════╛ ``` +## Viewing a Model in 3D + +EasyDiffraction can render a defined structure as an interactive 3D view. +The renderer engine is chosen through `project.view`. The interactive +Three.js engine is the default; the ASCII engine prints a +terminal-friendly schematic. + +```python +# List the available renderer engines +project.view.show_supported() + +# Switch the active engine if desired +project.view.type = 'threejs' +``` + +Visual styling — independent of the per-element data — is configured on +`project.style`: + +```python +# List the accepted style settings +project.style.show_supported() + +# Choose how atoms are depicted, sized, and coloured +project.style.atom_shape = 'ball' # 'ball' or 'ortep' +project.style.radius_model = 'covalent' # 'vdw', 'covalent', 'ionic', 'atomic' +project.style.color_scheme = 'jmol' # 'jmol' or 'vesta' +``` + +Bonds are generated automatically between atoms whose separation falls +within the per-structure cutoffs stored on `structure.geom` (the standard +cif_core `_geom` parameters): + +```python +# Tune the per-structure bond-generation cutoffs (angstrom) +project.structures['lbco'].geom.min_bond_distance_cutoff = 0.5 +project.structures['lbco'].geom.bond_distance_incr = 0.45 +``` + +Draw the structure through `project.display`, mirroring +`project.display.pattern()`: + +```python +# List which features the data and active engine can draw +project.display.show_structure_options(struct_name='lbco') + +# Draw the structure (include='auto' shows every available feature) +project.display.structure(struct_name='lbco') + +# Or request a specific set of features +project.display.structure( + struct_name='lbco', + include=('atoms', 'bonds', 'cell'), +) +``` + +The same interactive view is embedded automatically in the HTML report +(see the [Report](report.md) section). + ## Saving a Model Saving the project, as described in the [Project](project.md) section, From 9135f3125681b3175a16f809ec77858b6bc1b65d Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:20:59 +0200 Subject: [PATCH 022/160] Reach Phase 1 review gate --- docs/dev/plans/crysview-structure-visualization.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 8350daa45..9ba7993c6 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -930,7 +930,7 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). reference and a short user-guide section. - Commit: `Document structure view in tutorials and reference`. -- [ ] **P1.17 — Reach Phase 1 review gate** +- [x] **P1.17 — Reach Phase 1 review gate** - No-code step. Mark every `[ ]` above as `[x]`; commit the plan-file update alone. - Commit: `Reach Phase 1 review gate`. From 506ce7906b7ebddf84ea8fcbc82a051d0f3332a0 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:25:39 +0200 Subject: [PATCH 023/160] Resync tutorial notebooks with sources --- docs/docs/tutorials/ed-13.ipynb | 2 +- docs/docs/tutorials/ed-14.ipynb | 17 ++++++++--------- 2 files changed, 9 insertions(+), 10 deletions(-) diff --git a/docs/docs/tutorials/ed-13.ipynb b/docs/docs/tutorials/ed-13.ipynb index 5734acb88..3dce6bc36 100644 --- a/docs/docs/tutorials/ed-13.ipynb +++ b/docs/docs/tutorials/ed-13.ipynb @@ -2648,7 +2648,7 @@ ], "metadata": { "jupytext": { - "cell_metadata_filter": "title,tags,-all", + "cell_metadata_filter": "tags,title,-all", "main_language": "python", "notebook_metadata_filter": "-all" } diff --git a/docs/docs/tutorials/ed-14.ipynb b/docs/docs/tutorials/ed-14.ipynb index 76b1ca781..b6c62e3bb 100644 --- a/docs/docs/tutorials/ed-14.ipynb +++ b/docs/docs/tutorials/ed-14.ipynb @@ -64,7 +64,12 @@ "outputs": [], "source": [ "# Create minimal project without name and description\n", - "project = ed.Project()\n", + "project = ed.Project(name='tbti_heidi')\n", + "project.info.title = 'Tb2Ti2O7 at HEiDi@FRMII'\n", + "project.info.description = \"\"\"This project demonstrates a standard\n", + "refinement of the crystal structure of Tb2Ti2O7 using single crystal \n", + "neutron diffraction data from HEiDi at FRM II.\"\"\"\n", + "\n", "project.save_as('projects/tbti_heidi')" ] }, @@ -444,13 +449,7 @@ "id": "40", "metadata": {}, "source": [ - "## Step 6: Generate Report\n", - "\n", - "By default, no report files are generated. Here we enable HTML and\n", - "TeX reports, so that both the HTML and PDF report files are generated\n", - "when saving the project.\n", - "\n", - "We also support saving the report in CIF and TEX formats." + "## Step 6: Generate Report" ] }, { @@ -460,7 +459,7 @@ "metadata": {}, "outputs": [], "source": [ - "project.report.html = True\n", + "# Enable PDF report generation before the last save (time consuming)\n", "project.report.pdf = True\n", "project.save()" ] From 87e11f8fa9230c1d3a5916d424267f94492bf3c3 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:31:13 +0200 Subject: [PATCH 024/160] Default structure view engine to environment-aware auto --- .../display/structure/enums.py | 8 ++++++-- .../project/categories/view/default.py | 19 ++++++++++++++----- src/easydiffraction/project/display.py | 2 +- 3 files changed, 21 insertions(+), 8 deletions(-) diff --git a/src/easydiffraction/display/structure/enums.py b/src/easydiffraction/display/structure/enums.py index 2813beb1a..4976b72ce 100644 --- a/src/easydiffraction/display/structure/enums.py +++ b/src/easydiffraction/display/structure/enums.py @@ -6,6 +6,8 @@ from enum import StrEnum +from easydiffraction.utils.environment import in_jupyter + class ViewerEngineEnum(StrEnum): """Available structure-view renderer engines.""" @@ -15,8 +17,10 @@ class ViewerEngineEnum(StrEnum): @classmethod def default(cls) -> ViewerEngineEnum: - """Select the default engine (rich Three.js, headless-friendly).""" - return cls.THREEJS + """Select the default engine based on environment.""" + if in_jupyter(): + return cls.THREEJS + return cls.ASCII def description(self) -> str: """Human-readable description for UI listings.""" diff --git a/src/easydiffraction/project/categories/view/default.py b/src/easydiffraction/project/categories/view/default.py index 9ff8ef44f..929d0b0e6 100644 --- a/src/easydiffraction/project/categories/view/default.py +++ b/src/easydiffraction/project/categories/view/default.py @@ -20,7 +20,9 @@ from easydiffraction.project.categories.view.factory import ViewFactory from easydiffraction.utils.logging import log -VIEW_ENGINE_OPTIONS = [member.value for member in ViewerEngineEnum] +AUTO_ENGINE = 'auto' +AUTO_DESCRIPTION = 'Environment default structure-view engine' +VIEW_ENGINE_OPTIONS = [AUTO_ENGINE, *[member.value for member in ViewerEngineEnum]] def _range_descriptor(name: str, default: float) -> NumericDescriptor: @@ -53,7 +55,7 @@ def __init__(self) -> None: name='type', description='Structure-view renderer backend type', value_spec=AttributeSpec( - default=ViewerEngineEnum.default().value, + default=AUTO_ENGINE, validator=MembershipValidator(allowed=VIEW_ENGINE_OPTIONS), ), cif_handler=CifHandler(names=['_view.type']), @@ -77,6 +79,12 @@ def __init__(self) -> None: self._range_c_min = _range_descriptor('range_c_min', 0.0) self._range_c_max = _range_descriptor('range_c_max', 1.0) + @staticmethod + def _resolved_engine(value: str) -> str: + if value == AUTO_ENGINE: + return ViewerEngineEnum.default().value + return value + def _set_type(self, value: str, *, strict: bool = True) -> None: if value not in VIEW_ENGINE_OPTIONS: msg = ( @@ -87,15 +95,16 @@ def _set_type(self, value: str, *, strict: bool = True) -> None: raise ValueError(msg) log.warning(msg) return - if self._viewer.engine != value: - self._viewer.engine = value + resolved_engine = self._resolved_engine(value) + if self._viewer.engine != resolved_engine: + self._viewer.engine = resolved_engine self._type.value = value @staticmethod def _supported_types(filters: dict[str, object]) -> list[tuple[str, str]]: """Return supported structure-view renderer backends.""" del filters - return ViewerFactory.descriptions() + return [(AUTO_ENGINE, AUTO_DESCRIPTION), *ViewerFactory.descriptions()] @property def viewer(self) -> Viewer: diff --git a/src/easydiffraction/project/display.py b/src/easydiffraction/project/display.py index 461797a0c..784777ee9 100644 --- a/src/easydiffraction/project/display.py +++ b/src/easydiffraction/project/display.py @@ -606,7 +606,7 @@ def _emit_structure_output(self, output: str) -> None: from easydiffraction.display.structure.enums import ViewerEngineEnum # noqa: PLC0415 from easydiffraction.utils.environment import in_jupyter # noqa: PLC0415 - if self._project.view.type == ViewerEngineEnum.ASCII.value: + if self._project.view.viewer.engine == ViewerEngineEnum.ASCII.value: console.print(output) return if in_jupyter(): From 6b7ec70bf135a914d2dc47a1c5e6cfe44dfc9036 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:35:18 +0200 Subject: [PATCH 025/160] Document auto default for structure view engine --- .../crysview-structure-visualization.md | 14 +++-- .../plans/crysview-structure-visualization.md | 55 +++++++++++-------- docs/docs/tutorials/ed-3.ipynb | 12 ++-- docs/docs/tutorials/ed-3.py | 12 ++-- .../user-guide/analysis-workflow/model.md | 11 ++-- 5 files changed, 58 insertions(+), 46 deletions(-) diff --git a/docs/dev/adrs/suggestions/crysview-structure-visualization.md b/docs/dev/adrs/suggestions/crysview-structure-visualization.md index 2ac563dcc..61e2d0e2c 100644 --- a/docs/dev/adrs/suggestions/crysview-structure-visualization.md +++ b/docs/dev/adrs/suggestions/crysview-structure-visualization.md @@ -112,7 +112,7 @@ A switchable engine selector is added on the project owner, parallel to `project.chart` / `project.table`. It is named `view`: ```python -project.view.type = 'threejs' # or 'ascii' for the terminal +project.view.type = 'auto' # default: 'threejs' in Jupyter, 'ascii' in a terminal project.view.show_supported() ``` @@ -123,7 +123,10 @@ with CIF tag `_view.type`. The name is kept short and parallel to `project.view.show_supported()` lists engines. Switching `type` calls the owner's private `_swap_view` hook, which rebinds the active renderer — the same Family B rebinding the chart engine selector uses — so no -public `view_type` setter or `show_supported_view_types()` is added. +public `view_type` setter or `show_supported_view_types()` is added. The +default is `auto`, which resolves at draw time to `threejs` in a Jupyter +notebook and `ascii` in a terminal — exactly as `_chart.type` / +`_table.type` resolve their environment defaults. ### 3. Add a `structure()` entry point on the display facade @@ -464,7 +467,7 @@ persisted to CIF. ```python # How: renderer engine -project.view.type = 'threejs' # or 'ascii' for the terminal +project.view.type = 'auto' # default: 'threejs' in Jupyter, 'ascii' in a terminal project.view.show_supported() # How: standard styling models, not per-element values (visual only) @@ -506,7 +509,7 @@ The persisted equivalent in the project CIF: ``` # In the project CIF (project-level view + style): -_view.type threejs +_view.type auto _view.show_labels false _view.show_moments true _view.range_a_min 0 @@ -527,7 +530,8 @@ _geom.bond_distance_incr 0.4 ``` The `_view.type` tag follows `_chart.type` / `_table.type` from the -Display UX Facade ADR; `_geom.min_bond_distance_cutoff` and +Display UX Facade ADR, including their `auto` environment-default +convention (resolved to `threejs` in Jupyter, `ascii` in a terminal); `_geom.min_bond_distance_cutoff` and `_geom.bond_distance_incr` are the **standard cif_core** bond-cutoff tags (`_atom_type.radius_bond` is the standard per-type bonding radius, used when present). The `_style.*` and `_view.*` tags are diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index 9ba7993c6..a25083a19 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -86,10 +86,11 @@ plan-level structural choices confirmed with the author at plan start. `threejs` (notebook + standalone HTML), shipping together exactly as the `asciichartpy` and `plotly` chart engines do. Qt Quick 3D is deferred. -- **Switchable `view` selector** (§2): `project.view.type` (`'threejs'` - default-capable / `'ascii'`), CIF `_view.type`, following the - category-owned selector contract with a private `_swap_view` Family B - rebind. No `view_type` setter, no `show_supported_view_types()`. +- **Switchable `view` selector** (§2): `project.view.type` (`'auto'` + default, resolving to `'threejs'` in Jupyter / `'ascii'` in a + terminal), CIF `_view.type`, following the category-owned selector + contract with a private `_swap_view` Family B rebind. No `view_type` + setter, no `show_supported_view_types()`. - **`structure()` entry point** (§3): `project.display.structure(struct_name=...)` parallel to `pattern(expt_name=...)`, with `include=` reusing the pattern @@ -430,11 +431,13 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - Define four `(str, Enum)` classes per the Enum-Backed Closed Values ADR, each with a `default()` classmethod (model on `PlotterEngineEnum` at `display/plotting.py:50`): - - `ViewerEngineEnum`: `ASCII = 'ascii'`, `THREEJS = 'threejs'` - (default `THREEJS` — the rich engine, matching `chart`'s - default-to-rich-engine precedent and the ADR §8 persisted example - `_view.type threejs`). `project.view.type` therefore defaults to - `threejs`; see P1.9 and the headless note there. + - `ViewerEngineEnum`: `ASCII = 'ascii'`, `THREEJS = 'threejs'`, with + an **environment-aware `default()`** (`threejs` in Jupyter, `ascii` + in a terminal), matching `PlotterEngineEnum` / `TableEngineEnum`. + The `view` category adds an `'auto'` selector sentinel resolved + through `default()`, so `project.view.type` defaults to `auto` and + the ADR §8 persisted example is `_view.type auto`; see P1.9 and the + headless note there. - `AtomShapeEnum`: `BALL = 'ball'`, `ORTEP = 'ortep'` (default `ORTEP`). - `RadiusModelEnum`: `VDW = 'vdw'`, `COVALENT = 'covalent'`, @@ -721,9 +724,10 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). (`project/categories/chart/default.py`): `_category_code='view'`, `_owner_attr_name='view'`, `_swap_method_name='_swap_view'`; a `type` `StringDescriptor` with CIF `_view.type` validated against - `ViewerEngineEnum` + `ViewerFactory.descriptions()` and **defaulting - to `ViewerEngineEnum.default()` (`threejs`)**, matching P1.1; - `from_cif` calling `self._parent._swap_view`. Plus persisted + `['auto', *ViewerEngineEnum]` + `ViewerFactory.descriptions()` and + **defaulting to `'auto'`** (resolved to a concrete engine through + `ViewerEngineEnum.default()`, exactly as `Chart` resolves its + `'auto'`), matching P1.1; `from_cif` calling `self._parent._swap_view`. Plus persisted view-state descriptors: `show_labels` (`BoolDescriptor`, default off), `show_moments` (`BoolDescriptor`, default on-where-data), and the per-axis range as **six scalar `NumericDescriptor`s** @@ -732,16 +736,17 @@ reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). and 1, each axis validated `min < max` in the setter), mirroring the six scalar cell parameters; `structure()`'s `range=` tuple arg overrides them per call. `show_supported()` lists engines. - - **Headless implication of the `threejs` default.** With `threejs` - default, `project.display.structure(...)` returns/writes an HTML - string and needs **no browser**, so it runs unattended in CI, - `script-tests`, and notebooks out of the box. The - terminal/CLI/headless `ascii` engine the ADR §2 names is opt-in via - `project.view.type = 'ascii'`. The P1.16 tutorial and the Phase 2 + - **Headless implication of the `auto` default.** In Jupyter (and + under nbmake `script-tests`, which run a Jupyter kernel) `auto` + resolves to `threejs`, so `project.display.structure(...)` + returns/writes an HTML string and needs **no browser** — it runs + unattended out of the box. In a bare terminal `auto` resolves to the + `ascii` engine the ADR §2 names; `threejs` can still be forced via + `project.view.type = 'threejs'`. The P1.16 tutorial and the Phase 2 script-test coverage item therefore exercise **both** paths: the - default `threejs` HTML emission and an explicit - `view.type = 'ascii'` terminal render (see the Phase 2 "Integration - / script-test coverage" item). + `threejs` HTML emission and an explicit `view.type = 'ascii'` + terminal render (see the Phase 2 "Integration / script-test + coverage" item). - Register `View` in `project/categories/view/__init__.py`. - Commit: `Add switchable view category for renderer selection`. @@ -1019,7 +1024,8 @@ coverage (configured in P1.13). extended `RangeValidator`); `show_supported()` lists every setting's accepted values; `_style.*` CIF round-trips. P1.8. - [ ] **`tests/unit/easydiffraction/project/categories/view/test_view.py`** - (new) — `type` validates against `ViewerEngineEnum`; setting + (new) — `type` validates against `['auto', *ViewerEngineEnum]` and + defaults to `'auto'`; setting `type` calls `_swap_view`; a `range_a_max` below `range_a_min` is rejected (per-axis `min < max`); `_view.type` / `_view.show_*` / `_view.range_a_min` … `_view.range_c_max` CIF round-trip; @@ -1065,8 +1071,9 @@ coverage (configured in P1.13). - [ ] **Integration / script-test coverage** — confirm `pixi run script-tests` exercises the tutorial that calls `project.display.structure(...)` along **both** engine paths: the - **default `threejs`** HTML emission (no browser, runs headless in - CI) and an explicit `project.view.type = 'ascii'` terminal render. + **`auto` default** (which resolves to `threejs` under nbmake's + Jupyter kernel) HTML emission (no browser, runs headless in CI) and + an explicit `project.view.type = 'ascii'` terminal render. Extend a tutorial if not. P1.16. Use `pixi run test-structure-check` to confirm the unit-test layout diff --git a/docs/docs/tutorials/ed-3.ipynb b/docs/docs/tutorials/ed-3.ipynb index cf39258af..5da7977b5 100644 --- a/docs/docs/tutorials/ed-3.ipynb +++ b/docs/docs/tutorials/ed-3.ipynb @@ -389,9 +389,9 @@ "#### View Structure in 3D\n", "\n", "EasyDiffraction can draw the structure that has just been defined. The\n", - "renderer engine is selected through `project.view`. The default\n", - "`threejs` engine shows an interactive 3D view inside Jupyter, while the\n", - "`ascii` engine prints a compact schematic that works in any terminal." + "renderer engine is selected through `project.view`. The default `auto`\n", + "engine resolves to an interactive `threejs` view inside Jupyter and a\n", + "compact `ascii` schematic in a terminal." ] }, { @@ -498,8 +498,8 @@ "id": "44", "metadata": {}, "source": [ - "For a quick text schematic in any terminal, switch to the `ascii`\n", - "engine, then restore the interactive default." + "For a quick text schematic, switch to the `ascii` engine explicitly,\n", + "then restore the automatic default." ] }, { @@ -520,7 +520,7 @@ "metadata": {}, "outputs": [], "source": [ - "project.view.type = 'threejs'" + "project.view.type = 'auto'" ] }, { diff --git a/docs/docs/tutorials/ed-3.py b/docs/docs/tutorials/ed-3.py index ff6bfce9e..ba50f7037 100644 --- a/docs/docs/tutorials/ed-3.py +++ b/docs/docs/tutorials/ed-3.py @@ -176,9 +176,9 @@ # #### View Structure in 3D # # EasyDiffraction can draw the structure that has just been defined. The -# renderer engine is selected through `project.view`. The default -# `threejs` engine shows an interactive 3D view inside Jupyter, while the -# `ascii` engine prints a compact schematic that works in any terminal. +# renderer engine is selected through `project.view`. The default `auto` +# engine resolves to an interactive `threejs` view inside Jupyter and a +# compact `ascii` schematic in a terminal. # %% project.view.show_supported() @@ -218,15 +218,15 @@ project.display.structure(struct_name='lbco') # %% [markdown] -# For a quick text schematic in any terminal, switch to the `ascii` -# engine, then restore the interactive default. +# For a quick text schematic, switch to the `ascii` engine explicitly, +# then restore the automatic default. # %% project.view.type = 'ascii' project.display.structure(struct_name='lbco') # %% -project.view.type = 'threejs' +project.view.type = 'auto' # %% [markdown] # #### Save Project State diff --git a/docs/docs/user-guide/analysis-workflow/model.md b/docs/docs/user-guide/analysis-workflow/model.md index 14da2a758..26aacd398 100644 --- a/docs/docs/user-guide/analysis-workflow/model.md +++ b/docs/docs/user-guide/analysis-workflow/model.md @@ -183,16 +183,17 @@ Structure 🧩 'lbco' as cif ## Viewing a Model in 3D EasyDiffraction can render a defined structure as an interactive 3D view. -The renderer engine is chosen through `project.view`. The interactive -Three.js engine is the default; the ASCII engine prints a -terminal-friendly schematic. +The renderer engine is chosen through `project.view`. The default `auto` +engine resolves to the interactive Three.js view in Jupyter and the +terminal-friendly ASCII schematic in a console — mirroring how +`project.chart` and `project.table` pick their environment defaults. ```python # List the available renderer engines project.view.show_supported() -# Switch the active engine if desired -project.view.type = 'threejs' +# Override the automatic choice if desired ('auto', 'threejs', 'ascii') +project.view.type = 'auto' ``` Visual styling — independent of the per-element data — is configured on From c797089c394373e4dfd7d33091d7902a2576e8c8 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:36:05 +0200 Subject: [PATCH 026/160] Fix single-crystal tick rounding and lighten markers and bars Round the shared tick step to the nearest 1/2/5 power of ten and anchor ticks at 0, so both axes read 0, 500, ..., 2500 (was 750-spaced from the padded minimum). Colour the marker stroke like the fill to drop the ring, and thin the error-bar line and caps. --- .../display/plotters/plotly.py | 36 +++++++++++++------ 1 file changed, 25 insertions(+), 11 deletions(-) diff --git a/src/easydiffraction/display/plotters/plotly.py b/src/easydiffraction/display/plotters/plotly.py index f10edd231..34dbbc06d 100644 --- a/src/easydiffraction/display/plotters/plotly.py +++ b/src/easydiffraction/display/plotters/plotly.py @@ -49,8 +49,8 @@ MEASURED_MARKER_SIZE = 6 MEASURED_MARKER_LINE_WIDTH = 0 SINGLE_CRYSTAL_MARKER_LINE_WIDTH = 0.5 -MEASURED_ERROR_BAR_THICKNESS = 1.0 -MEASURED_ERROR_BAR_WIDTH = 3 +MEASURED_ERROR_BAR_THICKNESS = 0.5 +MEASURED_ERROR_BAR_WIDTH = 2 LIGHT_AXIS_FRAME_COLOR = 'rgba(120, 140, 160, 0.28)' DARK_AXIS_FRAME_COLOR = 'rgba(110, 145, 190, 0.35)' LIGHT_LEGEND_BACKGROUND_COLOR = 'rgba(255, 255, 255, 0.5)' @@ -147,9 +147,11 @@ def single_crystal_tick_step( ) -> float: """Return a 'nice' tick step covering ``[minimum, maximum]``. - The raw step ``span / target_ticks`` is rounded up to the nearest - ``DISPLAY_TICK_FRACTIONS`` value, so two axes sharing this step and the - same range show identical ticks. + The raw step ``span / target_ticks`` is rounded to the nearest 1/2/5 + multiple of a power of ten (the classic axis-label rounding), so the + ticks read as round numbers and the same step gives identical x and y + ticks over a shared range. Combined with a tick origin of 0 this + reproduces Plotly's own choice (e.g. a 500 step, not 750). Parameters ---------- @@ -172,10 +174,15 @@ def single_crystal_tick_step( exponent = float(np.floor(np.log10(raw_step))) base = 10.0**exponent fraction = raw_step / base - for nice_fraction in DISPLAY_TICK_FRACTIONS: - if fraction <= nice_fraction: - return nice_fraction * base - return DISPLAY_TICK_FRACTIONS[-1] * base + if fraction < 1.5: + nice_fraction = 1.0 + elif fraction < 3.0: + nice_fraction = 2.0 + elif fraction < 7.0: + nice_fraction = 5.0 + else: + nice_fraction = 10.0 + return nice_fraction * base @dataclass(frozen=True) @@ -652,7 +659,12 @@ def _get_single_crystal_trace( marker={ 'symbol': 'circle', 'size': MEASURED_MARKER_SIZE, - 'line': {'width': SINGLE_CRYSTAL_MARKER_LINE_WIDTH}, + # Stroke colour matches the fill (like the pgfplots PDF) so + # there is no contrasting ring around the markers. + 'line': { + 'width': SINGLE_CRYSTAL_MARKER_LINE_WIDTH, + 'color': DEFAULT_COLORS['meas'], + }, 'color': DEFAULT_COLORS['meas'], }, error_y={ @@ -1207,9 +1219,11 @@ def _get_layout( if axis_range is not None: for axis in (xaxis, yaxis): axis['range'] = list(axis_range) - axis['tick0'] = axis_range[0] if axis_dtick is not None: for axis in (xaxis, yaxis): + # Anchor ticks at 0 so they read as round numbers (0, 500, + # 1000, ...) instead of starting at the padded minimum. + axis['tick0'] = 0 axis['dtick'] = axis_dtick return go.Layout( margin={ From e21ff4b8ffac305c09225d736325fcfcda9900bc Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:36:05 +0200 Subject: [PATCH 027/160] Test single-crystal tick step rounding and marker stroke Add a regression that the padded heidi range rounds to a 500 step (not 750) and assert the marker stroke colour matches the fill. --- tests/unit/easydiffraction/display/plotters/test_plotly.py | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/tests/unit/easydiffraction/display/plotters/test_plotly.py b/tests/unit/easydiffraction/display/plotters/test_plotly.py index 6384bd821..26d3446f3 100644 --- a/tests/unit/easydiffraction/display/plotters/test_plotly.py +++ b/tests/unit/easydiffraction/display/plotters/test_plotly.py @@ -351,6 +351,7 @@ def __init__(self, html): assert trace.kwargs['mode'] == 'markers' assert 'error_y' in trace.kwargs assert trace.kwargs['marker']['size'] == pp.MEASURED_MARKER_SIZE + assert trace.kwargs['marker']['line']['color'] == pp.DEFAULT_COLORS['meas'] assert trace.kwargs['error_y']['thickness'] == pp.MEASURED_ERROR_BAR_THICKNESS assert trace.kwargs['error_y']['width'] == pp.MEASURED_ERROR_BAR_WIDTH @@ -408,6 +409,9 @@ def test_single_crystal_tick_step_rounds_to_nice_value(): # Span 3000 over ~6 intervals -> raw 500 -> nice 500. assert pp.single_crystal_tick_step(0.0, 3000.0) == pytest.approx(500.0) + # Padded heidi-like range (span just above the 500 threshold) rounds to + # 500, not 750 (regression for the old round-up logic). + assert pp.single_crystal_tick_step(-158.275, 2841.73) == pytest.approx(500.0) # Degenerate span falls back to 1.0. assert pp.single_crystal_tick_step(5.0, 5.0) == pytest.approx(1.0) From a2a90cc8f77603f8eaad776c5d10d13b84944685 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:45:14 +0200 Subject: [PATCH 028/160] Remove unimplemented Structure.show() superseded by display.structure() --- docs/docs/tutorials/ed-3.ipynb | 284 ++++++++---------- docs/docs/tutorials/ed-3.py | 6 - .../datablocks/structure/item/base.py | 5 - .../structure/item/test_base_coverage.py | 5 - 4 files changed, 133 insertions(+), 167 deletions(-) diff --git a/docs/docs/tutorials/ed-3.ipynb b/docs/docs/tutorials/ed-3.ipynb index 5da7977b5..aebf570a3 100644 --- a/docs/docs/tutorials/ed-3.ipynb +++ b/docs/docs/tutorials/ed-3.ipynb @@ -367,24 +367,6 @@ "cell_type": "markdown", "id": "31", "metadata": {}, - "source": [ - "#### Show Structure Structure" - ] - }, - { - "cell_type": "code", - "execution_count": null, - "id": "32", - "metadata": {}, - "outputs": [], - "source": [ - "project.structures['lbco'].show()" - ] - }, - { - "cell_type": "markdown", - "id": "33", - "metadata": {}, "source": [ "#### View Structure in 3D\n", "\n", @@ -397,7 +379,7 @@ { "cell_type": "code", "execution_count": null, - "id": "34", + "id": "32", "metadata": {}, "outputs": [], "source": [ @@ -406,7 +388,7 @@ }, { "cell_type": "markdown", - "id": "35", + "id": "33", "metadata": {}, "source": [ "Visual styling — the atom shape, per-element radius model, and colour\n", @@ -416,7 +398,7 @@ { "cell_type": "code", "execution_count": null, - "id": "36", + "id": "34", "metadata": {}, "outputs": [], "source": [ @@ -426,7 +408,7 @@ { "cell_type": "code", "execution_count": null, - "id": "37", + "id": "35", "metadata": {}, "outputs": [], "source": [ @@ -437,7 +419,7 @@ }, { "cell_type": "markdown", - "id": "38", + "id": "36", "metadata": {}, "source": [ "Bonds are generated automatically between atoms whose separation lies\n", @@ -447,7 +429,7 @@ { "cell_type": "code", "execution_count": null, - "id": "39", + "id": "37", "metadata": {}, "outputs": [], "source": [ @@ -457,7 +439,7 @@ }, { "cell_type": "markdown", - "id": "40", + "id": "38", "metadata": {}, "source": [ "List which features the structure data and the active engine can draw." @@ -466,7 +448,7 @@ { "cell_type": "code", "execution_count": null, - "id": "41", + "id": "39", "metadata": {}, "outputs": [], "source": [ @@ -475,7 +457,7 @@ }, { "cell_type": "markdown", - "id": "42", + "id": "40", "metadata": {}, "source": [ "Draw the structure. With `include='auto'` (the default) every available\n", @@ -486,7 +468,7 @@ { "cell_type": "code", "execution_count": null, - "id": "43", + "id": "41", "metadata": {}, "outputs": [], "source": [ @@ -495,7 +477,7 @@ }, { "cell_type": "markdown", - "id": "44", + "id": "42", "metadata": {}, "source": [ "For a quick text schematic, switch to the `ascii` engine explicitly,\n", @@ -505,7 +487,7 @@ { "cell_type": "code", "execution_count": null, - "id": "45", + "id": "43", "metadata": {}, "outputs": [], "source": [ @@ -516,7 +498,7 @@ { "cell_type": "code", "execution_count": null, - "id": "46", + "id": "44", "metadata": {}, "outputs": [], "source": [ @@ -525,7 +507,7 @@ }, { "cell_type": "markdown", - "id": "47", + "id": "45", "metadata": {}, "source": [ "#### Save Project State\n", @@ -538,7 +520,7 @@ { "cell_type": "code", "execution_count": null, - "id": "48", + "id": "46", "metadata": {}, "outputs": [], "source": [ @@ -547,7 +529,7 @@ }, { "cell_type": "markdown", - "id": "49", + "id": "47", "metadata": {}, "source": [ "## Step 3: Define Experiment\n", @@ -558,7 +540,7 @@ }, { "cell_type": "markdown", - "id": "50", + "id": "48", "metadata": {}, "source": [ "#### Download Measured Data\n", @@ -569,7 +551,7 @@ { "cell_type": "code", "execution_count": null, - "id": "51", + "id": "49", "metadata": {}, "outputs": [], "source": [ @@ -578,7 +560,7 @@ }, { "cell_type": "markdown", - "id": "52", + "id": "50", "metadata": {}, "source": [ "#### Add Diffraction Experiment" @@ -587,7 +569,7 @@ { "cell_type": "code", "execution_count": null, - "id": "53", + "id": "51", "metadata": {}, "outputs": [], "source": [ @@ -602,7 +584,7 @@ }, { "cell_type": "markdown", - "id": "54", + "id": "52", "metadata": {}, "source": [ "#### Show Defined Experiments" @@ -611,7 +593,7 @@ { "cell_type": "code", "execution_count": null, - "id": "55", + "id": "53", "metadata": {}, "outputs": [], "source": [ @@ -620,7 +602,7 @@ }, { "cell_type": "markdown", - "id": "56", + "id": "54", "metadata": {}, "source": [ "#### Show Measured Data" @@ -629,7 +611,7 @@ { "cell_type": "code", "execution_count": null, - "id": "57", + "id": "55", "metadata": {}, "outputs": [], "source": [ @@ -638,7 +620,7 @@ }, { "cell_type": "markdown", - "id": "58", + "id": "56", "metadata": {}, "source": [ "#### Set Instrument\n", @@ -649,7 +631,7 @@ { "cell_type": "code", "execution_count": null, - "id": "59", + "id": "57", "metadata": {}, "outputs": [], "source": [ @@ -659,7 +641,7 @@ }, { "cell_type": "markdown", - "id": "60", + "id": "58", "metadata": {}, "source": [ "#### Set Peak Profile\n", @@ -670,7 +652,7 @@ { "cell_type": "code", "execution_count": null, - "id": "61", + "id": "59", "metadata": {}, "outputs": [], "source": [ @@ -679,7 +661,7 @@ }, { "cell_type": "markdown", - "id": "62", + "id": "60", "metadata": {}, "source": [ "Select the desired peak profile type." @@ -688,7 +670,7 @@ { "cell_type": "code", "execution_count": null, - "id": "63", + "id": "61", "metadata": {}, "outputs": [], "source": [ @@ -697,7 +679,7 @@ }, { "cell_type": "markdown", - "id": "64", + "id": "62", "metadata": {}, "source": [ "Modify default peak profile parameters." @@ -706,7 +688,7 @@ { "cell_type": "code", "execution_count": null, - "id": "65", + "id": "63", "metadata": {}, "outputs": [], "source": [ @@ -719,7 +701,7 @@ }, { "cell_type": "markdown", - "id": "66", + "id": "64", "metadata": {}, "source": [ "#### Set Background" @@ -727,7 +709,7 @@ }, { "cell_type": "markdown", - "id": "67", + "id": "65", "metadata": {}, "source": [ "Show supported background types." @@ -736,7 +718,7 @@ { "cell_type": "code", "execution_count": null, - "id": "68", + "id": "66", "metadata": {}, "outputs": [], "source": [ @@ -745,7 +727,7 @@ }, { "cell_type": "markdown", - "id": "69", + "id": "67", "metadata": {}, "source": [ "Select the desired background type." @@ -754,7 +736,7 @@ { "cell_type": "code", "execution_count": null, - "id": "70", + "id": "68", "metadata": {}, "outputs": [], "source": [ @@ -763,7 +745,7 @@ }, { "cell_type": "markdown", - "id": "71", + "id": "69", "metadata": {}, "source": [ "Add background points." @@ -772,7 +754,7 @@ { "cell_type": "code", "execution_count": null, - "id": "72", + "id": "70", "metadata": {}, "outputs": [], "source": [ @@ -785,7 +767,7 @@ }, { "cell_type": "markdown", - "id": "73", + "id": "71", "metadata": {}, "source": [ "Show current background points." @@ -794,7 +776,7 @@ { "cell_type": "code", "execution_count": null, - "id": "74", + "id": "72", "metadata": {}, "outputs": [], "source": [ @@ -803,7 +785,7 @@ }, { "cell_type": "markdown", - "id": "75", + "id": "73", "metadata": {}, "source": [ "#### Set Linked Phases\n", @@ -814,7 +796,7 @@ { "cell_type": "code", "execution_count": null, - "id": "76", + "id": "74", "metadata": {}, "outputs": [], "source": [ @@ -823,7 +805,7 @@ }, { "cell_type": "markdown", - "id": "77", + "id": "75", "metadata": {}, "source": [ "#### Show Experiment as CIF" @@ -832,7 +814,7 @@ { "cell_type": "code", "execution_count": null, - "id": "78", + "id": "76", "metadata": {}, "outputs": [], "source": [ @@ -841,7 +823,7 @@ }, { "cell_type": "markdown", - "id": "79", + "id": "77", "metadata": {}, "source": [ "#### Save Project State" @@ -850,7 +832,7 @@ { "cell_type": "code", "execution_count": null, - "id": "80", + "id": "78", "metadata": {}, "outputs": [], "source": [ @@ -859,7 +841,7 @@ }, { "cell_type": "markdown", - "id": "81", + "id": "79", "metadata": {}, "source": [ "## Step 4: Perform Analysis\n", @@ -875,7 +857,7 @@ { "cell_type": "code", "execution_count": null, - "id": "82", + "id": "80", "metadata": {}, "outputs": [], "source": [ @@ -884,7 +866,7 @@ }, { "cell_type": "markdown", - "id": "83", + "id": "81", "metadata": {}, "source": [ "Select the desired calculation engine." @@ -893,7 +875,7 @@ { "cell_type": "code", "execution_count": null, - "id": "84", + "id": "82", "metadata": {}, "outputs": [], "source": [ @@ -902,7 +884,7 @@ }, { "cell_type": "markdown", - "id": "85", + "id": "83", "metadata": {}, "source": [ "#### Show Calculated Data" @@ -911,7 +893,7 @@ { "cell_type": "code", "execution_count": null, - "id": "86", + "id": "84", "metadata": {}, "outputs": [], "source": [ @@ -920,7 +902,7 @@ }, { "cell_type": "markdown", - "id": "87", + "id": "85", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -929,7 +911,7 @@ { "cell_type": "code", "execution_count": null, - "id": "88", + "id": "86", "metadata": {}, "outputs": [], "source": [ @@ -939,7 +921,7 @@ { "cell_type": "code", "execution_count": null, - "id": "89", + "id": "87", "metadata": {}, "outputs": [], "source": [ @@ -948,7 +930,7 @@ }, { "cell_type": "markdown", - "id": "90", + "id": "88", "metadata": {}, "source": [ "#### Show Parameters\n", @@ -959,7 +941,7 @@ { "cell_type": "code", "execution_count": null, - "id": "91", + "id": "89", "metadata": {}, "outputs": [], "source": [ @@ -968,7 +950,7 @@ }, { "cell_type": "markdown", - "id": "92", + "id": "90", "metadata": {}, "source": [ "Show all fittable parameters." @@ -977,7 +959,7 @@ { "cell_type": "code", "execution_count": null, - "id": "93", + "id": "91", "metadata": {}, "outputs": [], "source": [ @@ -986,7 +968,7 @@ }, { "cell_type": "markdown", - "id": "94", + "id": "92", "metadata": {}, "source": [ "Show only free parameters." @@ -995,7 +977,7 @@ { "cell_type": "code", "execution_count": null, - "id": "95", + "id": "93", "metadata": {}, "outputs": [], "source": [ @@ -1004,7 +986,7 @@ }, { "cell_type": "markdown", - "id": "96", + "id": "94", "metadata": {}, "source": [ "Show how to access parameters in the code." @@ -1013,7 +995,7 @@ { "cell_type": "code", "execution_count": null, - "id": "97", + "id": "95", "metadata": {}, "outputs": [], "source": [ @@ -1022,7 +1004,7 @@ }, { "cell_type": "markdown", - "id": "98", + "id": "96", "metadata": {}, "source": [ "#### Set Fit Mode\n", @@ -1033,7 +1015,7 @@ { "cell_type": "code", "execution_count": null, - "id": "99", + "id": "97", "metadata": {}, "outputs": [], "source": [ @@ -1042,7 +1024,7 @@ }, { "cell_type": "markdown", - "id": "100", + "id": "98", "metadata": {}, "source": [ "Select desired fit mode." @@ -1051,7 +1033,7 @@ { "cell_type": "code", "execution_count": null, - "id": "101", + "id": "99", "metadata": {}, "outputs": [], "source": [ @@ -1060,7 +1042,7 @@ }, { "cell_type": "markdown", - "id": "102", + "id": "100", "metadata": {}, "source": [ "#### Set Minimizer\n", @@ -1071,7 +1053,7 @@ { "cell_type": "code", "execution_count": null, - "id": "103", + "id": "101", "metadata": {}, "outputs": [], "source": [ @@ -1080,7 +1062,7 @@ }, { "cell_type": "markdown", - "id": "104", + "id": "102", "metadata": {}, "source": [ "Select desired fitting engine." @@ -1089,7 +1071,7 @@ { "cell_type": "code", "execution_count": null, - "id": "105", + "id": "103", "metadata": {}, "outputs": [], "source": [ @@ -1098,7 +1080,7 @@ }, { "cell_type": "markdown", - "id": "106", + "id": "104", "metadata": {}, "source": [ "### Perform Fit 1/5\n", @@ -1109,7 +1091,7 @@ { "cell_type": "code", "execution_count": null, - "id": "107", + "id": "105", "metadata": {}, "outputs": [], "source": [ @@ -1118,7 +1100,7 @@ }, { "cell_type": "markdown", - "id": "108", + "id": "106", "metadata": {}, "source": [ "Set experiment parameters to be refined." @@ -1127,7 +1109,7 @@ { "cell_type": "code", "execution_count": null, - "id": "109", + "id": "107", "metadata": {}, "outputs": [], "source": [ @@ -1142,7 +1124,7 @@ }, { "cell_type": "markdown", - "id": "110", + "id": "108", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1151,7 +1133,7 @@ { "cell_type": "code", "execution_count": null, - "id": "111", + "id": "109", "metadata": {}, "outputs": [], "source": [ @@ -1160,7 +1142,7 @@ }, { "cell_type": "markdown", - "id": "112", + "id": "110", "metadata": {}, "source": [ "#### Run Fitting" @@ -1169,7 +1151,7 @@ { "cell_type": "code", "execution_count": null, - "id": "113", + "id": "111", "metadata": {}, "outputs": [], "source": [ @@ -1179,7 +1161,7 @@ }, { "cell_type": "markdown", - "id": "114", + "id": "112", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1188,7 +1170,7 @@ { "cell_type": "code", "execution_count": null, - "id": "115", + "id": "113", "metadata": {}, "outputs": [], "source": [ @@ -1198,7 +1180,7 @@ { "cell_type": "code", "execution_count": null, - "id": "116", + "id": "114", "metadata": {}, "outputs": [], "source": [ @@ -1207,7 +1189,7 @@ }, { "cell_type": "markdown", - "id": "117", + "id": "115", "metadata": {}, "source": [ "### Perform Fit 2/5\n", @@ -1218,7 +1200,7 @@ { "cell_type": "code", "execution_count": null, - "id": "118", + "id": "116", "metadata": {}, "outputs": [], "source": [ @@ -1230,7 +1212,7 @@ }, { "cell_type": "markdown", - "id": "119", + "id": "117", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1239,7 +1221,7 @@ { "cell_type": "code", "execution_count": null, - "id": "120", + "id": "118", "metadata": {}, "outputs": [], "source": [ @@ -1248,7 +1230,7 @@ }, { "cell_type": "markdown", - "id": "121", + "id": "119", "metadata": {}, "source": [ "#### Run Fitting" @@ -1257,7 +1239,7 @@ { "cell_type": "code", "execution_count": null, - "id": "122", + "id": "120", "metadata": {}, "outputs": [], "source": [ @@ -1267,7 +1249,7 @@ }, { "cell_type": "markdown", - "id": "123", + "id": "121", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1276,7 +1258,7 @@ { "cell_type": "code", "execution_count": null, - "id": "124", + "id": "122", "metadata": {}, "outputs": [], "source": [ @@ -1286,7 +1268,7 @@ { "cell_type": "code", "execution_count": null, - "id": "125", + "id": "123", "metadata": {}, "outputs": [], "source": [ @@ -1295,7 +1277,7 @@ }, { "cell_type": "markdown", - "id": "126", + "id": "124", "metadata": {}, "source": [ "#### Save Project State" @@ -1304,7 +1286,7 @@ { "cell_type": "code", "execution_count": null, - "id": "127", + "id": "125", "metadata": {}, "outputs": [], "source": [ @@ -1313,7 +1295,7 @@ }, { "cell_type": "markdown", - "id": "128", + "id": "126", "metadata": {}, "source": [ "### Perform Fit 3/5\n", @@ -1324,7 +1306,7 @@ { "cell_type": "code", "execution_count": null, - "id": "129", + "id": "127", "metadata": {}, "outputs": [], "source": [ @@ -1336,7 +1318,7 @@ }, { "cell_type": "markdown", - "id": "130", + "id": "128", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1345,7 +1327,7 @@ { "cell_type": "code", "execution_count": null, - "id": "131", + "id": "129", "metadata": {}, "outputs": [], "source": [ @@ -1354,7 +1336,7 @@ }, { "cell_type": "markdown", - "id": "132", + "id": "130", "metadata": {}, "source": [ "#### Run Fitting" @@ -1363,7 +1345,7 @@ { "cell_type": "code", "execution_count": null, - "id": "133", + "id": "131", "metadata": {}, "outputs": [], "source": [ @@ -1373,7 +1355,7 @@ }, { "cell_type": "markdown", - "id": "134", + "id": "132", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1382,7 +1364,7 @@ { "cell_type": "code", "execution_count": null, - "id": "135", + "id": "133", "metadata": {}, "outputs": [], "source": [ @@ -1392,7 +1374,7 @@ { "cell_type": "code", "execution_count": null, - "id": "136", + "id": "134", "metadata": {}, "outputs": [], "source": [ @@ -1401,7 +1383,7 @@ }, { "cell_type": "markdown", - "id": "137", + "id": "135", "metadata": {}, "source": [ "### Perform Fit 4/5\n", @@ -1414,7 +1396,7 @@ { "cell_type": "code", "execution_count": null, - "id": "138", + "id": "136", "metadata": {}, "outputs": [], "source": [ @@ -1430,7 +1412,7 @@ }, { "cell_type": "markdown", - "id": "139", + "id": "137", "metadata": {}, "source": [ "Set constraints." @@ -1439,7 +1421,7 @@ { "cell_type": "code", "execution_count": null, - "id": "140", + "id": "138", "metadata": {}, "outputs": [], "source": [ @@ -1448,7 +1430,7 @@ }, { "cell_type": "markdown", - "id": "141", + "id": "139", "metadata": {}, "source": [ "Show defined constraints." @@ -1457,7 +1439,7 @@ { "cell_type": "code", "execution_count": null, - "id": "142", + "id": "140", "metadata": {}, "outputs": [], "source": [ @@ -1466,7 +1448,7 @@ }, { "cell_type": "markdown", - "id": "143", + "id": "141", "metadata": {}, "source": [ "Show free parameters." @@ -1475,7 +1457,7 @@ { "cell_type": "code", "execution_count": null, - "id": "144", + "id": "142", "metadata": {}, "outputs": [], "source": [ @@ -1484,7 +1466,7 @@ }, { "cell_type": "markdown", - "id": "145", + "id": "143", "metadata": {}, "source": [ "#### Run Fitting" @@ -1493,7 +1475,7 @@ { "cell_type": "code", "execution_count": null, - "id": "146", + "id": "144", "metadata": {}, "outputs": [], "source": [ @@ -1503,7 +1485,7 @@ }, { "cell_type": "markdown", - "id": "147", + "id": "145", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1512,7 +1494,7 @@ { "cell_type": "code", "execution_count": null, - "id": "148", + "id": "146", "metadata": {}, "outputs": [], "source": [ @@ -1522,7 +1504,7 @@ { "cell_type": "code", "execution_count": null, - "id": "149", + "id": "147", "metadata": {}, "outputs": [], "source": [ @@ -1531,7 +1513,7 @@ }, { "cell_type": "markdown", - "id": "150", + "id": "148", "metadata": {}, "source": [ "### Perform Fit 5/5\n", @@ -1544,7 +1526,7 @@ { "cell_type": "code", "execution_count": null, - "id": "151", + "id": "149", "metadata": {}, "outputs": [], "source": [ @@ -1560,7 +1542,7 @@ }, { "cell_type": "markdown", - "id": "152", + "id": "150", "metadata": {}, "source": [ "Set more constraints." @@ -1569,7 +1551,7 @@ { "cell_type": "code", "execution_count": null, - "id": "153", + "id": "151", "metadata": {}, "outputs": [], "source": [ @@ -1580,7 +1562,7 @@ }, { "cell_type": "markdown", - "id": "154", + "id": "152", "metadata": {}, "source": [ "Show defined constraints." @@ -1589,7 +1571,7 @@ { "cell_type": "code", "execution_count": null, - "id": "155", + "id": "153", "metadata": { "lines_to_next_cell": 2 }, @@ -1600,7 +1582,7 @@ }, { "cell_type": "markdown", - "id": "156", + "id": "154", "metadata": {}, "source": [ "Set structure parameters to be refined." @@ -1609,7 +1591,7 @@ { "cell_type": "code", "execution_count": null, - "id": "157", + "id": "155", "metadata": {}, "outputs": [], "source": [ @@ -1618,7 +1600,7 @@ }, { "cell_type": "markdown", - "id": "158", + "id": "156", "metadata": {}, "source": [ "Show free parameters after selection." @@ -1627,7 +1609,7 @@ { "cell_type": "code", "execution_count": null, - "id": "159", + "id": "157", "metadata": {}, "outputs": [], "source": [ @@ -1636,7 +1618,7 @@ }, { "cell_type": "markdown", - "id": "160", + "id": "158", "metadata": {}, "source": [ "#### Run Fitting" @@ -1645,7 +1627,7 @@ { "cell_type": "code", "execution_count": null, - "id": "161", + "id": "159", "metadata": {}, "outputs": [], "source": [ @@ -1656,7 +1638,7 @@ }, { "cell_type": "markdown", - "id": "162", + "id": "160", "metadata": {}, "source": [ "#### Plot Measured vs Calculated" @@ -1665,7 +1647,7 @@ { "cell_type": "code", "execution_count": null, - "id": "163", + "id": "161", "metadata": {}, "outputs": [], "source": [ @@ -1675,7 +1657,7 @@ { "cell_type": "code", "execution_count": null, - "id": "164", + "id": "162", "metadata": {}, "outputs": [], "source": [ @@ -1684,7 +1666,7 @@ }, { "cell_type": "markdown", - "id": "165", + "id": "163", "metadata": {}, "source": [ "## Step 5: Generate Report\n", @@ -1704,7 +1686,7 @@ { "cell_type": "code", "execution_count": null, - "id": "166", + "id": "164", "metadata": {}, "outputs": [], "source": [ diff --git a/docs/docs/tutorials/ed-3.py b/docs/docs/tutorials/ed-3.py index ba50f7037..72b1d496f 100644 --- a/docs/docs/tutorials/ed-3.py +++ b/docs/docs/tutorials/ed-3.py @@ -166,12 +166,6 @@ # %% project.structures['lbco'].show_as_cif() -# %% [markdown] -# #### Show Structure Structure - -# %% -project.structures['lbco'].show() - # %% [markdown] # #### View Structure in 3D # diff --git a/src/easydiffraction/datablocks/structure/item/base.py b/src/easydiffraction/datablocks/structure/item/base.py index 108c10142..8d8d27928 100644 --- a/src/easydiffraction/datablocks/structure/item/base.py +++ b/src/easydiffraction/datablocks/structure/item/base.py @@ -241,11 +241,6 @@ def _update_categories( # Public methods # ------------------------------------------------------------------ - def show(self) -> None: - """Display an ASCII projection of the structure in 2D.""" - console.paragraph(f"Structure 🧩 '{self.name}'") - console.print('Not implemented yet.') - def show_as_cif(self) -> None: """Render the CIF text for this structure in the terminal.""" console.paragraph(f"Structure 🧩 '{self.name}' as cif") diff --git a/tests/unit/easydiffraction/datablocks/structure/item/test_base_coverage.py b/tests/unit/easydiffraction/datablocks/structure/item/test_base_coverage.py index 6d8967703..f7f968f01 100644 --- a/tests/unit/easydiffraction/datablocks/structure/item/test_base_coverage.py +++ b/tests/unit/easydiffraction/datablocks/structure/item/test_base_coverage.py @@ -93,11 +93,6 @@ def test_atom_sites_setter_replaces_instance(self, structure): class TestStructureDisplay: - def test_show(self, structure, capsys): - structure.show() - out = capsys.readouterr().out - assert 'test_struct' in out - def test_show_as_cif(self, structure, capsys): structure.show_as_cif() out = capsys.readouterr().out From 3eb4ce9105cd216d8c4eb41179320481bf65248c Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Sat, 30 May 2026 10:49:56 +0200 Subject: [PATCH 029/160] Wrap Three.js import map in required imports key --- src/easydiffraction/display/structure/renderers/threejs.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/easydiffraction/display/structure/renderers/threejs.py b/src/easydiffraction/display/structure/renderers/threejs.py index 3cf032a91..f45763605 100644 --- a/src/easydiffraction/display/structure/renderers/threejs.py +++ b/src/easydiffraction/display/structure/renderers/threejs.py @@ -140,7 +140,7 @@ def render(self, scene: StructureScene, *, features: frozenset[str], offline: bo dark = is_dark() colours = theme_colors(dark) payload = json.dumps(_scene_payload(scene)).replace(' Date: Sat, 30 May 2026 10:50:15 +0200 Subject: [PATCH 030/160] Add import-map regression guard to Phase 2 test plan --- docs/dev/plans/crysview-structure-visualization.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md index a25083a19..d98862f66 100644 --- a/docs/dev/plans/crysview-structure-visualization.md +++ b/docs/dev/plans/crysview-structure-visualization.md @@ -1053,7 +1053,11 @@ coverage (configured in P1.13). 3D-only, moments gated, ionic→covalent substitution). P1.12. - [ ] **`tests/unit/easydiffraction/display/structure/renderers/test_threejs.py`** (new) — the renderer emits an HTML string containing the scene - JSON and the modebar controls; **offline** mode embeds the + JSON and the modebar controls; the emitted ` +""" diff --git a/src/easydiffraction/display/theme.py b/src/easydiffraction/display/theme.py new file mode 100644 index 000000000..6ed326e6c --- /dev/null +++ b/src/easydiffraction/display/theme.py @@ -0,0 +1,108 @@ +# SPDX-FileCopyrightText: 2026 EasyScience contributors +# SPDX-License-Identifier: BSD-3-Clause +"""Shared display theme colors for plots and notebook tables.""" + +from __future__ import annotations + +from dataclasses import dataclass + +LIGHT_BACKGROUND_COLOR = '#fff' +DARK_BACKGROUND_COLOR = '#111' +LIGHT_FOREGROUND_COLOR = '#222222' +DARK_FOREGROUND_COLOR = '#e6e8ee' +LIGHT_AXIS_FRAME_COLOR = '#e2e2e2' +DARK_AXIS_FRAME_COLOR = '#333' +LIGHT_INNER_TICK_GRID_COLOR = '#f2f2f2' +DARK_INNER_TICK_GRID_COLOR = '#1e1e1e' +LIGHT_HOVER_BACKGROUND_COLOR = '#ffffff' +DARK_HOVER_BACKGROUND_COLOR = '#212121' +LIGHT_LEGEND_BACKGROUND_COLOR = 'rgba(255, 255, 255, 0.5)' +DARK_LEGEND_BACKGROUND_COLOR = 'rgba(0, 0, 0, 0.5)' +TABLE_AXIS_FRAME_CSS_VAR = '--ed-axis-frame-color' + + +@dataclass(frozen=True) +class DisplayThemeColors: + """ + Theme colors shared by interactive display outputs. + + Attributes + ---------- + background : str + Plot or output background color. + foreground : str + Primary text color. + axis_frame : str + Axis rectangle and table border color. + inner_tick_grid : str + Inner Plotly tick-grid color. + hover_background : str + Plotly hover label background color. + legend_background : str + Plotly legend background color. + """ + + background: str + foreground: str + axis_frame: str + inner_tick_grid: str + hover_background: str + legend_background: str + + +LIGHT_THEME_COLORS = DisplayThemeColors( + background=LIGHT_BACKGROUND_COLOR, + foreground=LIGHT_FOREGROUND_COLOR, + axis_frame=LIGHT_AXIS_FRAME_COLOR, + inner_tick_grid=LIGHT_INNER_TICK_GRID_COLOR, + hover_background=LIGHT_HOVER_BACKGROUND_COLOR, + legend_background=LIGHT_LEGEND_BACKGROUND_COLOR, +) +DARK_THEME_COLORS = DisplayThemeColors( + background=DARK_BACKGROUND_COLOR, + foreground=DARK_FOREGROUND_COLOR, + axis_frame=DARK_AXIS_FRAME_COLOR, + inner_tick_grid=DARK_INNER_TICK_GRID_COLOR, + hover_background=DARK_HOVER_BACKGROUND_COLOR, + legend_background=DARK_LEGEND_BACKGROUND_COLOR, +) + + +def display_theme_colors(*, is_dark_theme: bool) -> DisplayThemeColors: + """ + Return the display colors for the requested theme. + + Parameters + ---------- + is_dark_theme : bool + Whether to return the dark theme colors. + + Returns + ------- + DisplayThemeColors + Shared colors for the requested theme. + """ + if is_dark_theme: + return DARK_THEME_COLORS + return LIGHT_THEME_COLORS + + +def display_theme_colors_for_template(template: str) -> DisplayThemeColors | None: + """ + Return display colors for a Plotly template name. + + Parameters + ---------- + template : str + Plotly template name. + + Returns + ------- + DisplayThemeColors | None + Theme colors for known Plotly templates, otherwise ``None``. + """ + if template == 'plotly_white': + return LIGHT_THEME_COLORS + if template == 'plotly_dark': + return DARK_THEME_COLORS + return None diff --git a/src/easydiffraction/report/style.py b/src/easydiffraction/report/style.py index f88b27c6a..ab1ddae01 100644 --- a/src/easydiffraction/report/style.py +++ b/src/easydiffraction/report/style.py @@ -4,8 +4,10 @@ from __future__ import annotations +from easydiffraction.display.theme import LIGHT_AXIS_FRAME_COLOR + REPORT_AXIS_RGB = (190, 199, 208) -REPORT_TABLE_INNER_RGB = (217, 223, 228) +REPORT_TABLE_INNER_HEX = LIGHT_AXIS_FRAME_COLOR REPORT_CHART_GRID_RGB = (235, 240, 248) REPORT_ROW_RGB = (235, 240, 248) REPORT_LINK_RGB = (36, 90, 155) # mirrors --link (#245a9b) in html/style.css @@ -20,8 +22,8 @@ def report_style_context() -> dict[str, object]: return { 'axis_hex': _rgb_hex(REPORT_AXIS_RGB), 'axis_rgb': _rgb_channels(REPORT_AXIS_RGB), - 'grid_hex': _rgb_hex(REPORT_TABLE_INNER_RGB), - 'grid_rgb': _rgb_channels(REPORT_TABLE_INNER_RGB), + 'grid_hex': REPORT_TABLE_INNER_HEX, + 'grid_rgb': _hex_channels(REPORT_TABLE_INNER_HEX), 'chart_grid_hex': _rgb_hex(REPORT_CHART_GRID_RGB), 'chart_grid_rgb': _rgb_channels(REPORT_CHART_GRID_RGB), 'row_hex': _rgb_hex(REPORT_ROW_RGB), @@ -43,3 +45,12 @@ def _rgb_hex(rgb: tuple[int, int, int]) -> str: def _rgb_channels(rgb: tuple[int, int, int]) -> str: """Return comma-separated channels for TeX RGB definitions.""" return ','.join(str(channel) for channel in rgb) + + +def _hex_channels(color: str) -> str: + """Return comma-separated RGB channels for a CSS hex color.""" + return _rgb_channels(( + int(color[1:3], 16), + int(color[3:5], 16), + int(color[5:7], 16), + )) diff --git a/tests/unit/easydiffraction/display/plotters/test_plotly.py b/tests/unit/easydiffraction/display/plotters/test_plotly.py index 59d87a794..c25b86522 100644 --- a/tests/unit/easydiffraction/display/plotters/test_plotly.py +++ b/tests/unit/easydiffraction/display/plotters/test_plotly.py @@ -13,16 +13,44 @@ def test_module_import(): assert expected_module_name == actual_module_name -def test_get_layout_sets_title_and_axis_title_font_sizes(): +@pytest.mark.parametrize( + 'is_dark_mode', + [False, True], +) +def test_get_layout_sets_title_axis_and_theme_colors( + monkeypatch, + is_dark_mode, +): import easydiffraction.display.plotters.plotly as pp + if is_dark_mode: + background_color = pp.DARK_BACKGROUND_COLOR + axis_color = pp.DARK_AXIS_FRAME_COLOR + grid_color = pp.DARK_INNER_TICK_GRID_COLOR + else: + background_color = pp.LIGHT_BACKGROUND_COLOR + axis_color = pp.LIGHT_AXIS_FRAME_COLOR + grid_color = pp.LIGHT_INNER_TICK_GRID_COLOR + + monkeypatch.setattr( + pp.PlotlyPlotter, + '_is_dark_mode', + classmethod(lambda cls: is_dark_mode), + ) + layout = pp.PlotlyPlotter._get_layout('Title', ['x axis', 'y axis']) assert layout.title.font.size == pp.TITLE_FONT_SIZE assert layout.xaxis.title.font.size == pp.AXIS_TITLE_FONT_SIZE assert layout.yaxis.title.font.size == pp.AXIS_TITLE_FONT_SIZE - assert layout.paper_bgcolor == pp.TRANSPARENT_BACKGROUND_COLOR - assert layout.plot_bgcolor == pp.TRANSPARENT_BACKGROUND_COLOR + assert layout.paper_bgcolor == background_color + assert layout.plot_bgcolor == background_color + assert layout.xaxis.linecolor == axis_color + assert layout.yaxis.linecolor == axis_color + assert layout.xaxis.gridcolor == grid_color + assert layout.yaxis.gridcolor == grid_color + assert layout.xaxis.ticklabelstandoff == pp.X_AXIS_TICK_LABEL_STANDOFF + assert layout.yaxis.ticklabelstandoff == pp.Y_AXIS_TICK_LABEL_STANDOFF def test_get_trace_and_plot(monkeypatch): @@ -171,8 +199,18 @@ def __init__(self, html): assert 'data-jp-theme-light' in captured['post_script'] assert 'data-md-color-scheme' in captured['post_script'] assert 'graphDiv.dataset.edPlotlyTheme' in captured['post_script'] - assert "background: 'rgba(0, 0, 0, 0)'" in captured['post_script'] - assert "hoverBackground: '#212121'" in captured['post_script'] + assert f"background: '{pp.DARK_BACKGROUND_COLOR}'" in captured['post_script'] + assert f"background: '{pp.LIGHT_BACKGROUND_COLOR}'" in captured['post_script'] + assert f"axisFrame: '{pp.DARK_AXIS_FRAME_COLOR}'" in captured['post_script'] + assert f"axisFrame: '{pp.LIGHT_AXIS_FRAME_COLOR}'" in captured['post_script'] + assert f"innerTickGrid: '{pp.DARK_INNER_TICK_GRID_COLOR}'" in captured['post_script'] + assert f"innerTickGrid: '{pp.LIGHT_INNER_TICK_GRID_COLOR}'" in captured['post_script'] + assert f"hoverBackground: '{pp.DARK_HOVER_BACKGROUND_COLOR}'" in captured['post_script'] + assert f"legend: '{pp.DARK_LEGEND_BACKGROUND_COLOR}'" in captured['post_script'] + assert 'ed-plotly-modebar-theme-style' in captured['post_script'] + assert 'ed-plotly-themed-modebar' in captured['post_script'] + assert '--ed-plotly-modebar-icon-color' in captured['post_script'] + assert '--ed-plotly-modebar-icon-hover-opacity' in captured['post_script'] assert 'window.Plotly.relayout(graphDiv, update)' in captured['post_script'] assert 'data-legend-toggle="true"' in captured['post_script'] assert 'Toggle legend' in captured['post_script'] @@ -509,6 +547,12 @@ def fake_show_figure(self, fig): assert fig.layout.xaxis.matches == 'x' assert fig.layout.xaxis2.matches == 'x' assert fig.layout.xaxis3.matches == 'x' + assert fig.layout.xaxis.ticklabelstandoff == pp.X_AXIS_TICK_LABEL_STANDOFF + assert fig.layout.xaxis2.ticklabelstandoff == pp.X_AXIS_TICK_LABEL_STANDOFF + assert fig.layout.xaxis3.ticklabelstandoff == pp.X_AXIS_TICK_LABEL_STANDOFF + assert fig.layout.yaxis.ticklabelstandoff == pp.Y_AXIS_TICK_LABEL_STANDOFF + assert fig.layout.yaxis2.ticklabelstandoff == pp.Y_AXIS_TICK_LABEL_STANDOFF + assert fig.layout.yaxis3.ticklabelstandoff == pp.Y_AXIS_TICK_LABEL_STANDOFF assert fig.layout.yaxis3.scaleanchor == 'y' assert fig.layout.yaxis3.scaleratio == pytest.approx(1.0) diff --git a/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py b/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py index 62743b202..6e0b91897 100644 --- a/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py +++ b/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py @@ -644,8 +644,8 @@ def test_exposes_host_theme_sync_hook(self, patched_theme): ) assert 'root.__crysviewApplyTheme = applyTheme;' in html - assert "data-md-color-scheme" in html - assert "data-jp-theme-light" in html + assert 'data-md-color-scheme' in html + assert 'data-jp-theme-light' in html assert "document.body.getAttribute('data-md-color-scheme')" in html diff --git a/tests/unit/easydiffraction/display/tablers/test_base.py b/tests/unit/easydiffraction/display/tablers/test_base.py index 8dd7d1e92..2402a6bb9 100644 --- a/tests/unit/easydiffraction/display/tablers/test_base.py +++ b/tests/unit/easydiffraction/display/tablers/test_base.py @@ -48,8 +48,9 @@ def test_rich_border_color_property(self): assert isinstance(color, str) def test_pandas_border_color_property(self): + from easydiffraction.display.theme import DARK_AXIS_FRAME_COLOR from easydiffraction.display.tablers.rich import RichTableBackend backend = RichTableBackend() color = backend._pandas_border_color - assert color.startswith('#') + assert color == DARK_AXIS_FRAME_COLOR diff --git a/tests/unit/easydiffraction/display/tablers/test_pandas.py b/tests/unit/easydiffraction/display/tablers/test_pandas.py index e4a77c5b6..f8b5d93fe 100644 --- a/tests/unit/easydiffraction/display/tablers/test_pandas.py +++ b/tests/unit/easydiffraction/display/tablers/test_pandas.py @@ -8,14 +8,18 @@ class TestPandasTableBackend: def test_build_base_styles(self): + from easydiffraction.display.tablers.pandas import PANDAS_AXIS_FRAME_COLOR from easydiffraction.display.tablers.pandas import PandasTableBackend backend = PandasTableBackend() - styles = backend._build_base_styles('#aabbcc') + styles = backend._build_base_styles(PANDAS_AXIS_FRAME_COLOR) assert isinstance(styles, list) assert len(styles) > 0 selectors = [s['selector'] for s in styles] assert 'thead' in selectors + assert any( + PANDAS_AXIS_FRAME_COLOR in value for style in styles for _, value in style['props'] + ) def test_build_header_alignment_styles(self): from easydiffraction.display.tablers.pandas import PandasTableBackend @@ -35,7 +39,9 @@ def test_apply_styling_returns_styler(self): assert hasattr(styler, 'to_html') def test_build_renderable_returns_html(self): + from easydiffraction.display.tablers.pandas import PANDAS_TABLE_THEME_CLASS from easydiffraction.display.tablers.pandas import PandasTableBackend + from easydiffraction.display.theme import TABLE_AXIS_FRAME_CSS_VAR pytest.importorskip('jinja2') backend = PandasTableBackend() @@ -45,3 +51,6 @@ def test_build_renderable_returns_html(self): assert isinstance(html, str) assert ' +# SPDX-License-Identifier: BSD-3-Clause + +from __future__ import annotations + + +def test_display_theme_colors_returns_light_and_dark_constants(): + import easydiffraction.display.theme as theme + + light = theme.display_theme_colors(is_dark_theme=False) + dark = theme.display_theme_colors(is_dark_theme=True) + + assert light.background == theme.LIGHT_BACKGROUND_COLOR + assert light.axis_frame == theme.LIGHT_AXIS_FRAME_COLOR + assert light.inner_tick_grid == theme.LIGHT_INNER_TICK_GRID_COLOR + assert dark.background == theme.DARK_BACKGROUND_COLOR + assert dark.axis_frame == theme.DARK_AXIS_FRAME_COLOR + assert dark.inner_tick_grid == theme.DARK_INNER_TICK_GRID_COLOR + + +def test_display_theme_colors_for_template_maps_plotly_templates(): + import easydiffraction.display.theme as theme + + assert theme.display_theme_colors_for_template('plotly_white') is theme.LIGHT_THEME_COLORS + assert theme.display_theme_colors_for_template('plotly_dark') is theme.DARK_THEME_COLORS + assert theme.display_theme_colors_for_template('custom') is None diff --git a/tests/unit/easydiffraction/report/test_style.py b/tests/unit/easydiffraction/report/test_style.py index bd4f07ea2..8a2266bef 100644 --- a/tests/unit/easydiffraction/report/test_style.py +++ b/tests/unit/easydiffraction/report/test_style.py @@ -11,7 +11,8 @@ def test_report_style_context_exposes_hex_and_rgb_values(): assert context['axis_hex'] == '#bec7d0' assert context['axis_rgb'] == '190,199,208' - assert context['grid_hex'] == '#d9dfe4' + assert context['grid_hex'] == '#e2e2e2' + assert context['grid_rgb'] == '226,226,226' assert context['chart_grid_rgb'] == '235,240,248' assert context['subtitle'] == 'EasyDiffraction Report' assert 'PT Sans' in context['html_font_family'] From ea888b52647b1005386bf01ea33692103f4baaca Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Mon, 1 Jun 2026 09:45:25 +0200 Subject: [PATCH 134/160] Add DisplayThemeColors class --- .../python-cif-category-correspondence.md | 174 +++++++++--------- ...hon-cif-category-correspondence_reply-1.md | 10 +- ...on-cif-category-correspondence_review-1.md | 22 +-- docs/dev/package-structure/full.md | 2 + docs/dev/package-structure/short.md | 1 + 5 files changed, 105 insertions(+), 104 deletions(-) diff --git a/docs/dev/adrs/suggestions/python-cif-category-correspondence.md b/docs/dev/adrs/suggestions/python-cif-category-correspondence.md index d31f8d0ff..1099435fe 100644 --- a/docs/dev/adrs/suggestions/python-cif-category-correspondence.md +++ b/docs/dev/adrs/suggestions/python-cif-category-correspondence.md @@ -64,69 +64,69 @@ to objects reached from the current `Project` root, for example ## Current Persistence Layout -| Current Python surface | Current saved location | Current CIF block form | Notes | -| ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------ | ---------------------- | ------------------------------------------------------------------------------------- | -| `project.info`, `project.rendering_plot`, `project.report`, `project.rendering_table`, `project.rendering_structure`, `project.structure_view`, `project.structure_style`, `project.verbosity` | `project.cif` | bare categories | Project-level singleton config. | -| `project.structures[name]` | `structures/.cif` | `data_` | Each structure is one CIF data block. | -| `project.experiments[name]` | `experiments/.cif` | `data_` | Each experiment is one CIF data block. | -| `project.analysis` | `analysis/analysis.cif` | bare categories | Loader also accepts legacy root-level `analysis.cif`. | -| `project.report.save_*()` / `project.report.{cif,html,tex,pdf}` | `reports/` | multi-datablock CIF or rendered artifacts | Derived report outputs; generated only when configured or called explicitly. | +| Current Python surface | Current saved location | Current CIF block form | Notes | +| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------ | ----------------------------------------- | ---------------------------------------------------------------------------- | +| `project.info`, `project.rendering_plot`, `project.report`, `project.rendering_table`, `project.rendering_structure`, `project.structure_view`, `project.structure_style`, `project.verbosity` | `project.cif` | bare categories | Project-level singleton config. | +| `project.structures[name]` | `structures/.cif` | `data_` | Each structure is one CIF data block. | +| `project.experiments[name]` | `experiments/.cif` | `data_` | Each experiment is one CIF data block. | +| `project.analysis` | `analysis/analysis.cif` | bare categories | Loader also accepts legacy root-level `analysis.cif`. | +| `project.report.save_*()` / `project.report.{cif,html,tex,pdf}` | `reports/` | multi-datablock CIF or rendered artifacts | Derived report outputs; generated only when configured or called explicitly. | ## Current Correspondence ### Project-Level Configuration -| Current Python path | Current CIF path | Match? | Notes | -| -------------------------------------------- | ------------------------------- | ------ | -------------------------------------------------------------------------------------------------- | -| `project.info.name` | `_project.id` | No | Accepted exception: Python uses user-facing `name`; CIF uses semantic project `id`. | -| `project.info.title` | `_project.title` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | -| `project.info.description` | `_project.description` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | -| `project.info.created` | `_project.created` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | -| `project.info.last_modified` | `_project.last_modified` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | -| `project.info.path` | none | No | Runtime storage path, not a CIF field. | -| `project.rendering_plot.type` | `_rendering_plot.type` | Yes | Direct category-owned selector mapping. | -| `project.report.cif` | `_report.cif` | Yes | Direct project-owned report-output configuration mapping. | -| `project.report.html` | `_report.html` | Yes | Direct project-owned report-output configuration mapping. | -| `project.report.tex` | `_report.tex` | Yes | Direct project-owned report-output configuration mapping. | -| `project.report.pdf` | `_report.pdf` | Yes | Direct project-owned report-output configuration mapping. | -| `project.report.html_offline` | `_report.html_offline` | Yes | Direct project-owned report-output configuration mapping. | -| `project.rendering_table.type` | `_rendering_table.type` | Yes | Direct category-owned selector mapping. | -| `project.rendering_structure.type` | `_rendering_structure.type` | Yes | Direct category-owned selector mapping. | -| `project.structure_view.show_labels` | `_structure_view.show_labels` | Yes | Direct project-owned structure-view state mapping. | -| `project.structure_view.show_moments` | `_structure_view.show_moments` | Yes | Direct project-owned structure-view state mapping. | -| `project.structure_view.range_{a,b,c}_{min,max}` | `_structure_view.range_{a,b,c}_{min,max}` | Yes | Six scalar bounds; direct project-owned structure-view state mapping. | -| `project.structure_style.atom_view` | `_structure_style.atom_view` | Yes | Direct project-owned structure-style value selector mapping. | -| `project.structure_style.color_scheme` | `_structure_style.color_scheme` | Yes | Direct project-owned structure-style value selector mapping. | -| `project.structure_style.adp_probability` | `_structure_style.adp_probability` | Yes | Direct project-owned structure-style numeric setting. | -| `project.structure_style.atom_scale` | `_structure_style.atom_scale` | Yes | Direct project-owned structure-style numeric setting. | -| `project.verbosity.fit` | `_verbosity.fit` | Yes | Direct category and field mapping for fitting process output verbosity. | -| `project.verbosity = 'short'` | `_verbosity.fit` | Alias | Convenience setter only; canonical persisted path remains `project.verbosity.fit`. | +| Current Python path | Current CIF path | Match? | Notes | +| ------------------------------------------------ | ----------------------------------------- | ------ | ----------------------------------------------------------------------------------- | +| `project.info.name` | `_project.id` | No | Accepted exception: Python uses user-facing `name`; CIF uses semantic project `id`. | +| `project.info.title` | `_project.title` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | +| `project.info.description` | `_project.description` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | +| `project.info.created` | `_project.created` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | +| `project.info.last_modified` | `_project.last_modified` | Partly | Accepted exception: field name matches, category name is semantic `_project`. | +| `project.info.path` | none | No | Runtime storage path, not a CIF field. | +| `project.rendering_plot.type` | `_rendering_plot.type` | Yes | Direct category-owned selector mapping. | +| `project.report.cif` | `_report.cif` | Yes | Direct project-owned report-output configuration mapping. | +| `project.report.html` | `_report.html` | Yes | Direct project-owned report-output configuration mapping. | +| `project.report.tex` | `_report.tex` | Yes | Direct project-owned report-output configuration mapping. | +| `project.report.pdf` | `_report.pdf` | Yes | Direct project-owned report-output configuration mapping. | +| `project.report.html_offline` | `_report.html_offline` | Yes | Direct project-owned report-output configuration mapping. | +| `project.rendering_table.type` | `_rendering_table.type` | Yes | Direct category-owned selector mapping. | +| `project.rendering_structure.type` | `_rendering_structure.type` | Yes | Direct category-owned selector mapping. | +| `project.structure_view.show_labels` | `_structure_view.show_labels` | Yes | Direct project-owned structure-view state mapping. | +| `project.structure_view.show_moments` | `_structure_view.show_moments` | Yes | Direct project-owned structure-view state mapping. | +| `project.structure_view.range_{a,b,c}_{min,max}` | `_structure_view.range_{a,b,c}_{min,max}` | Yes | Six scalar bounds; direct project-owned structure-view state mapping. | +| `project.structure_style.atom_view` | `_structure_style.atom_view` | Yes | Direct project-owned structure-style value selector mapping. | +| `project.structure_style.color_scheme` | `_structure_style.color_scheme` | Yes | Direct project-owned structure-style value selector mapping. | +| `project.structure_style.adp_probability` | `_structure_style.adp_probability` | Yes | Direct project-owned structure-style numeric setting. | +| `project.structure_style.atom_scale` | `_structure_style.atom_scale` | Yes | Direct project-owned structure-style numeric setting. | +| `project.verbosity.fit` | `_verbosity.fit` | Yes | Direct category and field mapping for fitting process output verbosity. | +| `project.verbosity = 'short'` | `_verbosity.fit` | Alias | Convenience setter only; canonical persisted path remains `project.verbosity.fit`. | ### Analysis Configuration -| Current Python path | Current CIF path | Match? | Notes | -| ------------------------------------------------- | ---------------------------------- | ------ | ------------------------------------------------------------------------------------------------ | -| `analysis.minimizer.type` | `_minimizer.type` | Yes | Direct category-owned selector mapping. | -| `analysis.fitting_mode.type` | `_fitting_mode.type` | Yes | Direct category-owned active-sibling selector mapping. | -| `analysis.fit_result.*` | `_fit_result.*` | Yes | Direct category mapping for scalar fit-result state; IUCr report export may use transformed tags. | -| `analysis.fit_parameters[param].*` | `_fit_parameter.*` | Yes | Direct loop mapping for persisted per-parameter fit state. | -| `analysis.fit_parameter_correlations[id].*` | `_fit_parameter_correlation.*` | Yes | Direct loop mapping for deterministic and posterior correlation summaries. | -| `analysis.joint_fit[experiment_id].experiment_id` | `_joint_fit.experiment_id` | Yes | Collection key is also stored as a field. | -| `analysis.joint_fit[experiment_id].weight` | `_joint_fit.weight` | Yes | Direct field mapping. | -| `analysis.software.*` | `_software.*` | Yes | Direct analysis-tier software provenance mapping stamped at fit time. | -| `analysis.sequential_fit.data_dir` | `_sequential_fit.data_dir` | Yes | Direct category mapping. | -| `analysis.sequential_fit.file_pattern` | `_sequential_fit.file_pattern` | Yes | Direct category mapping. | -| `analysis.sequential_fit.max_workers` | `_sequential_fit.max_workers` | Yes | Direct category mapping. | -| `analysis.sequential_fit.chunk_size` | `_sequential_fit.chunk_size` | Yes | Direct category mapping. | -| `analysis.sequential_fit.reverse` | `_sequential_fit.reverse` | Yes | Direct category mapping. | -| `analysis.sequential_fit_extract[id].id` | `_sequential_fit_extract.id` | Yes | Direct collection mapping. | -| `analysis.sequential_fit_extract[id].target` | `_sequential_fit_extract.target` | Yes | Direct collection mapping. | -| `analysis.sequential_fit_extract[id].pattern` | `_sequential_fit_extract.pattern` | Yes | Direct collection mapping. | -| `analysis.sequential_fit_extract[id].required` | `_sequential_fit_extract.required` | Yes | Direct collection mapping. | -| `analysis.aliases[label].label` | `_alias.label` | Partly | Python collection is plural; CIF row category is singular. | -| `analysis.aliases[label].param_unique_name` | `_alias.param_unique_name` | Partly | Python collection is plural; CIF row category is singular. | +| Current Python path | Current CIF path | Match? | Notes | +| ------------------------------------------------- | ---------------------------------- | ------ | --------------------------------------------------------------------------------------------------- | +| `analysis.minimizer.type` | `_minimizer.type` | Yes | Direct category-owned selector mapping. | +| `analysis.fitting_mode.type` | `_fitting_mode.type` | Yes | Direct category-owned active-sibling selector mapping. | +| `analysis.fit_result.*` | `_fit_result.*` | Yes | Direct category mapping for scalar fit-result state; IUCr report export may use transformed tags. | +| `analysis.fit_parameters[param].*` | `_fit_parameter.*` | Yes | Direct loop mapping for persisted per-parameter fit state. | +| `analysis.fit_parameter_correlations[id].*` | `_fit_parameter_correlation.*` | Yes | Direct loop mapping for deterministic and posterior correlation summaries. | +| `analysis.joint_fit[experiment_id].experiment_id` | `_joint_fit.experiment_id` | Yes | Collection key is also stored as a field. | +| `analysis.joint_fit[experiment_id].weight` | `_joint_fit.weight` | Yes | Direct field mapping. | +| `analysis.software.*` | `_software.*` | Yes | Direct analysis-tier software provenance mapping stamped at fit time. | +| `analysis.sequential_fit.data_dir` | `_sequential_fit.data_dir` | Yes | Direct category mapping. | +| `analysis.sequential_fit.file_pattern` | `_sequential_fit.file_pattern` | Yes | Direct category mapping. | +| `analysis.sequential_fit.max_workers` | `_sequential_fit.max_workers` | Yes | Direct category mapping. | +| `analysis.sequential_fit.chunk_size` | `_sequential_fit.chunk_size` | Yes | Direct category mapping. | +| `analysis.sequential_fit.reverse` | `_sequential_fit.reverse` | Yes | Direct category mapping. | +| `analysis.sequential_fit_extract[id].id` | `_sequential_fit_extract.id` | Yes | Direct collection mapping. | +| `analysis.sequential_fit_extract[id].target` | `_sequential_fit_extract.target` | Yes | Direct collection mapping. | +| `analysis.sequential_fit_extract[id].pattern` | `_sequential_fit_extract.pattern` | Yes | Direct collection mapping. | +| `analysis.sequential_fit_extract[id].required` | `_sequential_fit_extract.required` | Yes | Direct collection mapping. | +| `analysis.aliases[label].label` | `_alias.label` | Partly | Python collection is plural; CIF row category is singular. | +| `analysis.aliases[label].param_unique_name` | `_alias.param_unique_name` | Partly | Python collection is plural; CIF row category is singular. | | `analysis.constraints[id].id` | `_constraint.id` | Yes | Direct explicit row-key mapping; older CIFs may backfill the id from the expression left-hand side. | -| `analysis.constraints[id].expression` | `_constraint.expression` | Yes | Direct row-field mapping; `lhs_alias` and `rhs_expr` are derived Python helpers. | +| `analysis.constraints[id].expression` | `_constraint.expression` | Yes | Direct row-field mapping; `lhs_alias` and `rhs_expr` are derived Python helpers. | ### Experiment Configuration @@ -209,40 +209,40 @@ to objects reached from the current `Project` root, for example ### Structure Configuration -| Current Python path | Current CIF path | Match? | Notes | -| ------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------ | --------------------------------------------------------------------------------- | -| `structure.cell.length_a` | `_cell.length_a` | Yes | Direct category mapping. | -| `structure.cell.length_b` | `_cell.length_b` | Yes | Direct category mapping. | -| `structure.cell.length_c` | `_cell.length_c` | Yes | Direct category mapping. | -| `structure.cell.angle_alpha` | `_cell.angle_alpha` | Yes | Direct category mapping. | -| `structure.cell.angle_beta` | `_cell.angle_beta` | Yes | Direct category mapping. | -| `structure.cell.angle_gamma` | `_cell.angle_gamma` | Yes | Direct category mapping. | -| `structure.space_group.name_h_m` | `_space_group.name_H-M_alt` | Partly | Default write uses dictionary-canonical casing; legacy `_space_group_name_H-M_alt` and `_symmetry*` alternatives are accepted on read. | -| `structure.space_group.it_coordinate_system_code` | `_space_group.IT_coordinate_system_code` | Partly | Default write uses dictionary-canonical casing; legacy underscore-form and `_symmetry*` alternatives are accepted on read. | -| `structure.atom_sites[label].label` | `_atom_site.label` | Yes | Direct row-field mapping. | -| `structure.atom_sites[label].type_symbol` | `_atom_site.type_symbol` | Yes | Direct row-field mapping. | -| `structure.atom_sites[label].fract_x` | `_atom_site.fract_x` | Yes | Direct row-field mapping. | -| `structure.atom_sites[label].fract_y` | `_atom_site.fract_y` | Yes | Direct row-field mapping. | -| `structure.atom_sites[label].fract_z` | `_atom_site.fract_z` | Yes | Direct row-field mapping. | -| `structure.atom_sites[label].wyckoff_letter` | `_atom_site.Wyckoff_symbol` | Partly | Default write uses dictionary-canonical tag; legacy `_atom_site.Wyckoff_letter` is accepted on read. | -| `structure.atom_sites[label].occupancy` | `_atom_site.occupancy` | Yes | Direct row-field mapping. | -| `structure.atom_sites[label].adp_iso` | `_atom_site.B_iso_or_equiv` or `_atom_site.U_iso_or_equiv` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | -| `structure.atom_sites[label].adp_type` | `_atom_site.ADP_type` | Partly | Default write uses dictionary-canonical capitalization; legacy `_atom_site.adp_type` is accepted on read. | -| `structure.atom_site_aniso[label].label` | `_atom_site_aniso.label` | Yes | Direct row-field mapping. | -| `structure.atom_site_aniso[label].adp_11` | `_atom_site_aniso.B_11` or `_atom_site_aniso.U_11` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | -| `structure.atom_site_aniso[label].adp_22` | `_atom_site_aniso.B_22` or `_atom_site_aniso.U_22` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | -| `structure.atom_site_aniso[label].adp_33` | `_atom_site_aniso.B_33` or `_atom_site_aniso.U_33` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | -| `structure.atom_site_aniso[label].adp_12` | `_atom_site_aniso.B_12` or `_atom_site_aniso.U_12` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | -| `structure.atom_site_aniso[label].adp_13` | `_atom_site_aniso.B_13` or `_atom_site_aniso.U_13` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | -| `structure.atom_site_aniso[label].adp_23` | `_atom_site_aniso.B_23` or `_atom_site_aniso.U_23` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | +| Current Python path | Current CIF path | Match? | Notes | +| ------------------------------------------------- | ---------------------------------------------------------- | ------ | -------------------------------------------------------------------------------------------------------------------------------------- | +| `structure.cell.length_a` | `_cell.length_a` | Yes | Direct category mapping. | +| `structure.cell.length_b` | `_cell.length_b` | Yes | Direct category mapping. | +| `structure.cell.length_c` | `_cell.length_c` | Yes | Direct category mapping. | +| `structure.cell.angle_alpha` | `_cell.angle_alpha` | Yes | Direct category mapping. | +| `structure.cell.angle_beta` | `_cell.angle_beta` | Yes | Direct category mapping. | +| `structure.cell.angle_gamma` | `_cell.angle_gamma` | Yes | Direct category mapping. | +| `structure.space_group.name_h_m` | `_space_group.name_H-M_alt` | Partly | Default write uses dictionary-canonical casing; legacy `_space_group_name_H-M_alt` and `_symmetry*` alternatives are accepted on read. | +| `structure.space_group.it_coordinate_system_code` | `_space_group.IT_coordinate_system_code` | Partly | Default write uses dictionary-canonical casing; legacy underscore-form and `_symmetry*` alternatives are accepted on read. | +| `structure.atom_sites[label].label` | `_atom_site.label` | Yes | Direct row-field mapping. | +| `structure.atom_sites[label].type_symbol` | `_atom_site.type_symbol` | Yes | Direct row-field mapping. | +| `structure.atom_sites[label].fract_x` | `_atom_site.fract_x` | Yes | Direct row-field mapping. | +| `structure.atom_sites[label].fract_y` | `_atom_site.fract_y` | Yes | Direct row-field mapping. | +| `structure.atom_sites[label].fract_z` | `_atom_site.fract_z` | Yes | Direct row-field mapping. | +| `structure.atom_sites[label].wyckoff_letter` | `_atom_site.Wyckoff_symbol` | Partly | Default write uses dictionary-canonical tag; legacy `_atom_site.Wyckoff_letter` is accepted on read. | +| `structure.atom_sites[label].occupancy` | `_atom_site.occupancy` | Yes | Direct row-field mapping. | +| `structure.atom_sites[label].adp_iso` | `_atom_site.B_iso_or_equiv` or `_atom_site.U_iso_or_equiv` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | +| `structure.atom_sites[label].adp_type` | `_atom_site.ADP_type` | Partly | Default write uses dictionary-canonical capitalization; legacy `_atom_site.adp_type` is accepted on read. | +| `structure.atom_site_aniso[label].label` | `_atom_site_aniso.label` | Yes | Direct row-field mapping. | +| `structure.atom_site_aniso[label].adp_11` | `_atom_site_aniso.B_11` or `_atom_site_aniso.U_11` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | +| `structure.atom_site_aniso[label].adp_22` | `_atom_site_aniso.B_22` or `_atom_site_aniso.U_22` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | +| `structure.atom_site_aniso[label].adp_33` | `_atom_site_aniso.B_33` or `_atom_site_aniso.U_33` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | +| `structure.atom_site_aniso[label].adp_12` | `_atom_site_aniso.B_12` or `_atom_site_aniso.U_12` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | +| `structure.atom_site_aniso[label].adp_13` | `_atom_site_aniso.B_13` or `_atom_site_aniso.U_13` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | +| `structure.atom_site_aniso[label].adp_23` | `_atom_site_aniso.B_23` or `_atom_site_aniso.U_23` | No | Python uses type-neutral ADP name; CIF uses B/U-specific tags. | ### Not Represented In V1 -| Candidate surface | Current CIF status | Notes | -| ----------------- | ------------------ | ----- | -| `project.summary` | removed | Replaced by `project.report`; no `summary.cif` placeholder is written. | -| `project.publication` | none | Rejected for v1 by the accepted project-summary-rendering ADR. | -| journal/publication tags | not emitted | `_journal.*`, `_journal_date.*`, `_journal_coeditor.*`, `_publ_contact_author.*`, `_publ_author.*`, `_publ_body.*`, and `_pd_meas.info_author_*` placeholders are deferred and intentionally omitted while empty. | +| Candidate surface | Current CIF status | Notes | +| ------------------------ | ------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| `project.summary` | removed | Replaced by `project.report`; no `summary.cif` placeholder is written. | +| `project.publication` | none | Rejected for v1 by the accepted project-summary-rendering ADR. | +| journal/publication tags | not emitted | `_journal.*`, `_journal_date.*`, `_journal_coeditor.*`, `_publ_contact_author.*`, `_publ_author.*`, `_publ_body.*`, and `_pd_meas.info_author_*` placeholders are deferred and intentionally omitted while empty. | ## Decision @@ -325,8 +325,8 @@ name. `project.info` is the user-facing Python grouping, but `_project.*` is the accepted CIF grouping for project identity. Preserving this exception avoids a beta-period churn-only rename from `name` to `id` in -Python and avoids a persistence migration from `_project.*` to -`_info.*` without a scientific benefit. +Python and avoids a persistence migration from `_project.*` to `_info.*` +without a scientific benefit. ### Scientific CIF/Domain Categories Should Stay Domain-Oriented diff --git a/docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md b/docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md index 3a5515100..cd7a64e52 100644 --- a/docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md +++ b/docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md @@ -26,16 +26,15 @@ adds `project.report`, `project.rendering_structure`, `project.publication` plus journal/publication tags as intentionally not represented in v1. -Pointer: `## Current Persistence Layout`, `### Project-Level -Configuration`, and `### Not Represented In V1`. +Pointer: `## Current Persistence Layout`, +`### Project-Level Configuration`, and `### Not Represented In V1`. ## P2 - Refresh the constraint correspondence rows Verdict: agree. Action taken: the analysis table now describes the explicit row-key -model: -`analysis.constraints[id].id -> _constraint.id` and +model: `analysis.constraints[id].id -> _constraint.id` and `analysis.constraints[id].expression -> _constraint.expression`. The row notes that older CIFs may backfill ids from the expression left-hand side, and that `lhs_alias` / `rhs_expr` are derived Python helpers. @@ -48,8 +47,7 @@ Verdict: agree. Action taken: the structure table now distinguishes canonical write tags from read aliases for the affected rows. The default-save rows now use -`_space_group.name_H-M_alt`, -`_space_group.IT_coordinate_system_code`, +`_space_group.name_H-M_alt`, `_space_group.IT_coordinate_system_code`, `_atom_site.Wyckoff_symbol`, and `_atom_site.ADP_type`, with legacy alternatives described as read-side aliases. diff --git a/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md b/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md index 04874e2d6..8f5f0f870 100644 --- a/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md +++ b/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md @@ -6,22 +6,22 @@ The decision text says to adopt the strict project-level mapping `project.. -> _.` at -`python-cif-category-correspondence.md:223`, but the next paragraph keeps -the accepted baseline `project.info. -> _project.` at -`python-cif-category-correspondence.md:233`. The consequences then still -discuss `_info.*` migration risk at +`python-cif-category-correspondence.md:223`, but the next paragraph +keeps the accepted baseline `project.info. -> _project.` +at `python-cif-category-correspondence.md:233`. The consequences then +still discuss `_info.*` migration risk at `python-cif-category-correspondence.md:327`. As written, an implementer cannot tell whether accepting this ADR should keep `_project.*` or -supersede it with `_info.*`. Please choose one explicit decision: -either keep `_project.*` and define strict correspondence as applying -only to the other project-owned singleton categories, or explicitly -propose a superseding `_project.*` -> `_info.*` migration with the -compatibility policy. +supersede it with `_info.*`. Please choose one explicit decision: either +keep `_project.*` and define strict correspondence as applying only to +the other project-owned singleton categories, or explicitly propose a +superseding `_project.*` -> `_info.*` migration with the compatibility +policy. ### P1 - Update the project persistence inventory -The "Current Persistence Layout" table still lists -`project.publication` and `project.summary` / `summary.cif` at +The "Current Persistence Layout" table still lists `project.publication` +and `project.summary` / `summary.cif` at `python-cif-category-correspondence.md:61` and `python-cif-category-correspondence.md:66`, and the "Not Yet Mapped" section repeats `project.summary` at diff --git a/docs/dev/package-structure/full.md b/docs/dev/package-structure/full.md index 43b464be8..1b3e42e91 100644 --- a/docs/dev/package-structure/full.md +++ b/docs/dev/package-structure/full.md @@ -568,6 +568,8 @@ │ │ ├── 🏷️ class TableEngineEnum │ │ ├── 🏷️ class TableRenderer │ │ └── 🏷️ class TableRendererFactory +│ ├── 📄 theme.py +│ │ └── 🏷️ class DisplayThemeColors │ └── 📄 utils.py │ └── 🏷️ class JupyterScrollManager ├── 📁 io diff --git a/docs/dev/package-structure/short.md b/docs/dev/package-structure/short.md index e6ee7caa3..23c0e68b8 100644 --- a/docs/dev/package-structure/short.md +++ b/docs/dev/package-structure/short.md @@ -266,6 +266,7 @@ │ ├── 📄 plotting.py │ ├── 📄 progress.py │ ├── 📄 tables.py +│ ├── 📄 theme.py │ └── 📄 utils.py ├── 📁 io │ ├── 📁 cif From a9720a1395dad76a371a9fe6aa79e504d7b10c31 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Mon, 1 Jun 2026 09:49:50 +0200 Subject: [PATCH 135/160] Clean up Python-CIF ADR review artifacts --- .../python-cif-category-correspondence.md | 8 +++ ...hon-cif-category-correspondence_reply-1.md | 54 --------------- ...on-cif-category-correspondence_review-1.md | 67 ------------------- ...on-cif-category-correspondence_review-2.md | 12 ---- 4 files changed, 8 insertions(+), 133 deletions(-) delete mode 100644 docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md delete mode 100644 docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md delete mode 100644 docs/dev/adrs/suggestions/python-cif-category-correspondence_review-2.md diff --git a/docs/dev/adrs/suggestions/python-cif-category-correspondence.md b/docs/dev/adrs/suggestions/python-cif-category-correspondence.md index 1099435fe..7d3803a2a 100644 --- a/docs/dev/adrs/suggestions/python-cif-category-correspondence.md +++ b/docs/dev/adrs/suggestions/python-cif-category-correspondence.md @@ -3,6 +3,14 @@ **Status:** Proposed **Date:** 2026-05-17 +## Status Note + +The ADR review cycle closed at +`python-cif-category-correspondence_review-2.md` with the final-review +sentinel. The suggestion is ready for a same-slug draft plan; review +and reply artifacts from the ADR cycle have been removed from the +active tree. + ## Context EasyDiffraction exposes a Python object graph and persists state in CIF diff --git a/docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md b/docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md deleted file mode 100644 index cd7a64e52..000000000 --- a/docs/dev/adrs/suggestions/python-cif-category-correspondence_reply-1.md +++ /dev/null @@ -1,54 +0,0 @@ -# Reply 1: Python and CIF Category Correspondence - -## P1 - Resolve the `_project.*` versus `_info.*` decision - -Verdict: agree. - -Action taken: the ADR now explicitly keeps `_project.*` as the accepted -`project.info` exception and limits the strict -`project.. -> _.` rule to the other -EasyDiffraction-owned project-level singleton configuration categories. -It also states that this ADR does not rename `project.info.name` to -`id`, does not migrate `_project.*` to `_info.*`, and does not add an -`_info.*` compatibility layer. - -Pointer: `## Decision`, `### project.info Is A Deliberate Exception`, -and `## Consequences`. - -## P1 - Update the project persistence inventory - -Verdict: agree. - -Action taken: the current persistence layout now removes the obsolete -`project.publication`, `project.summary`, and `summary.cif` entries; -adds `project.report`, `project.rendering_structure`, -`project.structure_view`, and `project.structure_style`; and records -`project.publication` plus journal/publication tags as intentionally not -represented in v1. - -Pointer: `## Current Persistence Layout`, -`### Project-Level Configuration`, and `### Not Represented In V1`. - -## P2 - Refresh the constraint correspondence rows - -Verdict: agree. - -Action taken: the analysis table now describes the explicit row-key -model: `analysis.constraints[id].id -> _constraint.id` and -`analysis.constraints[id].expression -> _constraint.expression`. The row -notes that older CIFs may backfill ids from the expression left-hand -side, and that `lhs_alias` / `rhs_expr` are derived Python helpers. - -Pointer: `### Analysis Configuration`. - -## P2 - Reconcile structure rows with the IUCr alignment decision - -Verdict: agree. - -Action taken: the structure table now distinguishes canonical write tags -from read aliases for the affected rows. The default-save rows now use -`_space_group.name_H-M_alt`, `_space_group.IT_coordinate_system_code`, -`_atom_site.Wyckoff_symbol`, and `_atom_site.ADP_type`, with legacy -alternatives described as read-side aliases. - -Pointer: `### Structure Configuration`. diff --git a/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md b/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md deleted file mode 100644 index 8f5f0f870..000000000 --- a/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-1.md +++ /dev/null @@ -1,67 +0,0 @@ -# Review 1: Python and CIF Category Correspondence - -## Findings - -### P1 - Resolve the `_project.*` versus `_info.*` decision - -The decision text says to adopt the strict project-level mapping -`project.. -> _.` at -`python-cif-category-correspondence.md:223`, but the next paragraph -keeps the accepted baseline `project.info. -> _project.` -at `python-cif-category-correspondence.md:233`. The consequences then -still discuss `_info.*` migration risk at -`python-cif-category-correspondence.md:327`. As written, an implementer -cannot tell whether accepting this ADR should keep `_project.*` or -supersede it with `_info.*`. Please choose one explicit decision: either -keep `_project.*` and define strict correspondence as applying only to -the other project-owned singleton categories, or explicitly propose a -superseding `_project.*` -> `_info.*` migration with the compatibility -policy. - -### P1 - Update the project persistence inventory - -The "Current Persistence Layout" table still lists `project.publication` -and `project.summary` / `summary.cif` at -`python-cif-category-correspondence.md:61` and -`python-cif-category-correspondence.md:66`, and the "Not Yet Mapped" -section repeats `project.summary` at -`python-cif-category-correspondence.md:215`. Those are rejected by the -accepted project-facade/report decisions: report metadata now goes -through `project.report`, `summary.cif` is not part of the save layout, -and `project.publication` is deferred from v1. The same inventory also -omits current persisted project-level structure rendering categories -such as `project.rendering_structure`, `project.structure_view`, and -`project.structure_style`. Please refresh the table before this ADR is -accepted so it does not reintroduce removed surfaces or omit active -project configuration categories. - -### P2 - Refresh the constraint correspondence rows - -The analysis table says `analysis.constraints[lhs_alias].expression` -maps to `_constraint.expression` and notes that the key is derived from -the expression at `python-cif-category-correspondence.md:105`. That was -superseded by the accepted loop-key ADR: constraints now have an -explicit serialized `_constraint.id` key, while `lhs_alias` and -`rhs_expr` are derived helpers from the expression. Please update this -section to describe `analysis.constraints[id].id -> _constraint.id` and -`analysis.constraints[id].expression -> _constraint.expression`, so -future correspondence work does not preserve the old implicit-key model. - -### P2 - Reconcile structure rows with the IUCr alignment decision - -The structure table still treats `_atom_site.adp_type` as the direct -current mapping at `python-cif-category-correspondence.md:206` and lists -legacy/capitalization alternatives for Wyckoff and space-group tags at -`python-cif-category-correspondence.md:196` and -`python-cif-category-correspondence.md:203`. The accepted IUCr alignment -ADR made the default-save structure tier dictionary-aligned, including -canonical `_atom_site.ADP_type`, `_atom_site.Wyckoff_symbol`, -`_space_group.name_H-M_alt`, and -`_space_group.IT_coordinate_system_code` on write, with legacy aliases -accepted on read. Please update the current-correspondence rows so this -ADR remains the Python-side companion to the accepted CIF-side policy. - -## Checks - -Static ADR review only. Per `/review-adr`, I did not edit the ADR under -review, run tests, run formatters, run build commands, or invoke `pixi`. diff --git a/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-2.md b/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-2.md deleted file mode 100644 index 813104913..000000000 --- a/docs/dev/adrs/suggestions/python-cif-category-correspondence_review-2.md +++ /dev/null @@ -1,12 +0,0 @@ -# Review 2: Python and CIF Category Correspondence - -**No findings. Ready to commit.** - -Reply 1 addresses the previous findings by making `_project.*` an -explicit `project.info` exception, refreshing the project persistence -inventory, updating the constraint key correspondence, and aligning the -structure rows with the accepted IUCr tag policy. - -Per `/review-adr`, this was a static ADR review only. I did not edit the -ADR under review, run tests, run formatters, run build commands, or -invoke `pixi`. From 2de28dc2e2f5b18209d8714edebb67ac68908ee4 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Mon, 1 Jun 2026 09:55:14 +0200 Subject: [PATCH 136/160] Reset zoom on view reset --- .../structure/templates/structure.html.j2 | 4 ++++ .../display/structure/renderers/test_threejs.py | 16 ++++++++++++++++ 2 files changed, 20 insertions(+) diff --git a/src/easydiffraction/display/structure/templates/structure.html.j2 b/src/easydiffraction/display/structure/templates/structure.html.j2 index 76d6ca42d..5353bd0c3 100644 --- a/src/easydiffraction/display/structure/templates/structure.html.j2 +++ b/src/easydiffraction/display/structure/templates/structure.html.j2 @@ -499,6 +499,10 @@ if (SCENE.axes) { const homeButton = iconButton(cameraGroup, ICONS.home, 'Reset view'); homeButton.addEventListener('click', () => { + perspective.zoom = 1; + perspective.updateProjectionMatrix(); + ortho.zoom = 1; + ortho.updateProjectionMatrix(); camera.up.copy(viewUp); camera.position.copy(home); controls.target.copy(target); diff --git a/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py b/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py index 6e0b91897..25d3fa6ef 100644 --- a/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py +++ b/tests/unit/easydiffraction/display/structure/renderers/test_threejs.py @@ -619,6 +619,22 @@ def test_perspective_projection_uses_reduced_field_of_view(self, patched_theme): assert 'const PERSPECTIVE_FOV_DEG = 30;' in html assert 'new THREE.PerspectiveCamera(PERSPECTIVE_FOV_DEG,' in html + def test_reset_view_resets_orthographic_zoom(self, patched_theme): + html = ThreeJsStructureRenderer().render( + _identity_scene(), + features=frozenset(), + offline=True, + dark=False, + ) + + assert "iconButton(cameraGroup, ICONS.home, 'Reset view');" in html + assert 'perspective.zoom = 1;' in html + assert 'perspective.updateProjectionMatrix();' in html + assert 'ortho.zoom = 1;' in html + assert 'ortho.updateProjectionMatrix();' in html + assert 'camera.position.copy(home);' in html + assert 'controls.target.copy(target);' in html + def test_colour_scheme_select_matches_button_height(self, patched_theme): html = ThreeJsStructureRenderer().render( _rich_scene(), From 4996044208b65e3ea96c45db30db0183479d4c98 Mon Sep 17 00:00:00 2001 From: Andrew Sazonov Date: Mon, 1 Jun 2026 10:17:11 +0200 Subject: [PATCH 137/160] Remove implemented plan records --- .../crysview-structure-visualization.md | 5 +- .../adrs/accepted/value-selector-discovery.md | 12 +- docs/dev/issues/closed.md | 12 +- .../plans/crysview-structure-visualization.md | 1191 --------------- docs/dev/plans/iucr-cif-tag-alignment.md | 640 -------- docs/dev/plans/project-summary-rendering.md | 1352 ----------------- docs/dev/plans/structure-view-settings.md | 396 ----- 7 files changed, 12 insertions(+), 3596 deletions(-) delete mode 100644 docs/dev/plans/crysview-structure-visualization.md delete mode 100644 docs/dev/plans/iucr-cif-tag-alignment.md delete mode 100644 docs/dev/plans/project-summary-rendering.md delete mode 100644 docs/dev/plans/structure-view-settings.md diff --git a/docs/dev/adrs/accepted/crysview-structure-visualization.md b/docs/dev/adrs/accepted/crysview-structure-visualization.md index cd25c4554..c6dd4c154 100644 --- a/docs/dev/adrs/accepted/crysview-structure-visualization.md +++ b/docs/dev/adrs/accepted/crysview-structure-visualization.md @@ -6,9 +6,8 @@ Accepted. **Date:** 2026-05-31 -**Implementation note:** The later -[`structure-view-settings`](../../plans/structure-view-settings.md) plan -split structure-view configuration into `rendering_structure`, +**Implementation note:** A later implementation pass split +structure-view configuration into `rendering_structure`, `structure_view`, and `structure_style`. This ADR reflects that final surface; no separate `structure-view-settings` ADR exists. diff --git a/docs/dev/adrs/accepted/value-selector-discovery.md b/docs/dev/adrs/accepted/value-selector-discovery.md index 8a24d8d2d..93f982e52 100644 --- a/docs/dev/adrs/accepted/value-selector-discovery.md +++ b/docs/dev/adrs/accepted/value-selector-discovery.md @@ -14,9 +14,8 @@ User-facing API. ## Implementation Note -This ADR was implemented through the -[`structure-view-settings`](../../plans/structure-view-settings.md) -plan. That plan also amended +This ADR was accepted as part of the structure-view settings cleanup, +which also amended [`crysview-structure-visualization.md`](crysview-structure-visualization.md) for the structure-view settings split; no separate `structure-view-settings` ADR exists. @@ -180,11 +179,8 @@ a discovery surface symmetric with the three category-level families. selectors only (the audit pins the exact set; the dynamic/external validators above are excluded and keep their current behavior). Affected enums gain `.default()`/`.description` where missing. The - phased rollout — and the matching narrowing of which - `atom_sites`/`space_group` fields are touched — is tracked by the - [`structure-view-settings`](../../plans/structure-view-settings.md) - implementation plan, which also reorganizes the structure-view - categories that motivated this ADR. + phased rollout also reorganized the structure-view categories that + motivated this ADR. ## Alternatives Considered diff --git a/docs/dev/issues/closed.md b/docs/dev/issues/closed.md index 4186146ed..cad61c363 100644 --- a/docs/dev/issues/closed.md +++ b/docs/dev/issues/closed.md @@ -6,16 +6,16 @@ Issues that have been fully resolved. Kept for historical reference. ## 103. Make `_sync_engine_from_minimizer_category` Skip-Keys Declarative -Closed by [`emcee-minimizer.md`](../plans/emcee-minimizer.md). Minimizer -categories now declare `_engine_sync_skip_keys`, and analysis sync -filters against that set instead of hardcoding skipped keys. +Closed by the emcee minimizer implementation. Minimizer categories now +declare `_engine_sync_skip_keys`, and analysis sync filters against that +set instead of hardcoding skipped keys. --- ## 101. Remove Dead Branch in `_fit_state_categories` -Closed by [`emcee-minimizer.md`](../plans/emcee-minimizer.md). The -deterministic branch that returned the same category list as the +Closed by the emcee minimizer implementation. The deterministic branch +that returned the same category list as the fallthrough path was removed while preserving unsupported `result_kind` warning behavior. @@ -23,7 +23,7 @@ warning behavior. ## 100. Collapse Duplicate Predictive-Cache-Key Helpers -Closed by [`emcee-minimizer.md`](../plans/emcee-minimizer.md). +Closed by the emcee minimizer implementation. `posterior_predictive_cache_key()` in `analysis.fit_helpers.bayesian` is now the single helper used by analysis, plotting, and project display code. diff --git a/docs/dev/plans/crysview-structure-visualization.md b/docs/dev/plans/crysview-structure-visualization.md deleted file mode 100644 index 37f823392..000000000 --- a/docs/dev/plans/crysview-structure-visualization.md +++ /dev/null @@ -1,1191 +0,0 @@ -# Plan: crysview Structure Visualization - -Implementation plan for the -[`crysview-structure-visualization`](../adrs/accepted/crysview-structure-visualization.md) -ADR. Follows [`AGENTS.md`](../../../AGENTS.md) — no deliberate -exceptions to those instructions. - -> **Status (closed).** The feature has shipped on this branch and the -> ADR has been promoted to accepted. The original Phase 2 checklist -> below is retained as historical planning detail; active verification -> was completed once against the final API through the -> [`structure-view-settings`](structure-view-settings.md) plan. Some -> prose below predates two later changes: the -> `atom_shape`/`radius_model` → `atom_view` merge (commit `f31996da7`) -> and the `structure-view-settings` split of `style` / -> `rendering_structure` into `rendering_structure` (engine) + -> `structure_view` + `structure_style`. See the accepted crysview ADR -> and the `structure-view-settings` plan for the current design. - -> **Context for this plan.** This started as a **greenfield feature**: -> there was no prior crysview implementation on the branch. The ADR -> review cycle closed at the review-5 sentinel ("No findings. Ready to -> commit."), so the design below is settled; this plan only makes it -> concrete. It is a **single comprehensive plan** covering both shipping -> engines (ASCII + Three.js), the original `view` and `style` categories -> later split by `structure-view-settings`, the -> `project.display.structure()` surface, CIF persistence, Three.js -> bundling, the HTML-report structure figure, and tutorials — one -> branch, one PR — matching the slug invoked and the project precedent -> ([`project-summary-rendering`](project-summary-rendering.md) was one -> large plan). The Phase 1 steps are ordered foundation-first (scene -> model → builder → ASCII end-to-end → Three.js), so an early increment -> is already terminal-viewable before the JavaScript work begins. - -## ADR cross-reference - -- **Primary (owned) ADR:** - [`crysview-structure-visualization.md`](../adrs/accepted/crysview-structure-visualization.md) - (accepted; ADR review cycle closed at the review-5 sentinel). This - plan originally owned the ADR during drafting; the ADR and index row - have since been promoted. -- **Referenced accepted ADRs** (the design builds on these; none are - amended): - - [`display-ux.md`](../adrs/accepted/display-ux.md) — defines - `project.display` and the `pattern()` / `show_pattern_options()` - surface this plan parallels with `structure()` / - `show_structure_options()`. - - [`switchable-category-owned-selectors.md`](../adrs/accepted/switchable-category-owned-selectors.md) - and - [`switchable-category-api.md`](../adrs/accepted/switchable-category-api.md) - — the contract the new switchable `view` category follows - (`project.rendering_structure` read-only attribute; - `project.rendering_structure.type` writable selector; - `project.rendering_structure.show_supported()`; private - `_swap_rendering_structure` hook, Family B engine rebind). - - [`selector-families.md`](../adrs/accepted/selector-families.md) — - `view` is a switchable-category selector (Family B), like `chart` / - `table`. - - [`enum-backed-closed-values.md`](../adrs/accepted/enum-backed-closed-values.md) - — every closed value set is a `(str, Enum)`. - - [`factory-contracts.md`](../adrs/accepted/factory-contracts.md), - [`factory-tag-naming.md`](../adrs/accepted/factory-tag-naming.md) — - `@Factory.register` and tag-naming conventions for the new - renderer/category factories. - - [`category-owner-sections.md`](../adrs/accepted/category-owner-sections.md), - [`project-facade-and-persistence.md`](../adrs/accepted/project-facade-and-persistence.md) - — how owner-level categories persist to `project.cif`. -- No **new** ADR is required. The owned suggestion ADR is the - authoritative reference. - -## Branch and PR - -- **Recommended branch:** `crysview-structure-visualization` (flat slug, - off `develop`, per AGENTS.md §Planning). **Do not create or switch - branches** while running the shortcut — stay on the current branch; - the branch note is for when the work is eventually pushed. -- **PR target:** `develop`. -- Do not push the branch until both Phase 1 and Phase 2 review cycles - close. - -## Decisions already made - -Settled by the accepted ADR (not re-litigated here), plus three -plan-level structural choices confirmed with the author at plan start. - -### From the ADR - -- **Renderer-neutral scene + thin renderers** (§1, §2): all - crystallographic computation (symmetry expansion, - fractional→Cartesian, ADP eigendecomposition, radius/colour lookup, - bond detection, occupancy splitting) happens in a scene **builder**, - upstream of any renderer. Renderers consume a flat set of typed - Cartesian primitives carrying no rendering-library types. -- **Two shipping engines** (§2): `ascii` (terminal/headless) and - `threejs` (notebook + standalone HTML), shipping together exactly as - the `asciichartpy` and `plotly` chart engines do. Qt Quick 3D is - deferred. -- **Switchable `rendering_structure` selector** (§2): - `project.rendering_structure.type` (`'auto'` default, resolving to - `'threejs'` in Jupyter / `'ascii'` in a terminal), CIF - `_rendering_structure.type`, following the category-owned selector - contract with a private `_swap_rendering_structure` Family B rebind. - No `rendering_structure_type` setter, no - `show_supported_rendering_structure_types()`. -- **`structure()` entry point** (§3): - `project.display.structure(struct_name=...)` parallel to - `pattern(expt_name=...)`, with `include=` reusing the pattern - vocabulary (`auto`, `atoms`, `bonds`, `cell`, `axes`, `moments`, - `labels`); a companion `show_structure_options(struct_name=...)` - mirrors `show_pattern_options()`. Notebook embeds an interactive view - (IPython HTML repr); a standalone HTML file can be written to a path. -- **Per-axis fractional range** (§3): six scalar bounds - `project.rendering_structure.range_{a,b,c}_{min,max}` (defaults 0 and - 1 = full cell, **borders included**), mirroring the six scalar cell - parameters; non-integer allowed, validated min < max per axis, - persisted; a per-call `range=` tuple on `structure()` overrides for - one call. -- **Scene-atom identity rule** (§3): two generated atoms are the same - scene atom iff same atom-site row **and** fractional coordinates - coincide within `1e-4` (fractional units); keep one, drop the rest. - Border copies at 0 and 1 are distinct positions and both survive. -- **Occupancy grouping** (§3): distinct atom-site rows resolving to the - same position (within `1e-4`) group into one occupancy-wedge sphere, - each wedge proportional to occupancy. Sum < 1 → vacancy wedge; sum ≥ 1 - → normalize to sum, no vacancy wedge. The builder invents no - occupancies. -- **ASCII is the reduced-fidelity sibling** (§3, §7): always renders the - single default cell, no bonds/labels/ellipsoids/moments; announces - every 3D-only feature (including a wider `range`) through - `show_structure_options()` and at draw time, exactly as the ascii - chart engine announces Plotly-only features. -- **Styling = atom-shape mode + standard models** (§6, visual only): - `atom_shape` (`ball` | `ortep`, default `ortep`), `radius_model` - (`vdw` | `covalent` | `ionic` | `atomic`, default `covalent`), - `color_scheme` (`jmol` | `vesta` | …, default `jmol`), - `adp_probability` (fraction in open interval (0,1), default `0.5`, - ortep-only). All enum-backed and CIF-persisted to the project CIF; - `project.style.show_supported()` lists accepted values. Bond cutoffs - are **not** here — they are a per-structure property (see below). -- **Bundled element database** (§6): one package asset (not - CIF-serialized) carrying, per element, the `vdw` / `covalent` / - `ionic` (representative Shannon) / `atomic` radii and the `jmol` / - `vesta` colour palettes, each with documented provenance. `covalent` - is the default model because it needs no charge and is fully - populated. An element missing an entry for the selected model falls - back to its covalent radius; `show_structure_options()` reports the - substitution rather than failing. -- **Bond cutoffs are per-structure, not styling** (§6, §8): bond - generation uses the standard cif_core `_geom` cutoffs - (`_geom.min_bond_distance_cutoff`, `_geom.bond_distance_incr`) plus a - per-type bonding radius (`_atom_type.radius_bond`, covalent by - default), on the structure and persisted in the structure CIF — - independent of the display `radius_model`. Version 1 draws bonds on - the fly; the full computed `_geom_bond` / `_geom_angle` tables are - deferred. -- **Dark/light theme is auto-detected** (§6): the view reuses the - project's `is_dark()` detection (mirroring the Plotly engine's - `plotly_dark`/`plotly_white` switch) to theme the canvas + - annotations; element colours still come from the chosen scheme. Not - persisted. -- **Pinned, bundled Three.js** (§5): `three@0.160.0` + `OrbitControls` + - `CSS2DRenderer` ship as **vendored static assets**, embedded inline - for the notebook and standalone HTML (autonomous, no network), and - embedded vs linked in the HTML report under the report's existing - `html_offline` flag — the same switch that already governs - Plotly/MathJax. -- **Visibility precedence** (§8): explicit `include=(...)` tuple wins - outright (ignores persisted `_rendering_structure.show_*`); - `include='auto'` resolves each feature from data-availability → - persisted flag (only `show_labels` off, `show_moments` on-where-data) - → built-in default; unsupported options are skipped and announced, - never errored; live modebar toggles are runtime-only and never rewrite - persisted state. -- **Moments stay gated** (§3, Deferred Work): the scene model carries a - moment-arrow primitive, but the builder never emits it because the - structure model has no moment fields today; `show_moments` is inert - and `show_structure_options()` reports `moments` unavailable. - -### Plan-level structural choices (confirmed at plan start) - -- **Single comprehensive plan / one PR** (vs. a foundation-first split): - ASCII and Three.js land together on one branch. The step order is - still foundation-first so the ASCII path is end-to-end before any JS - work. -- **Dedicated cohesive subpackage** (ADR §4): the viewer subsystem lives - under `src/easydiffraction/display/structure/` with a `renderers/` - subpackage, keeping the renderer-neutral scene model + renderers - together as a future extraction unit (`crysview`). The **scene model** - (`scene.py`) imports nothing from easydiffraction domain code; the - **builder** (`builder.py`) is the easydiffraction-specific adapter. - The name `display/structure/` is **fixed by ADR §4** and used verbatim - by every Phase 1 step and Phase 2 test path below — it is **not** an - open question. It does not collide with `datablocks/structure/`: the - two live under different parents (`easydiffraction.display.structure` - vs `easydiffraction.datablocks.structure.categories`), so there is no - import ambiguity, and the rename candidate is dropped. -- **Crystallographic math centralized**: the new orthogonalization - (fractional→Cartesian) and ADP-tensor eigendecomposition helpers are - added to `src/easydiffraction/crystallography/crystallography.py` - (where symmetry-operation parsing and ADP-constraint math already - live), and the existing symmetry-op generator - (`_get_general_position_ops`) is reused (promoted to a public entry - point if needed). The display builder stays a thin adapter. - -## Open questions — all resolved for autonomous implementation - -These were open during drafting and are now **resolved** (clarified with -the author), so `/draft-impl-1` can run Phase 1 with **no -stop-and-ask**. Each item records the final decision; the data sources -below were verified reachable (HTTP 200). - -- **Exact CIF tag spelling for `style`, `view`, and `geom`** (ADR Open - Question 1) — **Resolved (final).** Project CIF: `_style.atom_shape`, - `_style.radius_model`, `_style.color_scheme`, - `_style.adp_probability`, and `_rendering_structure.type`, - `_rendering_structure.show_labels`, - `_rendering_structure.show_moments`, plus the per-axis range as six - scalar tags `_rendering_structure.range_a_min` / - `_rendering_structure.range_a_max` / - `_rendering_structure.range_b_min` / - `_rendering_structure.range_b_max` / - `_rendering_structure.range_c_min` / - `_rendering_structure.range_c_max` (one number each, defaults 0 and - 1), mirroring the cell parameters. Structure CIF (per-structure): the - **standard cif_core** bond cutoffs `_geom.min_bond_distance_cutoff` - (default `0.0`) and `_geom.bond_distance_incr` (default `0.25`), plus - the per-type bonding radius `_atom_type.radius_bond` when present - (P1.11). `_rendering_structure.type` follows the Display-UX ADR - (`_rendering_plot.type` / `_rendering_table.type`); `_style.*` and - `_rendering_structure.*` are project-internal app/settings tags; the - bond cutoffs use the standard `_geom.*` category `cif_core.dic` - defines (`_geom.min_bond_distance_cutoff` dic 13084, - `_geom.bond_distance_incr` dic 13044), while the computed - `_geom_bond.*` / `_geom_angle.*` loops are a separate, deferred - concern. No further confirmation needed during implementation. -- **ASCII rendering details** (ADR Open Question 2) — **Resolved (final - for v1).** A **4-bucket** radius glyph ramp `· • ● ⬤`, and the **8/16 - colour ANSI** mapping the existing ascii chart legend already uses - (`display/plotters/ascii.py`), reused verbatim. Implementers may - fine-tune glyph/colour choices against a terminal, but the ramp size - and the ANSI palette are fixed — no design decision remains. -- **Range boundary completion** (ADR Open Question 3) — **Resolved - (final for v1).** The scene contains only atoms whose fractional - coordinates fall inside the range (borders included); bonds are drawn - **only between atoms already in the scene**, so no partner atoms - outside the range are generated and no edge-coordination completion is - attempted in v1. (Boundary completion can be revisited in a later - version.) -- **Three.js asset acquisition** — **Resolved (URLs verified, HTTP - 200).** Fetch and vendor these exact pinned files in P1.13 (network - needed for that step only), recording the URLs + version (MIT) in the - vendored `LICENSES.md`: - - `https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js` - - `https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/controls/OrbitControls.js` - - `https://cdn.jsdelivr.net/npm/three@0.160.0/examples/jsm/renderers/CSS2DRenderer.js` - These are **static JS assets, not a Python dependency**, so no - `pyproject.toml` change is required (and none is pre-approved). -- **Plain-category base for `style`.** Resolved: model `Style` on - `project/categories/verbosity/` (and `info` / `publication` / - `report`), which are the existing plain (non-switchable) categories - with the `default.py` + `factory.py` shape — `Verbosity(CategoryItem)` - registers via `@VerbosityFactory.register`, derives from - `CategoryItem` only (no `SwitchableCategoryBase`), and uses - enum-backed `StringDescriptor`s with a `MembershipValidator` and a - getter/setter property per setting. `project/categories/rendering/` - has no `default.py` / `factory.py`, so it is **not** a usable template - and is dropped as a model. -- **Element data provenance** — **Resolved.** Covalent + vdW radii and - Jmol colours from EasyDiffractionBeta `Tables.py` (BSD-3-Clause). - Ionic (Shannon) from pymatgen `Shannon_Radii.csv`, atomic from - pymatgen `radii.csv`, VESTA colours from pymatgen - `ElementColorSchemes.yaml` (all MIT, verified reachable). Shannon - representative selection and full URLs are pinned in P1.4. Each - value's source is recorded in `LICENSES.md`. - -## Concrete files likely to change - -**New viewer subsystem (`display/structure/`):** - -- `src/easydiffraction/display/structure/__init__.py` (new — package - docstring; no `__all__`, explicit imports per AGENTS.md). -- `src/easydiffraction/display/structure/enums.py` (new — - `ViewerEngineEnum`, `AtomShapeEnum`, `RadiusModelEnum`, - `ColorSchemeEnum`, each `(str, Enum)` with a `default()` classmethod, - modelled on `src/easydiffraction/display/plotting.py:50` - `PlotterEngineEnum`). -- `src/easydiffraction/display/structure/scene.py` (new — frozen - dataclasses for the renderer-neutral primitives + `StructureScene` - container; **no easydiffraction-domain imports**). -- `src/easydiffraction/display/structure/builder.py` (new — - `build_scene(...)`, the easydiffraction adapter reading structure - categories and calling the crystallography helpers). -- `src/easydiffraction/display/structure/assets/elements.py` (new — the - extended per-element database: `vdw`/`covalent`/`ionic`/`atomic` - radii + `jmol`/`vesta` palettes, seeded from EasyDiffractionBeta - `Tables.py`). -- `src/easydiffraction/display/structure/assets/radii.py` (new — - `radius_for(element, model)` lookup over the database, covalent - fallback). -- `src/easydiffraction/display/structure/assets/colors.py` (new — - `color_for(element, scheme)` + a/b/c axis colours + theme-dependent - canvas/annotation colours). -- `src/easydiffraction/display/structure/assets/LICENSES.md` (new — - per-source provenance/licence for the vendored element data). -- `src/easydiffraction/display/structure/viewing.py` (new — - `Viewer(RendererBase)` facade + `ViewerFactory(RendererFactoryBase)`, - modelled on `src/easydiffraction/display/plotting.py` `PlotterFactory` - and `src/easydiffraction/display/tables.py` `TableRendererFactory`). -- `src/easydiffraction/display/structure/renderers/__init__.py` (new). -- `src/easydiffraction/display/structure/renderers/base.py` (new — - `StructureRendererBase(ABC)`). -- `src/easydiffraction/display/structure/renderers/ascii.py` (new — - `AsciiStructureRenderer`, `@ViewerFactory.register`). -- `src/easydiffraction/display/structure/renderers/threejs.py` (new — - `ThreeJsStructureRenderer`, `@ViewerFactory.register`). -- `src/easydiffraction/display/structure/renderers/vendor/threejs/` (new - — vendored `three.module.js`, `OrbitControls.js`, `CSS2DRenderer.js` + - `LICENSES.md`). -- `src/easydiffraction/display/structure/templates/structure.html.j2` - (new — the Three.js HTML/JS shell; mirrors - `report/templates/html/report.html.j2`'s offline/online asset switch). - -**Core validation (exclusive-bound support for `adp_probability`):** - -- `src/easydiffraction/core/validation.py` (existing — extend - `RangeValidator` (`core/validation.py:169`) with optional exclusive - `gt` / `lt` bounds so a value can be validated in the **open** - interval `(0, 1)`; the current `ge` / `le` inclusive bounds stay - unchanged and default to ±∞, so every existing caller is unaffected). - Needed because the only numeric validator today is inclusive-only and - cannot reject `0.0` / `1.0` for `adp_probability` (ADR §6). - -**New project categories:** - -- `src/easydiffraction/project/categories/rendering_structure/__init__.py`, - `default.py`, `factory.py` (new — - `View(CategoryItem, SwitchableCategoryBase)`, - `RenderingStructureFactory(FactoryBase)`, modelled on - `src/easydiffraction/project/categories/rendering_plot/`). -- `src/easydiffraction/project/categories/style/__init__.py`, - `default.py`, `factory.py` (new — `Style` plain category + - `StyleFactory`, modelled on the existing plain category under - `src/easydiffraction/project/categories/verbosity/`). - -**New per-structure datablock category (bond cutoffs):** - -- `src/easydiffraction/datablocks/structure/categories/geom/__init__.py`, - `default.py`, `factory.py` (new — `Geom` single-record `CategoryItem` - with `min_bond_distance_cutoff` / `bond_distance_incr`, modelled on - the structure `cell` / `space_group` categories; standard CIF - `_geom.*` in the structure datablock). -- `src/easydiffraction/datablocks/structure/item/base.py` (existing — - add the `geom` category to `Structure`, mirroring how `cell` / - `atom_sites` are owned). - -**Crystallography helpers:** - -- `src/easydiffraction/crystallography/crystallography.py` (existing — - add public `orthogonalization_matrix(a,b,c,alpha,beta,gamma)`, - `fractional_to_cartesian(...)`, `adp_principal_axes(tensor)` - (eigendecomposition → semi-axis lengths + orientation); reuse / - promote `_get_general_position_ops` for symmetry expansion). -- `src/easydiffraction/crystallography/__init__.py` (existing — export - any newly public helpers per the explicit-`__init__` rule). - -**Project wiring + persistence:** - -- `src/easydiffraction/project/project.py` (existing — add `view` / - `style` read-only properties and the private - `_swap_rendering_structure` hook, mirroring `_swap_rendering_plot` at - `project.py:238`). -- `src/easydiffraction/project/project_config.py` (existing — import + - instantiate `RenderingStructureFactory` / `StyleFactory` defaults, - mirroring the chart/table wiring at `project_config.py:36`). -- The CIF read-side hook that restores chart/table (in - `project_config.py` / the project-config CIF deserializer) — extend to - restore `_rendering_structure.*` / `_style.*` (mirrors the chart - `from_cif` at `project/categories/rendering_plot/default.py:94`). - -**Display facade:** - -- `src/easydiffraction/project/display.py` (existing — add - `structure(struct_name=..., include='auto', range=None, path=None)` - and `show_structure_options(struct_name=...)` to the class that backs - `project.display` and already owns `pattern()` / - `show_pattern_options()`; add the structure `include`-option - descriptions alongside `_PATTERN_OPTION_DESCRIPTIONS`). - -**HTML report integration:** - -- `src/easydiffraction/report/html_renderer.py` (existing — embed the - structure figure honoring `html_offline`, mirroring the Plotly/MathJax - offline path at `html_renderer.py:170` and the MathJax copy at - `_copy_mathjax`). -- `src/easydiffraction/report/templates/html/report.html.j2` (existing — - optional structure-figure block under the same `html_offline` switch). - -**Packaging + lint/coverage excludes (vendored assets):** - -- `pyproject.toml` (existing — add the new vendored Three.js path to the - `[tool.ruff]`, `[tool.coverage.run]`, `[tool.interrogate]`, pydoclint, - and format-docstring `exclude` lists, mirroring the existing - `report/templates/html/vendor` entries; confirm hatchling's wheel - packaging ships the new `display/structure/renderers/vendor/` and - `display/structure/templates/` subtrees, adding a `force-include` rule - only if the defaults miss them). -- `THIRD_PARTY_LICENSES.md` (existing at repo root — add the Three.js - entry and the element-data provenance entry). - -**ADR index + ADR promotion (handled by `/draft-impl-1` Phase A / -P1.16):** - -- `docs/dev/adrs/index.md` (existing — add a **User-facing API** row for - the crysview ADR). -- `docs/dev/adrs/accepted/crysview-structure-visualization.md` (promoted - after implementation; its `_review-*` / `_reply-*` siblings were - removed during the implementation workflow). - -**Tutorials and docs:** - -- `docs/docs/tutorials/*.py` (existing — add a structure-view example to - a representative tutorial; regenerate notebooks via - `pixi run notebook-prepare`). -- `docs/docs/tutorials/*.ipynb` (regenerated artefacts). -- `docs/docs/user-guide/` and `docs/docs/api-reference/` (existing — add - `project.display.structure()`, `project.rendering_structure`, - `project.structure_view`, and `project.structure_style` references + a - short user-guide section). - -## Commit discipline - -When an AI agent follows this plan, **every completed Phase 1 -implementation step must be staged with explicit paths and committed -locally before moving to the next implementation step or the Phase 1 -review gate.** Follow the rules in [`AGENTS.md`](../../../AGENTS.md) → -**Commits**. Keep commits atomic, single-purpose, and aligned with the -plan steps. Stage only the files a step enumerates; do not include -generated artifacts (project directories, data CIFs, benchmark CSVs, -built wheels) unless a step explicitly produces them — see **Workflow** -in [`AGENTS.md`](../../../AGENTS.md) for the generated-artifact -exceptions. - -## Implementation steps (Phase 1) - -Ordered foundation-first: the scene model, builder, and ASCII engine -reach end-to-end (P1.1–P1.12) before any Three.js work (P1.13–P1.15). - -- [x] **P1.1 — Add viewer + styling enums** - - Files: new `src/easydiffraction/display/structure/__init__.py`, - `src/easydiffraction/display/structure/enums.py`. - - Define four `(str, Enum)` classes per the Enum-Backed Closed Values - ADR, each with a `default()` classmethod (model on - `PlotterEngineEnum` at `display/plotting.py:50`): - - `ViewerEngineEnum`: `ASCII = 'ascii'`, `THREEJS = 'threejs'`, with - an **environment-aware `default()`** (`threejs` in Jupyter, - `ascii` in a terminal), matching `PlotterEngineEnum` / - `TableEngineEnum`. The `view` category adds an `'auto'` selector - sentinel resolved through `default()`, so - `project.rendering_structure.type` defaults to `auto` and the ADR - §8 persisted example is `_rendering_structure.type auto`; see P1.9 - and the headless note there. - - `AtomShapeEnum`: `BALL = 'ball'`, `ORTEP = 'ortep'` (default - `ORTEP`). - - `RadiusModelEnum`: `VDW = 'vdw'`, `COVALENT = 'covalent'`, - `IONIC = 'ionic'`, `ATOMIC = 'atomic'` (default `COVALENT` — the - charge-free model with complete per-element data). - - `ColorSchemeEnum`: `JMOL = 'jmol'`, `VESTA = 'vesta'` (default - `JMOL`). - - `__init__.py`: package docstring only; explicit imports added as - later steps land modules (no `__all__`). - - Commit: `Add crysview viewer and styling enums`. - -- [x] **P1.2 — Add the renderer-neutral scene model** - - Files: new `src/easydiffraction/display/structure/scene.py`. - - `@dataclass(frozen=True, slots=True)` primitives in Cartesian space, - carrying only stdlib / numpy / RGB-tuple types — **no - easydiffraction-domain imports** (extraction constraint, ADR §4): - - `AtomSphere` (centre, radius, colour, label). - - `OccupancyWedgeSphere` (centre, radius, ordered - `(fraction, colour)` wedges incl. an optional vacancy wedge, - label). - - `AdpEllipsoid` (centre, semi-axis lengths, orientation - matrix/quaternion, colour, label). - - `Bond` (two endpoints, two colours split at midpoint). - - `MomentArrow` (origin, vector, colour) — **defined but never - emitted in version 1** (gated, ADR §1 + Deferred Work). It still - carries a numpy-style docstring like every other primitive (so - `interrogate` passes) and is exercised by a direct construction - test in Phase 2 (so it is not a coverage gap despite the builder - never emitting it). - - `CellEdges` (the 12 edges, as Cartesian segment endpoints). - - `AxisTriad` (a/b/c arrow vectors + per-axis colours + letters). - - `TextLabel` (anchor, text). - - `StructureScene` — the flat container holding lists of the above - plus the cell basis used for projection. - - Numpy-style docstrings ≤72-char summaries on every public class. - - Commit: `Add renderer-neutral structure scene model`. - -- [x] **P1.3 — Add crystallographic geometry helpers** - - Files: existing - `src/easydiffraction/crystallography/crystallography.py`, - `src/easydiffraction/crystallography/__init__.py`. - - Add public helpers (centralized math decision): - - `orthogonalization_matrix(a, b, c, alpha, beta, gamma) -> np.ndarray` - — the 3×3 fractional→Cartesian matrix from cell parameters - (standard crystallographic convention; document the chosen axis - setting). - - `fractional_to_cartesian(frac, matrix) -> np.ndarray`. - - `adp_principal_axes(tensor) -> tuple[np.ndarray, np.ndarray]` — - eigendecomposition (`numpy.linalg.eigh`) of a symmetric 3×3 ADP - tensor returning semi-axis lengths + orientation; document the - U-vs-B and Cartesian-vs-crystal convention used. - - A public symmetry-expansion entry point reusing the existing - `_get_general_position_ops` / `_parse_rotation_matrix` - (`crystallography.py:399`, `:350`) — either promote - `_get_general_position_ops` to public or add a thin public wrapper - that yields `(rotation, translation)` ops for a space group. - - Export any newly public helpers from `crystallography/__init__.py`. - - Commit: `Add orthogonalization and ADP eigendecomposition helpers`. - -- [x] **P1.4 — Build the extended element database (radii + colours)** - - Files: new - `src/easydiffraction/display/structure/assets/__init__.py`, - `assets/elements.py` (or a vendored data file + loader), - `assets/radii.py`, `assets/colors.py`, `assets/LICENSES.md`. - - Build **one extended per-element database** as a package asset (not - CIF-serialized), complete for the elements EasyDiffraction handles, - carrying for each element the four radii (`vdw`, `covalent`, `ionic` - representative Shannon at a documented default oxidation - state/coordination, `atomic`) and the `jmol`/CPK and `vesta` colour - palettes, every value tagged with its provenance. - - **Seed from our own prior data, then extend from verified sources.** - EasyDiffractionBeta's `easyDiffractionApp/Logic/Tables.py` - `PERIODIC_TABLE` (BSD-3-Clause, our project) provides the Jmol/CPK - `color` and the `covalent` and `vdW` radii per element — reuse - verbatim with provenance. Fetch the remaining values from - **pymatgen** (MIT; each URL verified reachable, HTTP 200), - **extracting the data values, not adding a runtime dependency**. Raw - URLs under - `https://raw.githubusercontent.com/materialsproject/pymatgen/master/`: - - **Ionic (Shannon)** radii → - `dev_scripts/periodic_table_resources/Shannon_Radii.csv` (columns - `Element, Charge, Coordination, Spin State, Crystal Radius, Ionic Radius`; - original: R. D. Shannon, Acta Cryst. (1976) A32, 751). - - **Atomic** radii → - `dev_scripts/periodic_table_resources/radii.csv` (`Atomic radius` - column; `Van der waals radius` there is a cross-check of the - seed). - - **VESTA** (and Jmol cross-check) colours → - `src/pymatgen/vis/ElementColorSchemes.yaml` (`Jmol:` / `VESTA:` - RGB maps; VESTA original: Momma & Izumi, J. Appl. Cryst. 2011). - Cite each pymatgen file URL **and** the primary scientific - reference in `LICENSES.md`. **Network access is needed for this - step** to fetch these. - - **Shannon representative-radius policy (deterministic, - reproducible).** The atom-site model carries only an element symbol, - so pick exactly one Shannon row per element by a fixed rule: - **charge** = walk the element's oxidation states from pymatgen - `dev_scripts/periodic_table_resources/oxidation_states.yaml` (same - repo/raw-URL base, verified reachable HTTP 200) in listed order, - keeping those that have a Shannon entry, then any remaining Shannon - charges (lowest `|charge|` first) — this keeps anions such as O²⁻ / - F⁻, not just cations; **coordination** = `VI` (else the lowest - coordination present); **spin** = high-spin where a spin state is - listed; take the `Ionic Radius` column, skipping non-physical - (non-positive) entries such as the H⁺ value. The first charge that - yields a positive radius wins; if none does, fall back to the - covalent radius (the `substituted` flag). Record the chosen - `(charge, coordination)` per element in `LICENSES.md`. Ionic is not - the default model, so this only applies when the user selects - `radius_model = 'ionic'`. (Result: 93/118 elements carry a Shannon - radius; the rest fall back to covalent.) - - `radii.py`: `radius_for(element, model) -> tuple[float, bool]` - lookup returning the radius and a `substituted` flag; a miss for the - selected model (e.g. an element with no ionic entry) falls back to - **covalent** (the default model, always populated), surfaced by - `show_structure_options()` per ADR §6. - - `colors.py`: `color_for(element, scheme) -> RGB` for `jmol` / - `vesta`, plus the a/b/c axis colours the scene gives every engine, - plus the theme-dependent canvas/annotation colours the renderers - read from `is_dark()` (P1.14). - - `assets/LICENSES.md`: per-source provenance + licence (Tables.py - seed; Shannon ionic; atomic; VESTA), no hand-guessed values. - - Commit: `Add extended element database for radii and colours`. - -- [x] **P1.5 — Add the scene builder** - - Files: new `src/easydiffraction/display/structure/builder.py`. - - `build_scene(structure, *, style, view_range, features) -> StructureScene`, - the easydiffraction adapter. **`features` is the already-resolved - concrete set of primitives to emit (e.g. - `frozenset({'atoms', 'bonds', 'cell', 'axes'})`), never the raw - `'auto'` request** — the builder only decides which primitive lists - to populate and **never re-implements ADR §8 precedence** (that is - the facade's job, P1.12): - - Read cell (`cell.length_a…angle_gamma`), atom sites (`atom_sites`: - label, `type_symbol`, `fract_x/y/z`, `occupancy`, `adp_iso`, - `adp_type`), anisotropic ADP (`atom_site_aniso.adp_11…adp_23`), - and the space group (`space_group.name_h_m`, - `it_coordinate_system_code`). - - **Symmetry expansion** over `view_range` using the P1.3 ops; keep - every generated copy whose fractional coords fall in the per-axis - range, **borders included**. - - **Scene-atom identity dedup**: same atom-site row + coords within - `1e-4` → keep one (ADR §3). - - **Occupancy grouping**: distinct rows at the same position (within - `1e-4`) → one `OccupancyWedgeSphere` with proportional wedges; sum - < 1 → vacancy wedge; sum ≥ 1 → normalize (ADR §3). - - **fractional→Cartesian** via P1.3. - - **Atom shape** (style.atom*shape): `ortep` → `AdpEllipsoid` from - `adp_principal_axes` scaled to `adp_probability` (anisotropic) or - a radius-model sphere (isotropic / no ADP); `ball` → radius-model - sphere always. The display radius model sets sphere \_size* only — - it does **not** drive bond detection (bonds use the `_geom` - cutoffs below). - - **Bonds**: between in-scene atoms whose separation `d` satisfies - the standard cif_core `_geom` auto-bonding rule (P1.11) — - `geom.min_bond_distance_cutoff ≤ d ≤ r_bond(A) + r_bond(B) + geom.bond_distance_incr`, - where `r_bond` is `_atom_type.radius_bond` when the structure - carries it, else the element's covalent radius from the bundled DB - (P1.4). Matches are then pruned to the first coordination shell - (kept only within `1.3×` the nearer atom's nearest-neighbour - distance, `COORDINATION_SHELL_FACTOR`) so large ionic-cation - covalent radii do not over-bond — a heuristic stop-gap, see open - issue #108. Split-coloured at midpoint; only atoms already in the - scene (no out-of-range partners, see Open Questions). The builder - reads the cutoffs from `structure.geom`, like cell/atom data — - they are not styling and are independent of the display - `radius_model`. - - **Cell edges + axis triad + labels** always built; **moments never - emitted** (gated). - - **Single source of truth for visibility.** The builder receives the - facade-resolved `features` set and populates exactly those primitive - lists — it does not see `'auto'`, persisted `show_*` flags, or the - `include=` request, so ADR §8 precedence lives only in the facade - (P1.12). - - **Data-availability probe (same module).** Add - `structure_feature_availability(structure, *, style) -> FeatureAvailability` - — a lightweight read of the structure (no full scene build) - reporting, per feature, whether the data exists (e.g. `moments` - always absent in version 1; `bonds`/`axes`/`cell` always available; - `labels` always available) **plus** the ionic→covalent radius - substitutions the chosen `radius_model` would trigger. The builder - is the only place that reads the structure, so this probe is the one - source both the facade's `'auto'` resolution **and** - `show_structure_options()` (P1.12) call; neither re-reads the - structure for availability. - - Commit: `Add structure scene builder`. - -- [x] **P1.6 — Add base + ASCII structure renderer** - - Files: new - `src/easydiffraction/display/structure/renderers/__init__.py`, - `renderers/base.py`, `renderers/ascii.py`. - - `StructureRendererBase(ABC)`: abstract `render(scene, *, features)` - contract (the content-resolved feature set from the facade, per - P1.12) and a `supported_features()` capability hook with two - distinct readers: (a) the **renderer** uses it to filter the passed - `features` set and announce + skip what it cannot draw (the - render-time owner, per P1.12); (b) the **facade** queries it **only - to preview** availability through `show_structure_options()` — the - facade never intersects or drops features itself. - - **Registration import point (AGENTS.md §Architecture).** - `renderers/__init__.py` explicitly imports the concrete renderer - class — `AsciiStructureRenderer` now, `ThreeJsStructureRenderer` in - P1.14 — so the package `__init__.py` is the single import point per - the convention, **not** an import side-effect in `viewing.py`. At - this step `ViewerFactory` does not exist yet (it lands in P1.7), so - `AsciiStructureRenderer` carries **no** decorator and importing the - package registers nothing yet. P1.7 attaches - `@ViewerFactory.register` once the factory exists, and that is when - importing the package triggers registration. - - `AsciiStructureRenderer` (ADR §7), the reduced-fidelity sibling: - - Project the scene's Cartesian atom centres + cell edges onto a - plane (longest in-plane axis horizontal, shortest vertical, middle - axis = viewing direction). - - Draw the cell as a schematic parallelogram using the asciichartpy - glyph set (`│ ╭ ╮ ╯ ╰ ─`); add a **row-major gap-free line - helper** generalizing the existing asciichartpy connector used by - `display/plotters/ascii.py` (column-major) so near-vertical - slanted edges rasterize. - - Atoms as colour-by-element Unicode circles on a radius-bucketed - glyph ramp; axis arrows tinted with the a/b/c scheme colours - (nearest terminal colour, reset after); a colour-tinted legend. - - Always one default cell; **announce** any 3D-only request (bonds, - labels, ellipsoids, moments, multi-cell/margin `range`) and skip - it, mirroring the ascii chart engine. - - Renderer is developed against a hand-built `StructureScene`, so it - is testable before the facade exists. - - Commit: `Add ASCII structure renderer`. - -- [x] **P1.7 — Add the Viewer facade + factory; register ASCII** - - Files: new `src/easydiffraction/display/structure/viewing.py`; - update `display/structure/renderers/ascii.py` with - `@ViewerFactory.register`; update `display/structure/__init__.py`. - - `ViewerFactory(RendererFactoryBase)` + `Viewer(RendererBase)` - modelled on `PlotterFactory` / `Plotter` - (`display/plotting.py:5980`) and `TableRendererFactory` / - `TableRenderer` (`display/tables.py:142`): a `_registry()` of - `{engine: {'description', 'class'}}`, `descriptions()`, and the - active-engine binding the `_swap_rendering_structure` hook rebinds. - Add the `@ViewerFactory.register` decorator to - `AsciiStructureRenderer` in this step (the factory now exists). - - **Registration wiring (AGENTS.md §Architecture).** - `display/structure/__init__.py` explicitly imports the `renderers` - package (which imports the concrete renderer classes, P1.6) **and** - `Viewer` / `ViewerFactory` from `viewing.py`, so importing the - `display.structure` package triggers every - `@ViewerFactory.register`. `viewing.py` itself does **not** import - the renderer modules (that would create an import cycle, since the - renderers import `ViewerFactory` for the decorator) — the package - `__init__.py` is the single import point, exactly as the - registration convention requires. - - Commit: `Add Viewer facade and factory with ASCII engine`. - -- [x] **P1.8 — Add the plain `style` category** - - Files: existing `src/easydiffraction/core/validation.py`; new - `src/easydiffraction/project/categories/style/__init__.py`, - `default.py`, `factory.py`. - - **First, enable open-interval validation.** Extend `RangeValidator` - (`core/validation.py:169`) with optional exclusive `gt` / `lt` - bounds alongside the existing inclusive `ge` / `le` (all four - default to ±∞, so existing callers are unchanged): a value passes - when `ge <= value <= le` **and** `gt < value < lt`. Update the - docstring and `Diagnostics.range_mismatch` reporting to name - whichever bound was violated. This is bundled into P1.8's single - commit because it is the enabling prerequisite for - `adp_probability`; the validator change ships with the only caller - that needs it. (Its dedicated unit test is a Phase 2 item.) - - `Style` plain category (model on `project/categories/verbosity/`, - the plain-category-with-factory shape — `Verbosity(CategoryItem)` + - `@VerbosityFactory.register`, no `SwitchableCategoryBase`, - enum-backed `StringDescriptor`s with a `MembershipValidator` and a - getter/setter per setting) with descriptors validated on assignment: - `atom_shape` (`AtomShapeEnum`), `radius_model` (`RadiusModelEnum`), - `color_scheme` (`ColorSchemeEnum`), and `adp_probability` (float - validated in the **open** interval `(0, 1)` via the extended - `RangeValidator` with `gt=0.0, lt=1.0`). Bond cutoffs are **not** - here — they are a per-structure property (P1.11). CIF tags - `_style.*` (see Open Questions). `show_supported()` lists accepted - values for every styling setting (ADR §6). No factory-swapped - `type`. - - Register `Style` in `project/categories/style/__init__.py`. - - Commit: `Add style category for structure view styling`. - -- [x] **P1.9 — Add the switchable `view` category** - - Files: new - `src/easydiffraction/project/categories/rendering_structure/__init__.py`, - `default.py`, `factory.py`. - - `View(CategoryItem, SwitchableCategoryBase)` modelled on `Chart` - (`project/categories/rendering_plot/default.py`): - `_category_code='view'`, `_owner_attr_name='view'`, - `_swap_method_name='_swap_rendering_structure'`; a `type` - `StringDescriptor` with CIF `_rendering_structure.type` validated - against `['auto', *ViewerEngineEnum]` + - `ViewerFactory.descriptions()` and **defaulting to `'auto'`** - (resolved to a concrete engine through `ViewerEngineEnum.default()`, - exactly as `Chart` resolves its `'auto'`), matching P1.1; `from_cif` - calling `self._parent._swap_rendering_structure`. Plus persisted - view-state descriptors: `show_labels` (`BoolDescriptor`, default - off), `show_moments` (`BoolDescriptor`, default on-where-data), and - the per-axis range as **six scalar `NumericDescriptor`s** - `range_a_min` / `range_a_max` / `range_b_min` / `range_b_max` / - `range_c_min` / `range_c_max` (CIF - `_rendering_structure.range_a_min` … , defaults 0 and 1, each axis - validated `min < max` in the setter), mirroring the six scalar cell - parameters; `structure()`'s `range=` tuple arg overrides them per - call. `show_supported()` lists engines. - - **Headless implication of the `auto` default.** In Jupyter (and - under nbmake `script-tests`, which run a Jupyter kernel) `auto` - resolves to `threejs`, so `project.display.structure(...)` - returns/writes an HTML string and needs **no browser** — it runs - unattended out of the box. In a bare terminal `auto` resolves to the - `ascii` engine the ADR §2 names; `threejs` can still be forced via - `project.rendering_structure.type = 'threejs'`. The P1.16 tutorial - and the Phase 2 script-test coverage item therefore exercise - **both** paths: the `threejs` HTML emission and an explicit - `view.type = 'ascii'` terminal render (see the Phase 2 "Integration - / script-test coverage" item). - - Register `View` in - `project/categories/rendering_structure/__init__.py`. - - Commit: `Add switchable view category for renderer selection`. - -- [x] **P1.10 — Wire `project.rendering_structure` / `project.style` + - CIF persistence** - - Files: existing `src/easydiffraction/project/project.py`, - `src/easydiffraction/project/project_config.py` (+ the - project-config CIF deserializer hook). - - Add read-only `rendering_structure` / `style` properties on - `Project` (mirror `rendering_plot` / `rendering_table` at - `project.py:315`) and the private `_swap_rendering_structure` hook - (mirror `_swap_rendering_plot` at `project.py:238`) that rebinds the - active `Viewer` engine. - - Instantiate `RenderingStructureFactory` / `StyleFactory` defaults in - `project_config.py` (mirror `project_config.py:36`) and extend the - CIF read side to restore `_rendering_structure.*` / `_style.*` - (mirror the chart `from_cif`). - - Round-trip check is deferred to the Phase 2 tests; this step only - wires the surfaces. - - Commit: - `Wire project.rendering_structure and project.style with CIF persistence`. - -- [x] **P1.11 — Add the per-structure `geom` bond-cutoff category** - - Files: new - `src/easydiffraction/datablocks/structure/categories/geom/__init__.py`, - `default.py`, `factory.py`; existing - `src/easydiffraction/datablocks/structure/item/base.py` (add the - category to `Structure`). - - `Geom` per-structure category — a **single-record `CategoryItem`** - (model on `cell` / `space_group`, not the `atom_sites` loop) holding - the standard cif_core bond-generation cutoffs: - - `min_bond_distance_cutoff` (float Å, default `0.0`) — CIF - `_geom.min_bond_distance_cutoff`. - - `bond_distance_incr` (float Å, default `0.25`, documented and - tunable) — CIF `_geom.bond_distance_incr`. A bond forms between - two in-scene atoms when - `min_bond_distance_cutoff ≤ d ≤ r_bond(A) + r_bond(B) + bond_distance_incr`, - where `r_bond` is `_atom_type.radius_bond` when the structure - carries it, else the element's covalent radius from the bundled DB - (P1.4); version 1 has no `_atom_type` category, so covalent is - used. Both tags are the **standard** `cif_core.dic` definitions - (`_geom.min_bond_distance_cutoff`, `_geom.bond_distance_incr`) and - always serialize in the **structure datablock**. - - Add `geom` to `Structure` (the `CategoryOwner` auto-discovers any - `CategoryItem` attribute) and register the concrete class in - `datablocks/structure/categories/geom/__init__.py`. - - This is the per-structure home the builder reads bond cutoffs from - (P1.5), so multi-phase projects can carry different cutoffs per - phase; the computed `_geom_bond` / `_geom_angle` loops and the - angle/contact cutoffs are deferred (ADR Deferred Work). - - Commit: `Add per-structure geom bond-cutoff category`. - -- [x] **P1.12 — Add `display.structure()` + `show_structure_options()`** - - Files: existing `src/easydiffraction/project/display.py`. - - Add to the class backing `project.display` (owner of `pattern()` / - `show_pattern_options()`): - - `structure(struct_name, include='auto', range=None, path=None)`: - resolve the structure by name; **resolve the concrete `features` - set here** (see precedence below) by calling P1.5's - `structure_feature_availability(structure, style=project.style)`; - build the scene via - `build_scene(structure, style=project.style, view_range=, features=)` - (per-call `range` overrides the persisted view range for that - call); render with the active `project.rendering_structure` - engine. **Signature mirrors `pattern()`**: - `structure(...) -> None`, displaying directly as a side effect - (notebook: `IPython.display` of the engine's HTML; terminal: print - the ASCII view); when `path` is given, also write a standalone, - self-contained HTML file (Three.js embedded). (`pattern()` is - `-> None` and displays directly — verified in `display.py` — so no - open signature decision remains.) - - `show_structure_options(struct_name)`: mirror - `show_pattern_options()` — list each `include=` option with engine - - data support and the reason when unavailable, reading the - **same** `structure_feature_availability(...)` probe (P1.5) plus - the active engine's `supported_features()` (P1.6), so it never - re-reads the structure: ascii's 3D-only skips; `moments` until - moment fields exist; ionic→covalent radius substitutions from - P1.4. - - **Content precedence — resolved only here (ADR §8).** The facade - is the single resolver of **which features the data and flags - select**; it does **not** filter by what the engine can draw. It - resolves content in a fixed order: - 1. explicit `include=(...)` tuple → that set wins outright, - ignoring persisted `show_*`; - 2. `include='auto'` → per feature, data-availability (from the - probe) → persisted `show_*` flag where one exists → built-in - default; - 3. live modebar toggles are runtime-only and never rewrite the - resolved/persisted state. - - **Supported-feature filtering + announce/skip — the renderer's - job, not the facade's.** The content-resolved set is passed to - `build_scene(..., features=...)` and on to the active renderer; - the **renderer** is the authority on what it can draw, so it draws - the features `supported_features()` allows and **announces + - skips** any it cannot (ascii's 3D-only - bonds/labels/ellipsoids/moments/wider `range`), never erroring - (P1.6). The facade never drops features and never announces at - render time — it only queries `supported_features()` to - **preview** the same information through - `show_structure_options()`, so an unsupported feature is announced - exactly once. - - Add structure `include`-option descriptions next to - `_PATTERN_OPTION_DESCRIPTIONS`. - - End-to-end ASCII path works after this step - (`project.rendering_structure.type='ascii'`). - - Commit: - `Add structure() and show_structure_options() display surface`. - -- [x] **P1.13 — Vendor pinned Three.js assets + lint/coverage excludes** - - Files: new - `src/easydiffraction/display/structure/renderers/vendor/threejs/three.module.js`, - `OrbitControls.js`, `CSS2DRenderer.js`, and a sibling `LICENSES.md`; - existing `pyproject.toml`, `THIRD_PARTY_LICENSES.md`. - - Fetch `three@0.160.0` + the two addons from the upstream the - prototype pins; record exact source URLs + version + licence (MIT) - in the vendored `LICENSES.md`. **Network access is needed for this - step only.** - - Add the vendored path to the `exclude` lists for ruff, coverage, - interrogate, pydoclint, and format-docstring in `pyproject.toml` - (mirror the existing `report/templates/html/vendor` entries). Add - the Three.js row to `THIRD_PARTY_LICENSES.md`. - - If hatchling's defaults don't ship the new `vendor/` (and the P1.14 - `templates/`) subtree, add a `force-include` rule under - `[tool.hatch.build.targets.wheel]`. The actual `pixi run dist-build` - wheel check is a Phase 2 step. - - Commit: `Vendor pinned Three.js assets`. - -- [x] **P1.14 — Add the Three.js structure renderer** - - Files: new - `src/easydiffraction/display/structure/renderers/threejs.py`; new - `src/easydiffraction/display/structure/templates/structure.html.j2`; - update `display/structure/renderers/__init__.py` to add the explicit - `ThreeJsStructureRenderer` import (so its `@ViewerFactory.register` - fires on package import, per the registration convention — not via a - `viewing.py` side-effect). - - `ThreeJsStructureRenderer` (`@ViewerFactory.register`): - - Serialize the `StructureScene` to JSON (primitive arrays). - - Render the HTML/JS shell from `structure.html.j2`: pinned Three.js - - `OrbitControls` + `CSS2DRenderer`, the Plotly-style modebar - (perspective/parallel toggle, view-along a/b/c, home/reset, - per-feature visibility toggles for - cell/axes/atoms/bonds/moments/ labels), shrink-wrapped legend, - hover tooltips, persistent labels, orbit/zoom/pan; **parallel - projection default**; initial visibility from the resolved - `include` (P1.12). - - **Offline-autonomous by default** for notebook + standalone HTML - (assets embedded inline, no network — what a CDN-blocked context - needs); expose an `offline`/embed switch so the HTML-report path - (P1.15) can link vs embed. - - **Dark/light theme.** Detect the host theme via the project's - `is_dark()` (`utils/_vendored` — the same call the Plotly plotter - uses to pick `plotly_dark`/`plotly_white`) and set the scene - background and the label/axis/edge colours from the - theme-dependent colours in `assets/colors.py` (P1.4); element - colours still come from the selected scheme. Auto-detected, not - persisted. - - Provide the IPython HTML representation the facade returns and the - standalone-HTML write path. - - Commit: `Add Three.js structure renderer`. - -- [x] **P1.15 — Embed the structure figure in the HTML report** - - Files: existing `src/easydiffraction/report/html_renderer.py`, - `src/easydiffraction/report/templates/html/report.html.j2`. - - Render a structure figure into the HTML report honoring the report's - existing `html_offline` flag — embed the Three.js assets when - offline, link them otherwise — so a structure figure behaves like - the existing Plotly figures (ADR §5). Reuse the offline-copy pattern - at `html_renderer.py` `_copy_mathjax` / the `include_plotlyjs` - switch at `html_renderer.py:170`. - - Commit: `Embed structure figure in HTML report under html_offline`. - -- [x] **P1.16 — Promote ADR index row, tutorials, and docs** - - Files: existing [`docs/dev/adrs/index.md`](../adrs/index.md); - `docs/docs/tutorials/*.py` (+ regenerated `*.ipynb`); - `docs/docs/user-guide/`, `docs/docs/api-reference/`. - - Add the **User-facing API** index row for the crysview ADR (the ADR - file itself is committed/promoted by `/draft-impl-1` Phase A). - - Add a structure-view example to a representative tutorial - (`project.rendering_structure.type`, `project.style.*`, - `structure.geom.min_bond_distance_cutoff` / - `structure.geom.bond_distance_incr`, - `project.display.structure(...)`, `show_structure_options(...)`); - regenerate notebooks via `pixi run notebook-prepare` and stage the - `.py` + regenerated `.ipynb` together. - - Add `project.display.structure()` / `project.rendering_structure` / - `project.style` and the per-structure `structure.geom` bond cutoffs - to the API reference and a short user-guide section. - - Commit: `Document structure view in tutorials and reference`. - -- [x] **P1.17 — Reach Phase 1 review gate** - - No-code step. Mark every `[ ]` above as `[x]`; commit the plan-file - update alone. - - Commit: `Reach Phase 1 review gate`. - -## Test plan (Phase 2) - -Per AGENTS.md §Testing, every new module/class ships with tests; unit -tests mirror the source tree (`src/easydiffraction//.py` → -`tests/unit/easydiffraction//test_.py`) — verify with -`pixi run test-structure-check`. No network, no sleeping, no real -calculation engines, no test-ordering dependence. Vendored Three.js + -element-data assets are excluded from test-structure mirroring and -coverage (configured in P1.13). - -- [ ] **`tests/unit/easydiffraction/display/structure/test_enums.py`** - (new) — each enum's members, values, and `default()`. P1.1. -- [ ] **`tests/unit/easydiffraction/display/structure/test_scene.py`** - (new) — primitives are frozen/slotted; `StructureScene` holds the - primitive lists; the module imports **nothing** from - `easydiffraction` domain packages (assert via an import-graph - check). Includes a **direct `MomentArrow` construction test** - (build it, assert its fields) so the gated, never-emitted - primitive is covered. P1.2. -- [ ] **`tests/unit/easydiffraction/crystallography/test_crystallography.py`** - (extend) — `orthogonalization_matrix` for orthorhombic (diagonal) - and a known monoclinic/triclinic cell (compare to a hand-computed - matrix and check `|det| = unit-cell volume`); - `fractional_to_cartesian` round-trips a known site; - `adp_principal_axes` diagonalizes a known tensor to expected - semi-axes/orientation and recovers an isotropic tensor as equal - axes; the public symmetry-expansion wrapper returns the right - operation count for a known space group. P1.3. -- [ ] **`tests/unit/easydiffraction/display/structure/assets/test_radii.py`** - and **`test_colors.py`** (new) — a known element resolves to the - documented radius for each of the four models; a miss for the - selected model falls back to covalent with the `substituted` flag - set; the database is complete for the seeded covalent/vdW/Jmol - values from `Tables.py`; `jmol` and `vesta` palettes return RGB - for known elements; the a/b/c axis colours and the dark/light - canvas colours are returned. P1.4. -- [ ] **`tests/unit/easydiffraction/display/structure/test_builder.py`** - (new) — against small hand-built structures (no real engine): - - Special-position overlap collapses to one scene atom; a corner site - with the default `[0,1]³` range appears at all eight corners (border - inclusion + identity rule). P1.5. - - Two rows at one position → one occupancy-wedge sphere; sum < 1 adds - a vacancy wedge; sum ≥ 1 normalizes with no vacancy wedge. P1.5. - - `ortep` anisotropic atom → `AdpEllipsoid` scaled to - `adp_probability`; isotropic/no-ADP → sphere; `ball` → sphere - always. P1.5. - - Bonds appear only between in-scene atoms satisfying the `_geom` - auto-bonding rule - `min_bond_distance_cutoff ≤ d ≤ r_bond(A)+r_bond(B)+ bond_distance_incr` - (`r_bond` = covalent radius in v1); varying `bond_distance_incr` - adds/drops bonds; nothing below `min_bond_distance_cutoff`; no - out-of-range partner atoms are generated. P1.5. - - Moments are never emitted. P1.5. - - The builder emits exactly the primitive lists named in the passed - `features` set and reads neither `'auto'` nor persisted `show_*` - flags (precedence is the facade's job); - `structure_feature_availability(...)` reports `moments` unavailable - and flags ionic→covalent substitutions without building a scene. - P1.5. -- [ ] **`tests/unit/easydiffraction/display/structure/renderers/test_ascii.py`** - (new) — orthorhombic cell renders a rectangular parallelogram; - monoclinic renders the slanted staircase; atoms map to the - bucketed glyph ramp; a 3D-only `include` (bonds/labels/moments) - and a wider `range` are announced and skipped; legend lists - elements. P1.6. -- [ ] **`tests/unit/easydiffraction/display/structure/test_viewing.py`** - (new) — `ViewerFactory` registers `ascii` (and `threejs` after - P1.14); `descriptions()` lists them; the facade rebinds the active - engine. P1.7, P1.14. -- [ ] **`tests/unit/easydiffraction/core/test_validation.py`** (extend) - — the extended `RangeValidator` with exclusive `gt` / `lt` bounds - rejects the endpoints (`gt=0.0` rejects `0.0`, `lt=1.0` rejects - `1.0`) and accepts an interior value; a validator with only `ge` / - `le` still behaves exactly as before (no regression for existing - callers). P1.8. -- [ ] **`tests/unit/easydiffraction/project/categories/style/test_style.py`** - (new — single parent-level test if the package is only - `default.py`/`factory.py`) — enum assignment validates (bad value - raises `typeguard.TypeCheckError` / `ValueError`); - `adp_probability` accepts an interior value (e.g. `0.5`) and - **rejects both endpoints `0.0` and `1.0`** (open interval, via the - extended `RangeValidator`); `show_supported()` lists every - setting's accepted values; `_style.*` CIF round-trips. P1.8. -- [ ] **`tests/unit/easydiffraction/project/categories/rendering_structure/test_rendering_structure.py`** - (new) — `type` validates against `['auto', *ViewerEngineEnum]` and - defaults to `'auto'`; setting `type` calls - `_swap_rendering_structure`; a `range_a_max` below `range_a_min` - is rejected (per-axis `min < max`); `_rendering_structure.type` / - `_rendering_structure.show_*` / `_rendering_structure.range_a_min` - … `_rendering_structure.range_c_max` CIF round-trip; - `show_supported()` lists engines. P1.9. -- [ ] **`tests/unit/easydiffraction/project/test_project.py`** (extend) - — `project.rendering_structure` / `project.style` are read-only - attributes; switching `project.rendering_structure.type` rebinds - the active engine; a saved + reloaded project restores - `_rendering_structure.*` / `_style.*` identically. P1.10. -- [ ] **`tests/unit/easydiffraction/datablocks/structure/categories/geom/test_geom.py`** - (new — single parent-level test if the package is only - `default.py`/`factory.py`) — defaults are - `min_bond_distance_cutoff = 0.0` and `bond_distance_incr = 0.25`; - both `_geom.min_bond_distance_cutoff` and - `_geom.bond_distance_incr` round-trip in the **structure** - datablock; a multi-phase project keeps independent cutoffs per - structure. P1.11. -- [ ] **`tests/unit/easydiffraction/project/test_display.py`** (extend) - — `structure()` returns the expected representation per engine; - per-call `range=` overrides the persisted range for that call - only; `include='auto'` resolves per ADR §8 (data → persisted → - default); an explicit tuple ignores persisted `show_*`; - unsupported options are skipped, never raised; - `show_structure_options()` reports support + reasons (ascii - 3D-only, moments gated, ionic→covalent substitution). P1.12. -- [ ] **`tests/unit/easydiffraction/display/structure/renderers/test_threejs.py`** - (new) — the renderer emits an HTML string containing the scene - JSON and the modebar controls; the emitted - ``. - - `False`: - ``. - - When `html_offline=True`, the renderer copies the vendored file next - to the emitted `.html` so the relative - `