/*DESCRIPTION Exports a html + js 360x180 panorma. Can load already rendered jpgs or use renders from CoronaVfb */ --macroScript PanoramaExporter --category: "Corona Renderer" ( /* Version: v0.3 Written by Martin Geupel (http://www.racoon-artworks.de) This Script uses the threejs library from: http://threejs.org --> http://threejs.org/examples/#webgl_panorama_equirectangular changelog: *v0.3 - [2015/03/07] ----------------------------- - changed corona logo - added speed spinner: from -1.0 (rotates left) to 1.0 (rotates right) - view center is now the image center *v0.2 - [2014/10/20] ----------------------------- - mouse wheel zoom can now be disabled *v0.1 - [2014/04/16] ----------------------------- - initial release */ try(destroyDialog ::CoronaPanoramaExporter)catch() panoIMG = undefined -- holds the filepath to the external jpg image which can be picked with the browse button fn genHTML htmlPath prName imgFileName jsFilePath animated rotSpeed includeLogo logoPosition ableToZoom =( -- write the html file to disk if not (doesFileExist htmlPath) then( outfile = createFile htmlPath -- creates a new file if now existing )else( outfile = openFile htmlPath mode:"w" -- else opens the existing one ) htmlfile = "" htmlfile += "\n" htmlfile += "\n" htmlfile += " \n" htmlfile += " " + prName as string + "\n" htmlfile += " \n" htmlfile += " \n" htmlfile += " \n" htmlfile += " \n" htmlfile += " \n" htmlfile += "\n" htmlfile += "
\n" htmlfile += "
\n" if includeLogo then htmlfile += " \"Rendered\n" htmlfile += "
\n" htmlfile += "\n" htmlfile += " \n" htmlfile += "\n" htmlfile += " \n" htmlfile += " \n" htmlfile += "\n" format "%" htmlfile to:outfile close outfile ) fn WriteCoronaLogo outputPath = ( p = #(#(#((color 249 87 46 0)), #((color 224 78 41 1)), #((color 230 80 42 35)), #((color 230 80 42 124)), #((color 230 80 42 207)), #((color 230 80 42 241)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 248)), #((color 230 80 42 247)), #((color 230 80 42 229)), #((color 230 80 42 171)), #((color 230 80 42 77)), #((color 230 80 42 11)), #((color 230 80 42 1)), #((color 230 80 42 0)), #((color 230 80 42 0)), #((color 230 79 41 0)), #((color 230 79 41 0)), #((color 233 129 103 0)), #((color 241 241 241 0)), #((color 240 238 237 0)), #((color 240 240 240 0)), #((color 240 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Use is now vector.applyQuaternion( quaternion ) instead.\");return a.applyQuaternion(this)},slerp:function(a,b){var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z= -a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.acos(g),k=Math.sqrt(1-g*g);if(0.001>Math.abs(k))return this._w=0.5*(f+this._w),this._x=0.5*(c+this._x),this._y=0.5*(d+this._y),this._z=0.5*(e+this._z),this;g=Math.sin((1-b)*h)/k;h=Math.sin(b*h)/k;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+this._y*h;this._z=e*g+this._z*h;this._updateEuler();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w}, fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];this._w=a[3];this._updateEuler();return this},toArray:function(){return[this._x,this._y,this._z,this._w]},clone:function(){return new THREE.Quaternion(this._x,this._y,this._z,this._w)}};THREE.Quaternion.slerp=function(a,b,c,d){return c.copy(a).slerp(b,d)};THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; THREE.Vector2.prototype={constructor:THREE.Vector2,set:function(a,b){this.x=a;this.y=b;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error(\"index is out of range: \"+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;default:throw Error(\"index is out of range: \"+a);}},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a, b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector2's .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},sub:function(a,b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector2's .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"),this.subVectors(a,b);this.x-=a.x;this.y-= a.y;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a):this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y); return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y? Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){var b= this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a){this.x=a[0];this.y=a[1];return this},toArray:function(){return[this.x,this.y]},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error(\"index is out of range: \"+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw Error(\"index is out of range: \"+ a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector3's .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},sub:function(a,b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector3's .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"), this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},multiply:function(a,b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector3's .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.\"),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},multiplyVectors:function(a,b){this.x=a.x* b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},applyEuler:function(){var a;return function(b){!1===b instanceof THREE.Euler&&console.error(\"ERROR: Vector3's .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.\");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(), applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]*d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y= (a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x,f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,l=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-l*-f;this.y=k*a+b*-f+l*-e-h*-g;this.z=l*a+b*-g+h*-f-k*-e;return this},transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this}, divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.z< a.z?this.z=a.z:this.z>b.z&&(this.z=b.z);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y=Math.floor(this.y);this.z=Math.floor(this.z);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z); return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},lengthManhattan:function(){return Math.abs(this.x)+ Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())},setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},cross:function(a,b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector3's .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.\"),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x= d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g;this.y=e*f-c*h;this.z=c*g-d*f;return this},projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a; return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a=this.dot(a)/(this.length()*a.length());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setEulerFromRotationMatrix:function(a,b){console.error(\"REMOVED: Vector3's setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.\")}, setEulerFromQuaternion:function(a,b){console.error(\"REMOVED: Vector3's setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.\")},getPositionFromMatrix:function(a){console.warn(\"DEPRECATED: Vector3's .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code.\");return this.setFromMatrixPosition(a)},getScaleFromMatrix:function(a){console.warn(\"DEPRECATED: Vector3's .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code.\"); return this.setFromMatrixScale(a)},getColumnFromMatrix:function(a,b){console.warn(\"DEPRECATED: Vector3's .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code.\");return this.setFromMatrixColumn(a,b)},setFromMatrixPosition:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},setFromMatrixScale:function(a){var b=this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(); a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){var c=4*a,d=b.elements;this.x=d[c];this.y=d[c+1];this.z=d[c+2];return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];return this},toArray:function(){return[this.x,this.y,this.z]},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error(\"index is out of range: \"+a);}},getComponent:function(a){switch(a){case 0:return this.x; case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error(\"index is out of range: \"+a);}},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector4's .add() now only accepts one argument. Use .addVectors( a, b ) instead.\"),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;return this}, addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;this.w=a.w+b.w;return this},sub:function(a,b){if(void 0!==b)return console.warn(\"DEPRECATED: Vector4's .sub() now only accepts one argument. Use .subVectors( a, b ) instead.\"),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;this.w=a.w-b.w;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this}, applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z=a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){0!==a?(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a):(this.z=this.y=this.x=0,this.w=1);return this},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b, this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var l=a[10];if(0.01>Math.abs(d-g)&&0.01>Math.abs(f-c)&&0.01>Math.abs(k-b)){if(0.1>Math.abs(d+g)&&0.1>Math.abs(f+c)&&0.1>Math.abs(k+b)&&0.1>Math.abs(e+h+l-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;l=(l+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>l?0.01>e?(b=0,d=c=0.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>l?0.01> h?(b=0.707106781,c=0,d=0.707106781):(c=Math.sqrt(h),b=d/c,d=k/c):0.01>l?(c=b=0.707106781,d=0):(d=Math.sqrt(l),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));0.001>Math.abs(a)&&(a=1);this.x=(b-k)/a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+l-1)/2);return this},min:function(a){this.x>a.x&&(this.x=a.x);this.y>a.y&&(this.y=a.y);this.z>a.z&&(this.z=a.z);this.w>a.w&&(this.w=a.w);return this},max:function(a){this.xb.x&&(this.x=b.x);this.yb.y&&(this.y=b.y);this.zb.z&&(this.z=b.z);this.wb.w&&(this.w=b.w);return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),floor:function(){this.x=Math.floor(this.x);this.y= Math.floor(this.y);this.z=Math.floor(this.z);this.w=Math.floor(this.w);return this},ceil:function(){this.x=Math.ceil(this.x);this.y=Math.ceil(this.y);this.z=Math.ceil(this.z);this.w=Math.ceil(this.w);return this},round:function(){this.x=Math.round(this.x);this.y=Math.round(this.y);this.z=Math.round(this.z);this.w=Math.round(this.w);return this},roundToZero:function(){this.x=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z): Math.floor(this.z);this.w=0>this.w?Math.ceil(this.w):Math.floor(this.w);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)+Math.abs(this.w)},normalize:function(){return this.divideScalar(this.length())}, setLength:function(a){var b=this.length();0!==b&&a!==b&&this.multiplyScalar(a/b);return this},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;this.w+=(a.w-this.w)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a){this.x=a[0];this.y=a[1];this.z=a[2];this.w=a[3];return this},toArray:function(){return[this.x,this.y,this.z,this.w]},clone:function(){return new THREE.Vector4(this.x,this.y,this.z, this.w)}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders=\"XYZ YZX ZXY XZY YXZ ZYX\".split(\" \");THREE.Euler.DefaultOrder=\"XYZ\"; THREE.Euler.prototype={constructor:THREE.Euler,_x:0,_y:0,_z:0,_order:THREE.Euler.DefaultOrder,_quaternion:void 0,_updateQuaternion:function(){void 0!==this._quaternion&&this._quaternion.setFromEuler(this,!1)},get x(){return this._x},set x(a){this._x=a;this._updateQuaternion()},get y(){return this._y},set y(a){this._y=a;this._updateQuaternion()},get z(){return this._z},set z(a){this._z=a;this._updateQuaternion()},get order(){return this._order},set order(a){this._order=a;this._updateQuaternion()}, set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this._updateQuaternion();return this},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order=a._order;this._updateQuaternion();return this},setFromRotationMatrix:function(a,b){function c(a){return Math.min(Math.max(a,-1),1)}var d=a.elements,e=d[0],f=d[4],g=d[8],h=d[1],k=d[5],l=d[9],n=d[2],s=d[6],d=d[10];b=b||this._order;\"XYZ\"===b?(this._y=Math.asin(c(g)),0.99999>Math.abs(g)?(this._x=Math.atan2(-l,d),this._z= Math.atan2(-f,e)):(this._x=Math.atan2(s,k),this._z=0)):\"YXZ\"===b?(this._x=Math.asin(-c(l)),0.99999>Math.abs(l)?(this._y=Math.atan2(g,d),this._z=Math.atan2(h,k)):(this._y=Math.atan2(-n,e),this._z=0)):\"ZXY\"===b?(this._x=Math.asin(c(s)),0.99999>Math.abs(s)?(this._y=Math.atan2(-n,d),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,e))):\"ZYX\"===b?(this._y=Math.asin(-c(n)),0.99999>Math.abs(n)?(this._x=Math.atan2(s,d),this._z=Math.atan2(h,e)):(this._x=0,this._z=Math.atan2(-f,k))):\"YZX\"===b?(this._z= Math.asin(c(h)),0.99999>Math.abs(h)?(this._x=Math.atan2(-l,k),this._y=Math.atan2(-n,e)):(this._x=0,this._y=Math.atan2(g,d))):\"XZY\"===b?(this._z=Math.asin(-c(f)),0.99999>Math.abs(f)?(this._x=Math.atan2(s,k),this._y=Math.atan2(g,e)):(this._x=Math.atan2(-l,d),this._y=0)):console.warn(\"WARNING: Euler.setFromRotationMatrix() given unsupported order: \"+b);this._order=b;this._updateQuaternion();return this},setFromQuaternion:function(a,b,c){function d(a){return Math.min(Math.max(a,-1),1)}var e=a.x*a.x,f= a.y*a.y,g=a.z*a.z,h=a.w*a.w;b=b||this._order;\"XYZ\"===b?(this._x=Math.atan2(2*(a.x*a.w-a.y*a.z),h-e-f+g),this._y=Math.asin(d(2*(a.x*a.z+a.y*a.w))),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h+e-f-g)):\"YXZ\"===b?(this._x=Math.asin(d(2*(a.x*a.w-a.y*a.z))),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h-e-f+g),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h-e+f-g)):\"ZXY\"===b?(this._x=Math.asin(d(2*(a.x*a.w+a.y*a.z))),this._y=Math.atan2(2*(a.y*a.w-a.z*a.x),h-e-f+g),this._z=Math.atan2(2*(a.z*a.w-a.x*a.y),h-e+f-g)):\"ZYX\"=== b?(this._x=Math.atan2(2*(a.x*a.w+a.z*a.y),h-e-f+g),this._y=Math.asin(d(2*(a.y*a.w-a.x*a.z))),this._z=Math.atan2(2*(a.x*a.y+a.z*a.w),h+e-f-g)):\"YZX\"===b?(this._x=Math.atan2(2*(a.x*a.w-a.z*a.y),h-e+f-g),this._y=Math.atan2(2*(a.y*a.w-a.x*a.z),h+e-f-g),this._z=Math.asin(d(2*(a.x*a.y+a.z*a.w)))):\"XZY\"===b?(this._x=Math.atan2(2*(a.x*a.w+a.y*a.z),h-e+f-g),this._y=Math.atan2(2*(a.x*a.z+a.y*a.w),h+e-f-g),this._z=Math.asin(d(2*(a.z*a.w-a.x*a.y)))):console.warn(\"WARNING: Euler.setFromQuaternion() given unsupported order: \"+ b);this._order=b;!1!==c&&this._updateQuaternion();return this},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this);this.setFromQuaternion(a,b)}}(),fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this._updateQuaternion();return this},toArray:function(){return[this._x,this._y,this._z,this._order]},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},clone:function(){return new THREE.Euler(this._x, this._y,this._z,this._order)}};THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3}; THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(0.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)},at:function(a, b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)},clone:function(){return(new THREE.Line3).copy(this)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){if(0this.max.x&&(this.max.x=b.x),b.ythis.max.y&&(this.max.y=b.y)}else this.makeEmpty();return this},setFromCenterAndSize:function(){var a=new THREE.Vector2;return function(b,c){var d=a.copy(c).multiplyScalar(0.5); this.min.copy(b).sub(d);this.max.copy(b).add(d);return this}}(),copy:function(a){this.min.copy(a.min);this.max.copy(a.max);return this},makeEmpty:function(){this.min.x=this.min.y=Infinity;this.max.x=this.max.y=-Infinity;return this},empty:function(){return this.max.xthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x), (a.y-this.min.y)/(this.max.y-this.min.y))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max); return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box2).copy(this)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},addPoint:function(a){a.xthis.max.x&&(this.max.x=a.x);a.ythis.max.y&&(this.max.y=a.y);a.zthis.max.z&&(this.max.z=a.z)},setFromPoints:function(a){if(0this.max.x||a.ythis.max.y||a.zthis.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x- this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},isIntersectionBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.zthis.max.z?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a= new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=0.5*this.size(a).length();return b}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];return function(b){a[0].set(this.min.x,this.min.y, this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b);a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.makeEmpty();this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a); this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&&a.max.equals(this.max)},clone:function(){return(new THREE.Box3).copy(this)}};THREE.Matrix3=function(a,b,c,d,e,f,g,h,k){this.elements=new Float32Array(9);this.set(void 0!==a?a:1,b||0,c||0,d||0,void 0!==e?e:1,f||0,g||0,h||0,void 0!==k?k:1)}; THREE.Matrix3.prototype={constructor:THREE.Matrix3,set:function(a,b,c,d,e,f,g,h,k){var l=this.elements;l[0]=a;l[3]=b;l[6]=c;l[1]=d;l[4]=e;l[7]=f;l[2]=g;l[5]=h;l[8]=k;return this},identity:function(){this.set(1,0,0,0,1,0,0,0,1);return this},copy:function(a){a=a.elements;this.set(a[0],a[3],a[6],a[1],a[4],a[7],a[2],a[5],a[8]);return this},multiplyVector3:function(a){console.warn(\"DEPRECATED: Matrix3's .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.\");return a.applyMatrix3(this)}, multiplyVector3Array:function(){var a=new THREE.Vector3;return function(b){for(var c=0,d=b.length;cthis.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,l=1/k;b.elements[0]*=c;b.elements[1]*= c;b.elements[2]*=c;b.elements[4]*=f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=l;b.elements[9]*=l;b.elements[10]*=l;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.degToRad(0.5*a)); var e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=b-a,k=c-d,l=f-e;g[0]=2/h;g[4]=0;g[8]=0;g[12]=-((b+a)/h);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/l;g[14]=-((f+e)/l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},fromArray:function(a){this.elements.set(a);return this},toArray:function(){var a=this.elements;return[a[0],a[1],a[2],a[3],a[4],a[5],a[6],a[7],a[8],a[9],a[10],a[11],a[12],a[13],a[14],a[15]]},clone:function(){var a= this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b,a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin); var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceTo(b);a.copy(this.direction).multiplyScalar(c).add(this.origin);return a.distanceTo(b)}}(),distanceSqToSegment:function(a,b,c,d){var e=a.clone().add(b).multiplyScalar(0.5),f=b.clone().sub(a).normalize(),g=0.5*a.distanceTo(b), h=this.origin.clone().sub(e);a=-this.direction.dot(f);b=h.dot(this.direction);var k=-h.dot(f),l=h.lengthSq(),n=Math.abs(1-a*a),s,r;0<=n?(h=a*k-b,s=a*b-k,r=g*n,0<=h?s>=-r?s<=r?(g=1/n,h*=g,s*=g,a=h*(h+a*s+2*b)+s*(a*h+s+2*k)+l):(s=g,h=Math.max(0,-(a*s+b)),a=-h*h+s*(s+2*k)+l):(s=-g,h=Math.max(0,-(a*s+b)),a=-h*h+s*(s+2*k)+l):s<=-r?(h=Math.max(0,-(-a*g+b)),s=0a.normal.dot(this.direction)*b?!0:!1},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0==b)return 0==a.distanceToPoint(this.origin)? 0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c=this.distanceToPlane(a);return null===c?null:this.at(c,b)},isIntersectionBox:function(){var a=new THREE.Vector3;return function(b){return null!==this.intersectBox(b,a)}}(),intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*= a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!==c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d);if(0< f){if(h)return null;h=1}else if(0>f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}, clone:function(){return(new THREE.Ray).copy(this)}};THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<= this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},clampPoint:function(a,b){var c=this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius); return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&&a.radius===this.radius},clone:function(){return(new THREE.Sphere).copy(this)}};THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],l=c[7],n=c[8],s=c[9],r=c[10],q=c[11],u=c[12],p=c[13],v=c[14],c=c[15];b[0].setComponents(f-a,l-g,q-n,c-u).normalize();b[1].setComponents(f+ a,l+g,q+n,c+u).normalize();b[2].setComponents(f+d,l+h,q+s,c+p).normalize();b[3].setComponents(f-d,l-h,q-s,c-p).normalize();b[4].setComponents(f-e,l-k,q-r,c-v).normalize();b[5].setComponents(f+e,l+k,q+r,c+v).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld);return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes, c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(), containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0},clone:function(){return(new THREE.Frustum).copy(this)}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, c);return this}}(),copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a,b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a, b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},isIntersectionLine:function(a){var b=this.distanceToPoint(a.start);a=this.distanceToPoint(a.end);return 0>b&&0a&&0f||1e;e++)8==e||13==e||18==e||23==e?b[e]=\"-\":14==e?b[e]=\"4\":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19==e?d&3|8:d]);return b.join(\"\")}}(),clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){return(65280*Math.random()+255*Math.random())/65535},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a*(0.5-Math.random())},sign:function(a){return 0>a?-1:0this.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1: f+2;l=this.points[c[0]];n=this.points[c[1]];s=this.points[c[2]];r=this.points[c[3]];h=g*g;k=g*h;d.x=b(l.x,n.x,s.x,r.x,g,h,k);d.y=b(l.y,n.y,s.y,r.y,g,h,k);d.z=b(l.z,n.z,s.z,r.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); THREE.Triangle.prototype={constructor:THREE.Triangle,set:function(a,b,c){this.a.copy(a);this.b.copy(b);this.c.copy(c);return this},setFromPointsAndIndices:function(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a,this.b);return 0.5*a.cross(b).length()}}(),midpoint:function(a){return(a|| new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)},equals:function(a){return a.a.equals(this.a)&&a.b.equals(this.b)&&a.c.equals(this.c)}, clone:function(){return(new THREE.Triangle).copy(this)}};THREE.Vertex=function(a){console.warn(\"THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.\");return a};THREE.UV=function(a,b){console.warn(\"THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.\");return new THREE.Vector2(a,b)};THREE.Clock=function(a){this.autoStart=void 0!==a?a:!0;this.elapsedTime=this.oldTime=this.startTime=0;this.running=!1}; THREE.Clock.prototype={constructor:THREE.Clock,start:function(){this.oldTime=this.startTime=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now();this.running=!0},stop:function(){this.getElapsedTime();this.running=!1},getElapsedTime:function(){this.getDelta();return this.elapsedTime},getDelta:function(){var a=0;this.autoStart&&!this.running&&this.start();if(this.running){var b=void 0!==self.performance&&void 0!==self.performance.now?self.performance.now():Date.now(), a=0.001*(b-this.oldTime);this.oldTime=b;this.elapsedTime+=a}return a}};THREE.EventDispatcher=function(){}; THREE.EventDispatcher.prototype={constructor:THREE.EventDispatcher,apply:function(a){a.addEventListener=THREE.EventDispatcher.prototype.addEventListener;a.hasEventListener=THREE.EventDispatcher.prototype.hasEventListener;a.removeEventListener=THREE.EventDispatcher.prototype.removeEventListener;a.dispatchEvent=THREE.EventDispatcher.prototype.dispatchEvent},addEventListener:function(a,b){void 0===this._listeners&&(this._listeners={});var c=this._listeners;void 0===c[a]&&(c[a]=[]);-1===c[a].indexOf(b)&& c[a].push(b)},hasEventListener:function(a,b){if(void 0===this._listeners)return!1;var c=this._listeners;return void 0!==c[a]&&-1!==c[a].indexOf(b)?!0:!1},removeEventListener:function(a,b){if(void 0!==this._listeners){var c=this._listeners[a];if(void 0!==c){var d=c.indexOf(b);-1!==d&&c.splice(d,1)}}},dispatchEvent:function(){var a=[];return function(b){if(void 0!==this._listeners){var c=this._listeners[b.type];if(void 0!==c){b.target=this;for(var d=c.length,e=0;ef.scale.x)return q;q.push({distance:u,point:f.position,face:null,object:f})}else if(f instanceof a.LOD)d.setFromMatrixPosition(f.matrixWorld),u=n.ray.origin.distanceTo(d),l(f.getObjectForDistance(u),n,q);else if(f instanceof a.Mesh){var p=f.geometry;null===p.boundingSphere&&p.computeBoundingSphere();b.copy(p.boundingSphere);b.applyMatrix4(f.matrixWorld);if(!1===n.ray.isIntersectionSphere(b))return q;e.getInverse(f.matrixWorld);c.copy(n.ray).applyMatrix4(e);if(null!==p.boundingBox&&!1===c.isIntersectionBox(p.boundingBox))return q;if(p instanceof a.BufferGeometry){var v=f.material;if(void 0=== v)return q;var w=p.attributes,t,x,z=n.precision;if(void 0!==w.index)for(var B=p.offsets,E=w.index.array,H=w.position.array,D=0,G=B.length;Dn.far||q.push({distance:u,point:K,indices:[w,t,x],face:null,faceIndex:null,object:f}))}else for(H=w.position.array,p=0,O=w.position.array.length;pn.far||q.push({distance:u,point:K, indices:[w,t,x],face:null,faceIndex:null,object:f}))}else if(p instanceof a.Geometry)for(E=f.material instanceof a.MeshFaceMaterial,H=!0===E?f.material.materials:null,z=n.precision,B=p.vertices,D=0,G=p.faces.length;Dn.far||q.push({distance:u,point:K,face:I,faceIndex:D,object:f}))}}else if(f instanceof a.Line){z=n.linePrecision;v=z*z;p=f.geometry;null===p.boundingSphere&&p.computeBoundingSphere();b.copy(p.boundingSphere);b.applyMatrix4(f.matrixWorld);if(!1===n.ray.isIntersectionSphere(b))return q;e.getInverse(f.matrixWorld);c.copy(n.ray).applyMatrix4(e);if(p instanceof a.Geometry)for(B=p.vertices,z=B.length,w=new a.Vector3,t=new a.Vector3,x=f.type===a.LineStrip?1:2,p=0;pv||(u=c.origin.distanceTo(t),un.far||q.push({distance:u,point:w.clone().applyMatrix4(f.matrixWorld), face:null,faceIndex:null,object:f}))}},n=function(a,b,c){a=a.getDescendants();for(var d=0,e=a.length;de&&0>f||0>g&& 0>h)return!1;0>e?c=Math.max(c,e/(e-f)):0>f&&(d=Math.min(d,e/(e-f)));0>g?c=Math.max(c,g/(g-h)):0>h&&(d=Math.min(d,g/(g-h)));if(d=c.x&&-1<=c.y&&1>=c.y&&-1<=c.z&&1>=c.z},h=function(a,b,c){L[0]=a.positionScreen;L[1]=b.positionScreen;L[2]=c.positionScreen;return!0=== a.visible||!0===b.visible||!0===c.visible||C.isIntersectionBox(A.setFromPoints(L))?0>(c.positionScreen.x-a.positionScreen.x)*(b.positionScreen.y-a.positionScreen.y)-(c.positionScreen.y-a.positionScreen.y)*(b.positionScreen.x-a.positionScreen.x):!1};return{setObject:function(a){e=a;f.getNormalMatrix(e.matrixWorld);d.length=0},projectVertex:g,checkTriangleVisibility:h,pushVertex:function(b,c,d){l=a();l.position.set(b,c,d);g(l)},pushNormal:function(a,b,c){d.push(a,b,c)},pushLine:function(a,b){var d= s[a],f=s[b];w=c();w.id=e.id;w.v1.copy(d);w.v2.copy(f);w.z=(d.positionScreen.z+f.positionScreen.z)/2;w.material=e.material;G.elements.push(w)},pushTriangle:function(a,c,g){var k=s[a],l=s[c],n=s[g];if(!0===h(k,l,n)){q=b();q.id=e.id;q.v1.copy(k);q.v2.copy(l);q.v3.copy(n);q.z=(k.positionScreen.z+l.positionScreen.z+n.positionScreen.z)/3;for(k=0;3>k;k++)l=3*arguments[k],n=q.vertexNormalsModel[k],n.set(d[l+0],d[l+1],d[l+2]),n.applyMatrix3(f).normalize();q.vertexNormalsLength=3;q.material=e.material;G.elements.push(q)}}}}; this.projectScene=function(f,h,k,l){var p,r,v,x,y,z,C,L,A;E=t=u=0;G.elements.length=0;!0===f.autoUpdate&&f.updateMatrixWorld();void 0===h.parent&&h.updateMatrixWorld();Q.copy(h.matrixWorldInverse.getInverse(h.matrixWorld));Y.multiplyMatrices(h.projectionMatrix,Q);ga.setFromMatrix(Y);g=0;G.objects.length=0;G.lights.length=0;W(f);!0===k&&G.objects.sort(d);f=0;for(k=G.objects.length;f=F.z&&(E===D?(x=new THREE.RenderableSprite, H.push(x),D++,E++,B=x):B=H[E++],B.id=p.id,B.x=F.x*r,B.y=F.y*r,B.z=F.z,B.object=p,B.rotation=p.rotation,B.scale.x=p.scale.x*Math.abs(B.x-(F.x+h.projectionMatrix.elements[0])/(F.w+h.projectionMatrix.elements[12])),B.scale.y=p.scale.y*Math.abs(B.y-(F.y+h.projectionMatrix.elements[5])/(F.w+h.projectionMatrix.elements[13])),B.material=p.material,G.elements.push(B)));!0===l&&G.elements.sort(d);return G}};THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=void 0!==f?f:0;this.centroid=new THREE.Vector3}; THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;bb.max.x&&(b.max.x=e);fb.max.y&&(b.max.y=f);gb.max.z&&(b.max.z=g)}}if(void 0===a||0===a.length)this.boundingBox.min.set(0,0,0),this.boundingBox.max.set(0,0,0)},computeBoundingSphere:function(){var a=new THREE.Box3,b=new THREE.Vector3; return function(){null===this.boundingSphere&&(this.boundingSphere=new THREE.Sphere);var c=this.attributes.position.array;if(c){a.makeEmpty();for(var d=this.boundingSphere.center,e=0,f=c.length;eoa?-1:1;h[4*a]= T.x;h[4*a+1]=T.y;h[4*a+2]=T.z;h[4*a+3]=Fa}if(void 0===this.attributes.index||void 0===this.attributes.position||void 0===this.attributes.normal||void 0===this.attributes.uv)console.warn(\"Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()\");else{var c=this.attributes.index.array,d=this.attributes.position.array,e=this.attributes.normal.array,f=this.attributes.uv.array,g=d.length/3;void 0===this.attributes.tangent&&(this.attributes.tangent={itemSize:4,array:new Float32Array(4* g)});for(var h=this.attributes.tangent.array,k=[],l=[],n=0;np;p++)u=a[3*c+p],-1==r[u]?(s[2*p]=u,s[2*p+1]=-1,n++):r[u]k.index+b)for(k={start:f,count:0,index:g},h.push(k),n=0;6>n;n+=2)p=s[n+1],-1n;n+=2)u=s[n],p=s[n+1],-1===p&&(p=g++),r[u]=p,q[p]=u,e[f++]=p-k.index,k.count++}this.reorderBuffers(e,q,g);return this.offsets=h},reorderBuffers:function(a,b,c){var d={},e=[Int8Array,Uint8Array,Uint8ClampedArray,Int16Array,Uint16Array,Int32Array,Uint32Array,Float32Array, Float64Array],f;for(f in this.attributes)if(\"index\"!=f)for(var g=this.attributes[f].array,h=0,k=e.length;hd?-1:1,e.vertexTangents[c]=new THREE.Vector4(z.x,z.y,z.z,d);this.hasTangents=!0},computeLineDistances:function(){for(var a=0,b=this.vertices,c=0,d=b.length;cd;d++)if(e[d]==e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e= a[f],this.faces.splice(e,1),c=0,g=this.faceVertexUvs.length;ca.opacity)l.transparent=a.transparent;void 0!==a.depthTest&&(l.depthTest=a.depthTest);void 0!==a.depthWrite&&(l.depthWrite=a.depthWrite);void 0!==a.visible&&(l.visible=a.visible);void 0!==a.flipSided&&(l.side=THREE.BackSide); void 0!==a.doubleSided&&(l.side=THREE.DoubleSide);void 0!==a.wireframe&&(l.wireframe=a.wireframe);void 0!==a.vertexColors&&(\"face\"===a.vertexColors?l.vertexColors=THREE.FaceColors:a.vertexColors&&(l.vertexColors=THREE.VertexColors));a.colorDiffuse?l.color=g(a.colorDiffuse):a.DbgColor&&(l.color=a.DbgColor);a.colorSpecular&&(l.specular=g(a.colorSpecular));a.colorAmbient&&(l.ambient=g(a.colorAmbient));a.transparency&&(l.opacity=a.transparency);a.specularCoef&&(l.shininess=a.specularCoef);a.mapDiffuse&& b&&f(l,\"map\",a.mapDiffuse,a.mapDiffuseRepeat,a.mapDiffuseOffset,a.mapDiffuseWrap,a.mapDiffuseAnisotropy);a.mapLight&&b&&f(l,\"lightMap\",a.mapLight,a.mapLightRepeat,a.mapLightOffset,a.mapLightWrap,a.mapLightAnisotropy);a.mapBump&&b&&f(l,\"bumpMap\",a.mapBump,a.mapBumpRepeat,a.mapBumpOffset,a.mapBumpWrap,a.mapBumpAnisotropy);a.mapNormal&&b&&f(l,\"normalMap\",a.mapNormal,a.mapNormalRepeat,a.mapNormalOffset,a.mapNormalWrap,a.mapNormalAnisotropy);a.mapSpecular&&b&&f(l,\"specularMap\",a.mapSpecular,a.mapSpecularRepeat, a.mapSpecularOffset,a.mapSpecularWrap,a.mapSpecularAnisotropy);a.mapBumpScale&&(l.bumpScale=a.mapBumpScale);a.mapNormal?(k=THREE.ShaderLib.normalmap,n=THREE.UniformsUtils.clone(k.uniforms),n.tNormal.value=l.normalMap,a.mapNormalFactor&&n.uNormalScale.value.set(a.mapNormalFactor,a.mapNormalFactor),l.map&&(n.tDiffuse.value=l.map,n.enableDiffuse.value=!0),l.specularMap&&(n.tSpecular.value=l.specularMap,n.enableSpecular.value=!0),l.lightMap&&(n.tAO.value=l.lightMap,n.enableAO.value=!0),n.diffuse.value.setHex(l.color), n.specular.value.setHex(l.specular),n.ambient.value.setHex(l.ambient),n.shininess.value=l.shininess,void 0!==l.opacity&&(n.opacity.value=l.opacity),k=new THREE.ShaderMaterial({fragmentShader:k.fragmentShader,vertexShader:k.vertexShader,uniforms:n,lights:!0,fog:!0}),l.transparent&&(k.transparent=!0)):k=new THREE[k](l);void 0!==a.DbgName&&(k.name=a.DbgName);return k}};THREE.XHRLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager}; THREE.XHRLoader.prototype={constructor:THREE.XHRLoader,load:function(a,b,c,d){var e=this,f=new XMLHttpRequest;void 0!==b&&f.addEventListener(\"load\",function(c){b(c.target.responseText);e.manager.itemEnd(a)},!1);void 0!==c&&f.addEventListener(\"progress\",function(a){c(a)},!1);void 0!==d&&f.addEventListener(\"error\",function(a){d(a)},!1);void 0!==this.crossOrigin&&(f.crossOrigin=this.crossOrigin);f.open(\"GET\",a,!0);f.send(null);e.manager.itemStart(a)},setCrossOrigin:function(a){this.crossOrigin=a}};THREE.ImageLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager}; THREE.ImageLoader.prototype={constructor:THREE.ImageLoader,load:function(a,b,c,d){var e=this,f=document.createElement(\"img\");void 0!==b&&f.addEventListener(\"load\",function(c){e.manager.itemEnd(a);b(this)},!1);void 0!==c&&f.addEventListener(\"progress\",function(a){c(a)},!1);void 0!==d&&f.addEventListener(\"error\",function(a){d(a)},!1);void 0!==this.crossOrigin&&(f.crossOrigin=this.crossOrigin);f.src=a;e.manager.itemStart(a);return f},setCrossOrigin:function(a){this.crossOrigin=a}};THREE.JSONLoader=function(a){THREE.Loader.call(this,a);this.withCredentials=!1};THREE.JSONLoader.prototype=Object.create(THREE.Loader.prototype);THREE.JSONLoader.prototype.load=function(a,b,c){c=c&&\"string\"===typeof c?c:this.extractUrlBase(a);this.onLoadStart();this.loadAjaxJSON(this,a,b,c)}; THREE.JSONLoader.prototype.loadAjaxJSON=function(a,b,c,d,e){var f=new XMLHttpRequest,g=0;f.onreadystatechange=function(){if(f.readyState===f.DONE)if(200===f.status||0===f.status){if(f.responseText){var h=JSON.parse(f.responseText);if(\"scene\"===h.metadata.type){console.error('THREE.JSONLoader: \"'+b+'\" seems to be a Scene. Use THREE.SceneLoader instead.');return}h=a.parse(h,d);c(h.geometry,h.materials)}else console.error('THREE.JSONLoader: \"'+b+'\" seems to be unreachable or the file is empty.');a.onLoadComplete()}else console.error(\"THREE.JSONLoader: Couldn't load \\\"\"+ b+'\" ('+f.status+\")\");else f.readyState===f.LOADING?e&&(0===g&&(g=f.getResponseHeader(\"Content-Length\")),e({total:g,loaded:f.responseText.length})):f.readyState===f.HEADERS_RECEIVED&&void 0!==e&&(g=f.getResponseHeader(\"Content-Length\"))};f.open(\"GET\",b,!0);f.withCredentials=this.withCredentials;f.send(null)}; THREE.JSONLoader.prototype.parse=function(a,b){var c=new THREE.Geometry,d=void 0!==a.scale?1/a.scale:1;(function(b){var d,g,h,k,l,n,s,r,q,u,p,v,w,t=a.faces;n=a.vertices;var x=a.normals,z=a.colors,B=0;if(void 0!==a.uvs){for(d=0;dg;g++)r=t[k++],w=v[2*r],r=v[2*r+1],w=new THREE.Vector2(w,r),2!==g&&c.faceVertexUvs[d][h].push(w),0!==g&&c.faceVertexUvs[d][h+1].push(w);s&&(s=3*t[k++],q.normal.set(x[s++],x[s++],x[s]),p.normal.copy(q.normal));if(u)for(d=0;4>d;d++)s=3*t[k++],u=new THREE.Vector3(x[s++], x[s++],x[s]),2!==d&&q.vertexNormals.push(u),0!==d&&p.vertexNormals.push(u);n&&(n=t[k++],n=z[n],q.color.setHex(n),p.color.setHex(n));if(b)for(d=0;4>d;d++)n=t[k++],n=z[n],2!==d&&q.vertexColors.push(new THREE.Color(n)),0!==d&&p.vertexColors.push(new THREE.Color(n));c.faces.push(q);c.faces.push(p)}else{q=new THREE.Face3;q.a=t[k++];q.b=t[k++];q.c=t[k++];h&&(h=t[k++],q.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)r=t[k++],w=v[2*r],r=v[2*r+1], w=new THREE.Vector2(w,r),c.faceVertexUvs[d][h].push(w);s&&(s=3*t[k++],q.normal.set(x[s++],x[s++],x[s]));if(u)for(d=0;3>d;d++)s=3*t[k++],u=new THREE.Vector3(x[s++],x[s++],x[s]),q.vertexNormals.push(u);n&&(n=t[k++],q.color.setHex(z[n]));if(b)for(d=0;3>d;d++)n=t[k++],q.vertexColors.push(new THREE.Color(z[n]));c.faces.push(q)}})(d);(function(){if(a.skinWeights)for(var b=0,d=a.skinWeights.length;bC.parameters.opacity&&(C.parameters.transparent=!0);C.parameters.normalMap?(O=THREE.ShaderLib.normalmap,y=THREE.UniformsUtils.clone(O.uniforms), t=C.parameters.color,F=C.parameters.specular,w=C.parameters.ambient,K=C.parameters.shininess,y.tNormal.value=D.textures[C.parameters.normalMap],C.parameters.normalScale&&y.uNormalScale.value.set(C.parameters.normalScale[0],C.parameters.normalScale[1]),C.parameters.map&&(y.tDiffuse.value=C.parameters.map,y.enableDiffuse.value=!0),C.parameters.envMap&&(y.tCube.value=C.parameters.envMap,y.enableReflection.value=!0,y.reflectivity.value=C.parameters.reflectivity),C.parameters.lightMap&&(y.tAO.value=C.parameters.lightMap, y.enableAO.value=!0),C.parameters.specularMap&&(y.tSpecular.value=D.textures[C.parameters.specularMap],y.enableSpecular.value=!0),C.parameters.displacementMap&&(y.tDisplacement.value=D.textures[C.parameters.displacementMap],y.enableDisplacement.value=!0,y.uDisplacementBias.value=C.parameters.displacementBias,y.uDisplacementScale.value=C.parameters.displacementScale),y.diffuse.value.setHex(t),y.specular.value.setHex(F),y.ambient.value.setHex(w),y.shininess.value=K,C.parameters.opacity&&(y.opacity.value= C.parameters.opacity),p=new THREE.ShaderMaterial({fragmentShader:O.fragmentShader,vertexShader:O.vertexShader,uniforms:y,lights:!0,fog:!0})):p=new THREE[C.type](C.parameters);p.name=A;D.materials[A]=p}for(A in I.materials)if(C=I.materials[A],C.parameters.materials){L=[];for(t=0;th.end&&(h.end=e);b||(b=g)}}a.firstAnimation=b}; THREE.MorphAnimMesh.prototype.setAnimationLabel=function(a,b,c){this.geometry.animations||(this.geometry.animations={});this.geometry.animations[a]={start:b,end:c}};THREE.MorphAnimMesh.prototype.playAnimation=function(a,b){var c=this.geometry.animations[a];c?(this.setFrameRange(c.start,c.end),this.duration=(c.end-c.start)/b*1E3,this.time=0):console.warn(\"animation[\"+a+\"] undefined\")}; THREE.MorphAnimMesh.prototype.updateAnimation=function(a){var b=this.duration/this.length;this.time+=this.direction*a;if(this.mirroredLoop){if(this.time>this.duration||0>this.time)this.direction*=-1,this.time>this.duration&&(this.time=this.duration,this.directionBackwards=!0),0>this.time&&(this.time=0,this.directionBackwards=!1)}else this.time%=this.duration,0>this.time&&(this.time+=this.duration);a=this.startKeyframe+THREE.Math.clamp(Math.floor(this.time/b),0,this.length-1);a!==this.currentKeyframe&& (this.morphTargetInfluences[this.lastKeyframe]=0,this.morphTargetInfluences[this.currentKeyframe]=1,this.morphTargetInfluences[a]=0,this.lastKeyframe=this.currentKeyframe,this.currentKeyframe=a);b=this.time%b/b;this.directionBackwards&&(b=1-b);this.morphTargetInfluences[this.currentKeyframe]=b;this.morphTargetInfluences[this.lastKeyframe]=1-b}; THREE.MorphAnimMesh.prototype.clone=function(a){void 0===a&&(a=new THREE.MorphAnimMesh(this.geometry,this.material));a.duration=this.duration;a.mirroredLoop=this.mirroredLoop;a.time=this.time;a.lastKeyframe=this.lastKeyframe;a.currentKeyframe=this.currentKeyframe;a.direction=this.direction;a.directionBackwards=this.directionBackwards;THREE.Mesh.prototype.clone.call(this,a);return a};THREE.LOD=function(){THREE.Object3D.call(this);this.objects=[]};THREE.LOD.prototype=Object.create(THREE.Object3D.prototype);THREE.LOD.prototype.addLevel=function(a,b){void 0===b&&(b=0);b=Math.abs(b);for(var c=0;c=this.objects[d].distance)this.objects[d-1].object.visible=!1,this.objects[d].object.visible=!0;else break;for(;d=h||(h*=f.intensity,c.add(Ka.multiplyScalar(h)))}else f instanceof THREE.PointLight&&(g=Na.setFromMatrixPosition(f.matrixWorld),h=b.dot(Na.subVectors(g,a).normalize()),0>=h||(h*=0==f.distance?1:1-Math.min(a.distanceTo(g)/f.distance,1),0!=h&&(h*=f.intensity,c.add(Ka.multiplyScalar(h)))))}} function c(a,b,c,d){r(b);q(c);u(d);p(a.getStyle());y.stroke();Oa.expandByScalar(2*b)}function d(a){v(a.getStyle());y.fill()}function e(a){f(a.target)}function f(a){var b=a.wrapS===THREE.RepeatWrapping,c=a.wrapT===THREE.RepeatWrapping,d=a.image,e=document.createElement(\"canvas\");e.width=d.width;e.height=d.height;var f=e.getContext(\"2d\");f.setTransform(1,0,0,-1,0,d.height);f.drawImage(d,0,0);la[a.id]=y.createPattern(e,!0===b&&!0===c?\"repeat\":!0===b&&!1===c?\"repeat-x\":!1===b&&!0===c?\"repeat-y\":\"no-repeat\")} function g(a,b,c,d,g,h,k,m,l,n,p,r,q){if(!(q instanceof THREE.DataTexture)){!1===q.hasEventListener(\"update\",e)&&(void 0!==q.image&&0C&&y.clearRect(na.min.x|0,na.min.y|0,na.max.x-na.min.x|0,na.max.y-na.min.y|0),0W.positionScreen.z||1N.positionScreen.z||1ca.positionScreen.z||1 0\\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\\n#endif\\n#if MAX_POINT_LIGHTS > 0\\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\\n#endif\\n#ifdef WRAP_AROUND\\nuniform vec3 wrapRGB;\\n#endif\", lights_lambert_vertex:\"vLightFront = vec3( 0.0 );\\n#ifdef DOUBLE_SIDED\\nvLightBack = vec3( 0.0 );\\n#endif\\ntransformedNormal = normalize( transformedNormal );\\n#if MAX_DIR_LIGHTS > 0\\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\\nvec3 dirVector = normalize( lDirection.xyz );\\nfloat dotProduct = dot( transformedNormal, dirVector );\\nvec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\\n#ifdef DOUBLE_SIDED\\nvec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\\n#ifdef WRAP_AROUND\\nvec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\\n#endif\\n#endif\\n#ifdef WRAP_AROUND\\nvec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\\ndirectionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\\n#ifdef DOUBLE_SIDED\\ndirectionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\\n#endif\\n#endif\\nvLightFront += directionalLightColor[ i ] * directionalLightWeighting;\\n#ifdef DOUBLE_SIDED\\nvLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\\n#endif\\n}\\n#endif\\n#if MAX_POINT_LIGHTS > 0\\nfor( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\\nfloat lDistance = 1.0;\\nif ( pointLightDistance[ i ] > 0.0 )\\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\\nlVector = normalize( lVector );\\nfloat dotProduct = dot( transformedNormal, lVector );\\nvec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\\n#ifdef DOUBLE_SIDED\\nvec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\\n#ifdef WRAP_AROUND\\nvec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\\n#endif\\n#endif\\n#ifdef WRAP_AROUND\\nvec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\\npointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\\n#ifdef DOUBLE_SIDED\\npointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\\n#endif\\n#endif\\nvLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\\n#ifdef DOUBLE_SIDED\\nvLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\\n#endif\\n}\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\nfor( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\\nif ( spotEffect > spotLightAngleCos[ i ] ) {\\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\\nfloat lDistance = 1.0;\\nif ( spotLightDistance[ i ] > 0.0 )\\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\\nlVector = normalize( lVector );\\nfloat dotProduct = dot( transformedNormal, lVector );\\nvec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\\n#ifdef DOUBLE_SIDED\\nvec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\\n#ifdef WRAP_AROUND\\nvec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\\n#endif\\n#endif\\n#ifdef WRAP_AROUND\\nvec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\\nspotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\\n#ifdef DOUBLE_SIDED\\nspotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\\n#endif\\n#endif\\nvLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\\n#ifdef DOUBLE_SIDED\\nvLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\\n#endif\\n}\\n}\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\\nvec3 lVector = normalize( lDirection.xyz );\\nfloat dotProduct = dot( transformedNormal, lVector );\\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\\nfloat hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\\nvLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\\n#ifdef DOUBLE_SIDED\\nvLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\\n#endif\\n}\\n#endif\\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\\n#ifdef DOUBLE_SIDED\\nvLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\\n#endif\", lights_phong_pars_vertex:\"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\\nvarying vec3 vWorldPosition;\\n#endif\",lights_phong_vertex:\"#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\\nvWorldPosition = worldPosition.xyz;\\n#endif\",lights_phong_pars_fragment:\"uniform vec3 ambientLightColor;\\n#if MAX_DIR_LIGHTS > 0\\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\\n#endif\\n#if MAX_POINT_LIGHTS > 0\\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\\n#endif\\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )\\nvarying vec3 vWorldPosition;\\n#endif\\n#ifdef WRAP_AROUND\\nuniform vec3 wrapRGB;\\n#endif\\nvarying vec3 vViewPosition;\\nvarying vec3 vNormal;\", lights_phong_fragment:\"vec3 normal = normalize( vNormal );\\nvec3 viewPosition = normalize( vViewPosition );\\n#ifdef DOUBLE_SIDED\\nnormal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\\n#endif\\n#ifdef USE_NORMALMAP\\nnormal = perturbNormal2Arb( -vViewPosition, normal );\\n#elif defined( USE_BUMPMAP )\\nnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\\n#endif\\n#if MAX_POINT_LIGHTS > 0\\nvec3 pointDiffuse = vec3( 0.0 );\\nvec3 pointSpecular = vec3( 0.0 );\\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\\nfloat lDistance = 1.0;\\nif ( pointLightDistance[ i ] > 0.0 )\\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\\nlVector = normalize( lVector );\\nfloat dotProduct = dot( normal, lVector );\\n#ifdef WRAP_AROUND\\nfloat pointDiffuseWeightFull = max( dotProduct, 0.0 );\\nfloat pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\\n#else\\nfloat pointDiffuseWeight = max( dotProduct, 0.0 );\\n#endif\\npointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\\nvec3 pointHalfVector = normalize( lVector + viewPosition );\\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\\nfloat pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\\n}\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\nvec3 spotDiffuse = vec3( 0.0 );\\nvec3 spotSpecular = vec3( 0.0 );\\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\\nvec3 lVector = lPosition.xyz + vViewPosition.xyz;\\nfloat lDistance = 1.0;\\nif ( spotLightDistance[ i ] > 0.0 )\\nlDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\\nlVector = normalize( lVector );\\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\\nif ( spotEffect > spotLightAngleCos[ i ] ) {\\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\\nfloat dotProduct = dot( normal, lVector );\\n#ifdef WRAP_AROUND\\nfloat spotDiffuseWeightFull = max( dotProduct, 0.0 );\\nfloat spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\\n#else\\nfloat spotDiffuseWeight = max( dotProduct, 0.0 );\\n#endif\\nspotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\\nvec3 spotHalfVector = normalize( lVector + viewPosition );\\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\\nfloat spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\\n}\\n}\\n#endif\\n#if MAX_DIR_LIGHTS > 0\\nvec3 dirDiffuse = vec3( 0.0 );\\nvec3 dirSpecular = vec3( 0.0 );\\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\\nvec3 dirVector = normalize( lDirection.xyz );\\nfloat dotProduct = dot( normal, dirVector );\\n#ifdef WRAP_AROUND\\nfloat dirDiffuseWeightFull = max( dotProduct, 0.0 );\\nfloat dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\\nvec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\\n#else\\nfloat dirDiffuseWeight = max( dotProduct, 0.0 );\\n#endif\\ndirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\\nfloat dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\\n}\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\nvec3 hemiDiffuse = vec3( 0.0 );\\nvec3 hemiSpecular = vec3( 0.0 );\\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\\nvec3 lVector = normalize( lDirection.xyz );\\nfloat dotProduct = dot( normal, lVector );\\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\\nhemiDiffuse += diffuse * hemiColor;\\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\\nfloat hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\\nvec3 lVectorGround = -lVector;\\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\\nfloat hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\\nfloat dotProductGround = dot( normal, lVectorGround );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\\nvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\\n}\\n#endif\\nvec3 totalDiffuse = vec3( 0.0 );\\nvec3 totalSpecular = vec3( 0.0 );\\n#if MAX_DIR_LIGHTS > 0\\ntotalDiffuse += dirDiffuse;\\ntotalSpecular += dirSpecular;\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\ntotalDiffuse += hemiDiffuse;\\ntotalSpecular += hemiSpecular;\\n#endif\\n#if MAX_POINT_LIGHTS > 0\\ntotalDiffuse += pointDiffuse;\\ntotalSpecular += pointSpecular;\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\ntotalDiffuse += spotDiffuse;\\ntotalSpecular += spotSpecular;\\n#endif\\n#ifdef METAL\\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\\n#else\\ngl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\\n#endif\", color_pars_fragment:\"#ifdef USE_COLOR\\nvarying vec3 vColor;\\n#endif\",color_fragment:\"#ifdef USE_COLOR\\ngl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\\n#endif\",color_pars_vertex:\"#ifdef USE_COLOR\\nvarying vec3 vColor;\\n#endif\",color_vertex:\"#ifdef USE_COLOR\\n#ifdef GAMMA_INPUT\\nvColor = color * color;\\n#else\\nvColor = color;\\n#endif\\n#endif\",skinning_pars_vertex:\"#ifdef USE_SKINNING\\n#ifdef BONE_TEXTURE\\nuniform sampler2D boneTexture;\\nuniform int boneTextureWidth;\\nuniform int boneTextureHeight;\\nmat4 getBoneMatrix( const in float i ) {\\nfloat j = i * 4.0;\\nfloat x = mod( j, float( boneTextureWidth ) );\\nfloat y = floor( j / float( boneTextureWidth ) );\\nfloat dx = 1.0 / float( boneTextureWidth );\\nfloat dy = 1.0 / float( boneTextureHeight );\\ny = dy * ( y + 0.5 );\\nvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\\nvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\\nvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\\nvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\\nmat4 bone = mat4( v1, v2, v3, v4 );\\nreturn bone;\\n}\\n#else\\nuniform mat4 boneGlobalMatrices[ MAX_BONES ];\\nmat4 getBoneMatrix( const in float i ) {\\nmat4 bone = boneGlobalMatrices[ int(i) ];\\nreturn bone;\\n}\\n#endif\\n#endif\", skinbase_vertex:\"#ifdef USE_SKINNING\\nmat4 boneMatX = getBoneMatrix( skinIndex.x );\\nmat4 boneMatY = getBoneMatrix( skinIndex.y );\\nmat4 boneMatZ = getBoneMatrix( skinIndex.z );\\nmat4 boneMatW = getBoneMatrix( skinIndex.w );\\n#endif\",skinning_vertex:\"#ifdef USE_SKINNING\\n#ifdef USE_MORPHTARGETS\\nvec4 skinVertex = vec4( morphed, 1.0 );\\n#else\\nvec4 skinVertex = vec4( position, 1.0 );\\n#endif\\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\\nskinned += boneMatY * skinVertex * skinWeight.y;\\nskinned += boneMatZ * skinVertex * skinWeight.z;\\nskinned += boneMatW * skinVertex * skinWeight.w;\\n#endif\", morphtarget_pars_vertex:\"#ifdef USE_MORPHTARGETS\\n#ifndef USE_MORPHNORMALS\\nuniform float morphTargetInfluences[ 8 ];\\n#else\\nuniform float morphTargetInfluences[ 4 ];\\n#endif\\n#endif\",morphtarget_vertex:\"#ifdef USE_MORPHTARGETS\\nvec3 morphed = vec3( 0.0 );\\nmorphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\\nmorphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\\nmorphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\\nmorphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\\n#ifndef USE_MORPHNORMALS\\nmorphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\\nmorphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\\nmorphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\\nmorphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\\n#endif\\nmorphed += position;\\n#endif\", default_vertex:\"vec4 mvPosition;\\n#ifdef USE_SKINNING\\nmvPosition = modelViewMatrix * skinned;\\n#endif\\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\\nmvPosition = modelViewMatrix * vec4( morphed, 1.0 );\\n#endif\\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\\nmvPosition = modelViewMatrix * vec4( position, 1.0 );\\n#endif\\ngl_Position = projectionMatrix * mvPosition;\",morphnormal_vertex:\"#ifdef USE_MORPHNORMALS\\nvec3 morphedNormal = vec3( 0.0 );\\nmorphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\\nmorphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\\nmorphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\\nmorphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\\nmorphedNormal += normal;\\n#endif\", skinnormal_vertex:\"#ifdef USE_SKINNING\\nmat4 skinMatrix = skinWeight.x * boneMatX;\\nskinMatrix \\t+= skinWeight.y * boneMatY;\\n#ifdef USE_MORPHNORMALS\\nvec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\\n#else\\nvec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\\n#endif\\n#endif\",defaultnormal_vertex:\"vec3 objectNormal;\\n#ifdef USE_SKINNING\\nobjectNormal = skinnedNormal.xyz;\\n#endif\\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\\nobjectNormal = morphedNormal;\\n#endif\\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\\nobjectNormal = normal;\\n#endif\\n#ifdef FLIP_SIDED\\nobjectNormal = -objectNormal;\\n#endif\\nvec3 transformedNormal = normalMatrix * objectNormal;\", shadowmap_pars_fragment:\"#ifdef USE_SHADOWMAP\\nuniform sampler2D shadowMap[ MAX_SHADOWS ];\\nuniform vec2 shadowMapSize[ MAX_SHADOWS ];\\nuniform float shadowDarkness[ MAX_SHADOWS ];\\nuniform float shadowBias[ MAX_SHADOWS ];\\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\\nfloat unpackDepth( const in vec4 rgba_depth ) {\\nconst vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\\nfloat depth = dot( rgba_depth, bit_shift );\\nreturn depth;\\n}\\n#endif\",shadowmap_fragment:\"#ifdef USE_SHADOWMAP\\n#ifdef SHADOWMAP_DEBUG\\nvec3 frustumColors[3];\\nfrustumColors[0] = vec3( 1.0, 0.5, 0.0 );\\nfrustumColors[1] = vec3( 0.0, 1.0, 0.8 );\\nfrustumColors[2] = vec3( 0.0, 0.5, 1.0 );\\n#endif\\n#ifdef SHADOWMAP_CASCADE\\nint inFrustumCount = 0;\\n#endif\\nfloat fDepth;\\nvec3 shadowColor = vec3( 1.0 );\\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\\nvec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\\nbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\\nbool inFrustum = all( inFrustumVec );\\n#ifdef SHADOWMAP_CASCADE\\ninFrustumCount += int( inFrustum );\\nbvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\\n#else\\nbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\\n#endif\\nbool frustumTest = all( frustumTestVec );\\nif ( frustumTest ) {\\nshadowCoord.z += shadowBias[ i ];\\n#if defined( SHADOWMAP_TYPE_PCF )\\nfloat shadow = 0.0;\\nconst float shadowDelta = 1.0 / 9.0;\\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\\nfloat dx0 = -1.25 * xPixelOffset;\\nfloat dy0 = -1.25 * yPixelOffset;\\nfloat dx1 = 1.25 * xPixelOffset;\\nfloat dy1 = 1.25 * yPixelOffset;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nfDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\\nif ( fDepth < shadowCoord.z ) shadow += shadowDelta;\\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\\n#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\\nfloat shadow = 0.0;\\nfloat xPixelOffset = 1.0 / shadowMapSize[ i ].x;\\nfloat yPixelOffset = 1.0 / shadowMapSize[ i ].y;\\nfloat dx0 = -1.0 * xPixelOffset;\\nfloat dy0 = -1.0 * yPixelOffset;\\nfloat dx1 = 1.0 * xPixelOffset;\\nfloat dy1 = 1.0 * yPixelOffset;\\nmat3 shadowKernel;\\nmat3 depthKernel;\\ndepthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\\ndepthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\\ndepthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\\ndepthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\\ndepthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\\ndepthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\\ndepthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\\ndepthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\\ndepthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\\nvec3 shadowZ = vec3( shadowCoord.z );\\nshadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\\nshadowKernel[0] *= vec3(0.25);\\nshadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\\nshadowKernel[1] *= vec3(0.25);\\nshadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\\nshadowKernel[2] *= vec3(0.25);\\nvec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\\nshadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\\nshadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\\nvec4 shadowValues;\\nshadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\\nshadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\\nshadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\\nshadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\\nshadow = dot( shadowValues, vec4( 1.0 ) );\\nshadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\\n#else\\nvec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\\nfloat fDepth = unpackDepth( rgbaDepth );\\nif ( fDepth < shadowCoord.z )\\nshadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\\n#endif\\n}\\n#ifdef SHADOWMAP_DEBUG\\n#ifdef SHADOWMAP_CASCADE\\nif ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\\n#else\\nif ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\\n#endif\\n#endif\\n}\\n#ifdef GAMMA_OUTPUT\\nshadowColor *= shadowColor;\\n#endif\\ngl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\\n#endif\", shadowmap_pars_vertex:\"#ifdef USE_SHADOWMAP\\nvarying vec4 vShadowCoord[ MAX_SHADOWS ];\\nuniform mat4 shadowMatrix[ MAX_SHADOWS ];\\n#endif\",shadowmap_vertex:\"#ifdef USE_SHADOWMAP\\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\\n}\\n#endif\",alphatest_fragment:\"#ifdef ALPHATEST\\nif ( gl_FragColor.a < ALPHATEST ) discard;\\n#endif\",linear_to_gamma_fragment:\"#ifdef GAMMA_OUTPUT\\ngl_FragColor.xyz = sqrt( gl_FragColor.xyz );\\n#endif\"};THREE.UniformsUtils={merge:function(a){var b,c,d,e={};for(b=0;b dashSize ) {\\ndiscard;\\n}\\ngl_FragColor = vec4( diffuse, opacity );\",THREE.ShaderChunk.color_fragment,THREE.ShaderChunk.fog_fragment,\"}\"].join(\"\\n\")},depth:{uniforms:{mNear:{type:\"f\",value:1},mFar:{type:\"f\",value:2E3},opacity:{type:\"f\", value:1}},vertexShader:\"void main() {\\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\",fragmentShader:\"uniform float mNear;\\nuniform float mFar;\\nuniform float opacity;\\nvoid main() {\\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\\ngl_FragColor = vec4( vec3( color ), opacity );\\n}\"},normal:{uniforms:{opacity:{type:\"f\",value:1}},vertexShader:[\"varying vec3 vNormal;\",THREE.ShaderChunk.morphtarget_pars_vertex,\"void main() {\\nvNormal = normalize( normalMatrix * normal );\", THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.default_vertex,\"}\"].join(\"\\n\"),fragmentShader:\"uniform float opacity;\\nvarying vec3 vNormal;\\nvoid main() {\\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\\n}\"},normalmap:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:\"i\",value:0},enableDiffuse:{type:\"i\",value:0},enableSpecular:{type:\"i\",value:0},enableReflection:{type:\"i\",value:0},enableDisplacement:{type:\"i\", value:0},tDisplacement:{type:\"t\",value:null},tDiffuse:{type:\"t\",value:null},tCube:{type:\"t\",value:null},tNormal:{type:\"t\",value:null},tSpecular:{type:\"t\",value:null},tAO:{type:\"t\",value:null},uNormalScale:{type:\"v2\",value:new THREE.Vector2(1,1)},uDisplacementBias:{type:\"f\",value:0},uDisplacementScale:{type:\"f\",value:1},diffuse:{type:\"c\",value:new THREE.Color(16777215)},specular:{type:\"c\",value:new THREE.Color(1118481)},ambient:{type:\"c\",value:new THREE.Color(16777215)},shininess:{type:\"f\",value:30}, opacity:{type:\"f\",value:1},useRefract:{type:\"i\",value:0},refractionRatio:{type:\"f\",value:0.98},reflectivity:{type:\"f\",value:0.5},uOffset:{type:\"v2\",value:new THREE.Vector2(0,0)},uRepeat:{type:\"v2\",value:new THREE.Vector2(1,1)},wrapRGB:{type:\"v3\",value:new THREE.Vector3(1,1,1)}}]),fragmentShader:[\"uniform vec3 ambient;\\nuniform vec3 diffuse;\\nuniform vec3 specular;\\nuniform float shininess;\\nuniform float opacity;\\nuniform bool enableDiffuse;\\nuniform bool enableSpecular;\\nuniform bool enableAO;\\nuniform bool enableReflection;\\nuniform sampler2D tDiffuse;\\nuniform sampler2D tNormal;\\nuniform sampler2D tSpecular;\\nuniform sampler2D tAO;\\nuniform samplerCube tCube;\\nuniform vec2 uNormalScale;\\nuniform bool useRefract;\\nuniform float refractionRatio;\\nuniform float reflectivity;\\nvarying vec3 vTangent;\\nvarying vec3 vBinormal;\\nvarying vec3 vNormal;\\nvarying vec2 vUv;\\nuniform vec3 ambientLightColor;\\n#if MAX_DIR_LIGHTS > 0\\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\nuniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\\nuniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\\nuniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\\n#endif\\n#if MAX_POINT_LIGHTS > 0\\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\nuniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\\nuniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\\nuniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\\nuniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\\n#endif\\n#ifdef WRAP_AROUND\\nuniform vec3 wrapRGB;\\n#endif\\nvarying vec3 vWorldPosition;\\nvarying vec3 vViewPosition;\", THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,\"void main() {\\ngl_FragColor = vec4( vec3( 1.0 ), opacity );\\nvec3 specularTex = vec3( 1.0 );\\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\\nnormalTex.xy *= uNormalScale;\\nnormalTex = normalize( normalTex );\\nif( enableDiffuse ) {\\n#ifdef GAMMA_INPUT\\nvec4 texelColor = texture2D( tDiffuse, vUv );\\ntexelColor.xyz *= texelColor.xyz;\\ngl_FragColor = gl_FragColor * texelColor;\\n#else\\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\\n#endif\\n}\\nif( enableAO ) {\\n#ifdef GAMMA_INPUT\\nvec4 aoColor = texture2D( tAO, vUv );\\naoColor.xyz *= aoColor.xyz;\\ngl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;\\n#else\\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\\n#endif\\n}\\nif( enableSpecular )\\nspecularTex = texture2D( tSpecular, vUv ).xyz;\\nmat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );\\nvec3 finalNormal = tsb * normalTex;\\n#ifdef FLIP_SIDED\\nfinalNormal = -finalNormal;\\n#endif\\nvec3 normal = normalize( finalNormal );\\nvec3 viewPosition = normalize( vViewPosition );\\n#if MAX_POINT_LIGHTS > 0\\nvec3 pointDiffuse = vec3( 0.0 );\\nvec3 pointSpecular = vec3( 0.0 );\\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\\nvec3 pointVector = lPosition.xyz + vViewPosition.xyz;\\nfloat pointDistance = 1.0;\\nif ( pointLightDistance[ i ] > 0.0 )\\npointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );\\npointVector = normalize( pointVector );\\n#ifdef WRAP_AROUND\\nfloat pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );\\nfloat pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );\\nvec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\\n#else\\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\\n#endif\\npointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;\\nvec3 pointHalfVector = normalize( pointVector + viewPosition );\\nfloat pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\\nfloat pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );\\npointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;\\n}\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\nvec3 spotDiffuse = vec3( 0.0 );\\nvec3 spotSpecular = vec3( 0.0 );\\nfor ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\\nvec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\\nvec3 spotVector = lPosition.xyz + vViewPosition.xyz;\\nfloat spotDistance = 1.0;\\nif ( spotLightDistance[ i ] > 0.0 )\\nspotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );\\nspotVector = normalize( spotVector );\\nfloat spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\\nif ( spotEffect > spotLightAngleCos[ i ] ) {\\nspotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );\\n#ifdef WRAP_AROUND\\nfloat spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );\\nfloat spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );\\nvec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\\n#else\\nfloat spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );\\n#endif\\nspotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;\\nvec3 spotHalfVector = normalize( spotVector + viewPosition );\\nfloat spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\\nfloat spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );\\nspotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;\\n}\\n}\\n#endif\\n#if MAX_DIR_LIGHTS > 0\\nvec3 dirDiffuse = vec3( 0.0 );\\nvec3 dirSpecular = vec3( 0.0 );\\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\\nvec3 dirVector = normalize( lDirection.xyz );\\n#ifdef WRAP_AROUND\\nfloat directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );\\nfloat directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );\\nvec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );\\n#else\\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\\n#endif\\ndirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;\\nvec3 dirHalfVector = normalize( dirVector + viewPosition );\\nfloat dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\\nfloat dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );\\ndirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\\n}\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\nvec3 hemiDiffuse = vec3( 0.0 );\\nvec3 hemiSpecular = vec3( 0.0 );\\nfor( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\\nvec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\\nvec3 lVector = normalize( lDirection.xyz );\\nfloat dotProduct = dot( normal, lVector );\\nfloat hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\\nvec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\\nhemiDiffuse += diffuse * hemiColor;\\nvec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\\nfloat hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\\nfloat hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );\\nvec3 lVectorGround = -lVector;\\nvec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\\nfloat hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\\nfloat hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );\\nfloat dotProductGround = dot( normal, lVectorGround );\\nfloat specularNormalization = ( shininess + 2.0001 ) / 8.0;\\nvec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );\\nvec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );\\nhemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\\n}\\n#endif\\nvec3 totalDiffuse = vec3( 0.0 );\\nvec3 totalSpecular = vec3( 0.0 );\\n#if MAX_DIR_LIGHTS > 0\\ntotalDiffuse += dirDiffuse;\\ntotalSpecular += dirSpecular;\\n#endif\\n#if MAX_HEMI_LIGHTS > 0\\ntotalDiffuse += hemiDiffuse;\\ntotalSpecular += hemiSpecular;\\n#endif\\n#if MAX_POINT_LIGHTS > 0\\ntotalDiffuse += pointDiffuse;\\ntotalSpecular += pointSpecular;\\n#endif\\n#if MAX_SPOT_LIGHTS > 0\\ntotalDiffuse += spotDiffuse;\\ntotalSpecular += spotSpecular;\\n#endif\\n#ifdef METAL\\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );\\n#else\\ngl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\\n#endif\\nif ( enableReflection ) {\\nvec3 vReflect;\\nvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\\nif ( useRefract ) {\\nvReflect = refract( cameraToVertex, normal, refractionRatio );\\n} else {\\nvReflect = reflect( cameraToVertex, normal );\\n}\\nvec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\\n#ifdef GAMMA_INPUT\\ncubeColor.xyz *= cubeColor.xyz;\\n#endif\\ngl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );\\n}\", THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.linear_to_gamma_fragment,THREE.ShaderChunk.fog_fragment,\"}\"].join(\"\\n\"),vertexShader:[\"attribute vec4 tangent;\\nuniform vec2 uOffset;\\nuniform vec2 uRepeat;\\nuniform bool enableDisplacement;\\n#ifdef VERTEX_TEXTURES\\nuniform sampler2D tDisplacement;\\nuniform float uDisplacementScale;\\nuniform float uDisplacementBias;\\n#endif\\nvarying vec3 vTangent;\\nvarying vec3 vBinormal;\\nvarying vec3 vNormal;\\nvarying vec2 vUv;\\nvarying vec3 vWorldPosition;\\nvarying vec3 vViewPosition;\", THREE.ShaderChunk.skinning_pars_vertex,THREE.ShaderChunk.shadowmap_pars_vertex,\"void main() {\",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.skinnormal_vertex,\"#ifdef USE_SKINNING\\nvNormal = normalize( normalMatrix * skinnedNormal.xyz );\\nvec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );\\nvTangent = normalize( normalMatrix * skinnedTangent.xyz );\\n#else\\nvNormal = normalize( normalMatrix * normal );\\nvTangent = normalize( normalMatrix * tangent.xyz );\\n#endif\\nvBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );\\nvUv = uv * uRepeat + uOffset;\\nvec3 displacedPosition;\\n#ifdef VERTEX_TEXTURES\\nif ( enableDisplacement ) {\\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\\ndisplacedPosition = position + normalize( normal ) * df;\\n} else {\\n#ifdef USE_SKINNING\\nvec4 skinVertex = vec4( position, 1.0 );\\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\\nskinned \\t += boneMatY * skinVertex * skinWeight.y;\\ndisplacedPosition = skinned.xyz;\\n#else\\ndisplacedPosition = position;\\n#endif\\n}\\n#else\\n#ifdef USE_SKINNING\\nvec4 skinVertex = vec4( position, 1.0 );\\nvec4 skinned = boneMatX * skinVertex * skinWeight.x;\\nskinned \\t += boneMatY * skinVertex * skinWeight.y;\\ndisplacedPosition = skinned.xyz;\\n#else\\ndisplacedPosition = position;\\n#endif\\n#endif\\nvec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );\\nvec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );\\ngl_Position = projectionMatrix * mvPosition;\\nvWorldPosition = worldPosition.xyz;\\nvViewPosition = -mvPosition.xyz;\\n#ifdef USE_SHADOWMAP\\nfor( int i = 0; i < MAX_SHADOWS; i ++ ) {\\nvShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\\n}\\n#endif\\n}\"].join(\"\\n\")}, cube:{uniforms:{tCube:{type:\"t\",value:null},tFlip:{type:\"f\",value:-1}},vertexShader:\"varying vec3 vWorldPosition;\\nvoid main() {\\nvec4 worldPosition = modelMatrix * vec4( position, 1.0 );\\nvWorldPosition = worldPosition.xyz;\\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\\n}\",fragmentShader:\"uniform samplerCube tCube;\\nuniform float tFlip;\\nvarying vec3 vWorldPosition;\\nvoid main() {\\ngl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\\n}\"}, depthRGBA:{uniforms:{},vertexShader:[THREE.ShaderChunk.morphtarget_pars_vertex,THREE.ShaderChunk.skinning_pars_vertex,\"void main() {\",THREE.ShaderChunk.skinbase_vertex,THREE.ShaderChunk.morphtarget_vertex,THREE.ShaderChunk.skinning_vertex,THREE.ShaderChunk.default_vertex,\"}\"].join(\"\\n\"),fragmentShader:\"vec4 pack_depth( const in float depth ) {\\nconst vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\\nconst vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\\nvec4 res = fract( depth * bit_shift );\\nres -= res.xxyz * bit_mask;\\nreturn res;\\n}\\nvoid main() {\\ngl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\\n}\"}};THREE.WebGLRenderer=function(a){function b(a,b){var c=a.vertices.length,d=b.material;if(d.attributes){void 0===a.__webglCustomAttributesList&&(a.__webglCustomAttributesList=[]);for(var e in d.attributes){var f=d.attributes[e];if(!f.__webglInitialized||f.createUniqueBuffers){f.__webglInitialized=!0;var g=1;\"v2\"===f.type?g=2:\"v3\"===f.type?g=3:\"v4\"===f.type?g=4:\"c\"===f.type&&(g=3);f.size=g;f.array=new Float32Array(c*g);f.buffer=m.createBuffer();f.buffer.belongsToAttribute=e;f.needsUpdate=!0}a.__webglCustomAttributesList.push(f)}}} function c(a,b){var c=b.geometry,g=a.faces3,h=3*g.length,k=1*g.length,l=3*g.length,g=d(b,a),n=f(g),p=e(g),q=g.vertexColors?g.vertexColors:!1;a.__vertexArray=new Float32Array(3*h);p&&(a.__normalArray=new Float32Array(3*h));c.hasTangents&&(a.__tangentArray=new Float32Array(4*h));q&&(a.__colorArray=new Float32Array(3*h));n&&(0p;p++)N.autoScaleCubemaps&&!f?(q=l,t=p,v=c.image[p],x=db,v.width<=x&&v.height<=x||(z=Math.max(v.width,v.height),w=Math.floor(v.width*x/z),x=Math.floor(v.height*x/z),z=document.createElement(\"canvas\"),z.width=w,z.height=x,z.getContext(\"2d\").drawImage(v,0,0,v.width,v.height,0,0,w,x),v=z),q[t]=v):l[p]=c.image[p];p=l[0];q=THREE.Math.isPowerOfTwo(p.width)&& THREE.Math.isPowerOfTwo(p.height);t=A(c.format);v=A(c.type);y(m.TEXTURE_CUBE_MAP,c,q);for(p=0;6>p;p++)if(f)for(x=l[p].mipmaps,z=0,B=x.length;z=cb&&console.warn(\"WebGLRenderer: trying to use \"+a+\" texture units while this GPU supports only \"+cb);ta+=1;return a}function H(a,b,c,d){a[b]=c.r*c.r*d;a[b+1]=c.g*c.g*d;a[b+2]=c.b*c.b*d}function D(a,b,c,d){a[b]=c.r*d;a[b+1]=c.g*d;a[b+2]=c.b*d}function G(a){a!==Ca&&(m.lineWidth(a),Ca=a)}function I(a,b,c){Ba!==a&&(a?m.enable(m.POLYGON_OFFSET_FILL):m.disable(m.POLYGON_OFFSET_FILL), Ba=a);!a||Ia===b&&ma===c||(m.polygonOffset(b,c),Ia=b,ma=c)}function O(a){a=a.split(\"\\n\");for(var b=0,c=a.length;bb;b++)m.deleteFramebuffer(a.__webglFramebuffer[b]),m.deleteRenderbuffer(a.__webglRenderbuffer[b]);else m.deleteFramebuffer(a.__webglFramebuffer),m.deleteRenderbuffer(a.__webglRenderbuffer);N.info.memory.textures--},Mb=function(a){a=a.target;a.removeEventListener(\"dispose\",Mb);Eb(a)},Db=function(a){void 0!== a.__webglVertexBuffer&&m.deleteBuffer(a.__webglVertexBuffer);void 0!==a.__webglNormalBuffer&&m.deleteBuffer(a.__webglNormalBuffer);void 0!==a.__webglTangentBuffer&&m.deleteBuffer(a.__webglTangentBuffer);void 0!==a.__webglColorBuffer&&m.deleteBuffer(a.__webglColorBuffer);void 0!==a.__webglUVBuffer&&m.deleteBuffer(a.__webglUVBuffer);void 0!==a.__webglUV2Buffer&&m.deleteBuffer(a.__webglUV2Buffer);void 0!==a.__webglSkinIndicesBuffer&&m.deleteBuffer(a.__webglSkinIndicesBuffer);void 0!==a.__webglSkinWeightsBuffer&& m.deleteBuffer(a.__webglSkinWeightsBuffer);void 0!==a.__webglFaceBuffer&&m.deleteBuffer(a.__webglFaceBuffer);void 0!==a.__webglLineBuffer&&m.deleteBuffer(a.__webglLineBuffer);void 0!==a.__webglLineDistanceBuffer&&m.deleteBuffer(a.__webglLineDistanceBuffer);if(void 0!==a.__webglCustomAttributesList)for(var b in a.__webglCustomAttributesList)m.deleteBuffer(a.__webglCustomAttributesList[b].buffer);N.info.memory.geometries--},Eb=function(a){var b=a.program;if(void 0!==b){a.program=void 0;var c,d,e=!1; a=0;for(c=ca.length;ad.numSupportedMorphTargets?(l.sort(n),l.length=d.numSupportedMorphTargets):l.length>d.numSupportedMorphNormals?l.sort(n):0===l.length&&l.push([0,0]);for(p=0;pba;ba++)Ca=ca[ba],Wa[ib]=Ca.x,Wa[ib+1]=Ca.y,Wa[ib+2]=Ca.z,ib+=3;else for(ba=0;3>ba;ba++)Wa[ib]=R.x,Wa[ib+1]=R.y,Wa[ib+2]=R.z,ib+=3;m.bindBuffer(m.ARRAY_BUFFER,A.__webglNormalBuffer);m.bufferData(m.ARRAY_BUFFER,Wa,C)}if(Bb&&Db&&L){E=0;for(J=ea.length;Eba;ba++)Ka=$[ba],cb[Na]=Ka.x,cb[Na+1]=Ka.y,Na+=2;0ba;ba++)Ia=sa[ba],db[Pa]=Ia.x,db[Pa+1]=Ia.y,Pa+=2;0f;f++){a.__webglFramebuffer[f]=m.createFramebuffer();a.__webglRenderbuffer[f]=m.createRenderbuffer();m.texImage2D(m.TEXTURE_CUBE_MAP_POSITIVE_X+f,0,d,a.width,a.height,0,d,e,null);var g=a,h=m.TEXTURE_CUBE_MAP_POSITIVE_X+f;m.bindFramebuffer(m.FRAMEBUFFER,a.__webglFramebuffer[f]);m.framebufferTexture2D(m.FRAMEBUFFER,m.COLOR_ATTACHMENT0,h,g.__webglTexture,0);F(a.__webglRenderbuffer[f],a)}c&&m.generateMipmap(m.TEXTURE_CUBE_MAP)}else a.__webglFramebuffer=m.createFramebuffer(),a.__webglRenderbuffer= a.shareDepthFrom?a.shareDepthFrom.__webglRenderbuffer:m.createRenderbuffer(),m.bindTexture(m.TEXTURE_2D,a.__webglTexture),y(m.TEXTURE_2D,a,c),m.texImage2D(m.TEXTURE_2D,0,d,a.width,a.height,0,d,e,null),d=m.TEXTURE_2D,m.bindFramebuffer(m.FRAMEBUFFER,a.__webglFramebuffer),m.framebufferTexture2D(m.FRAMEBUFFER,m.COLOR_ATTACHMENT0,d,a.__webglTexture,0),a.shareDepthFrom?a.depthBuffer&&!a.stencilBuffer?m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_ATTACHMENT,m.RENDERBUFFER,a.__webglRenderbuffer):a.depthBuffer&& a.stencilBuffer&&m.framebufferRenderbuffer(m.FRAMEBUFFER,m.DEPTH_STENCIL_ATTACHMENT,m.RENDERBUFFER,a.__webglRenderbuffer):F(a.__webglRenderbuffer,a),c&&m.generateMipmap(m.TEXTURE_2D);b?m.bindTexture(m.TEXTURE_CUBE_MAP,null):m.bindTexture(m.TEXTURE_2D,null);m.bindRenderbuffer(m.RENDERBUFFER,null);m.bindFramebuffer(m.FRAMEBUFFER,null)}a?(b=b?a.__webglFramebuffer[a.activeCubeFace]:a.__webglFramebuffer,c=a.width,a=a.height,e=d=0):(b=null,c=xa,a=Da,d=ba,e=wa);b!==Ja&&(m.bindFramebuffer(m.FRAMEBUFFER,b), m.viewport(d,e,c,a),Ja=b);Wa=c;La=a};this.shadowMapPlugin=new THREE.ShadowMapPlugin;this.addPrePlugin(this.shadowMapPlugin);this.addPostPlugin(new THREE.SpritePlugin);this.addPostPlugin(new THREE.LensFlarePlugin)};THREE.WebGLRenderTarget=function(a,b,c){this.width=a;this.height=b;c=c||{};this.wrapS=void 0!==c.wrapS?c.wrapS:THREE.ClampToEdgeWrapping;this.wrapT=void 0!==c.wrapT?c.wrapT:THREE.ClampToEdgeWrapping;this.magFilter=void 0!==c.magFilter?c.magFilter:THREE.LinearFilter;this.minFilter=void 0!==c.minFilter?c.minFilter:THREE.LinearMipMapLinearFilter;this.anisotropy=void 0!==c.anisotropy?c.anisotropy:1;this.offset=new THREE.Vector2(0,0);this.repeat=new THREE.Vector2(1,1);this.format=void 0!==c.format?c.format: THREE.RGBAFormat;this.type=void 0!==c.type?c.type:THREE.UnsignedByteType;this.depthBuffer=void 0!==c.depthBuffer?c.depthBuffer:!0;this.stencilBuffer=void 0!==c.stencilBuffer?c.stencilBuffer:!0;this.generateMipmaps=!0;this.shareDepthFrom=null}; THREE.WebGLRenderTarget.prototype={constructor:THREE.WebGLRenderTarget,clone:function(){var a=new THREE.WebGLRenderTarget(this.width,this.height);a.wrapS=this.wrapS;a.wrapT=this.wrapT;a.magFilter=this.magFilter;a.minFilter=this.minFilter;a.anisotropy=this.anisotropy;a.offset.copy(this.offset);a.repeat.copy(this.repeat);a.format=this.format;a.type=this.type;a.depthBuffer=this.depthBuffer;a.stencilBuffer=this.stencilBuffer;a.generateMipmaps=this.generateMipmaps;a.shareDepthFrom=this.shareDepthFrom; return a},dispose:function(){this.dispatchEvent({type:\"dispose\"})}};THREE.EventDispatcher.prototype.apply(THREE.WebGLRenderTarget.prototype);THREE.WebGLRenderTargetCube=function(a,b,c){THREE.WebGLRenderTarget.call(this,a,b,c);this.activeCubeFace=0};THREE.WebGLRenderTargetCube.prototype=Object.create(THREE.WebGLRenderTarget.prototype);THREE.RenderableVertex=function(){this.position=new THREE.Vector3;this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.visible=!0};THREE.RenderableVertex.prototype.copy=function(a){this.positionWorld.copy(a.positionWorld);this.positionScreen.copy(a.positionScreen)};THREE.RenderableFace=function(){this.id=0;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.v3=new THREE.RenderableVertex;this.centroidModel=new THREE.Vector3;this.normalModel=new THREE.Vector3;this.vertexNormalsModel=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.vertexNormalsLength=0;this.material=this.color=null;this.uvs=[[]];this.z=0};THREE.RenderableObject=function(){this.id=0;this.object=null;this.z=0};THREE.RenderableSprite=function(){this.id=0;this.object=null;this.rotation=this.z=this.y=this.x=0;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.id=0;this.v1=new THREE.RenderableVertex;this.v2=new THREE.RenderableVertex;this.vertexColors=[new THREE.Color,new THREE.Color];this.material=null;this.z=0};THREE.GeometryUtils={merge:function(a,b,c){var d,e,f=a.vertices.length,g=b instanceof THREE.Mesh?b.geometry:b,h=a.vertices,k=g.vertices,l=a.faces,n=g.faces;a=a.faceVertexUvs[0];g=g.faceVertexUvs[0];void 0===c&&(c=0);b instanceof THREE.Mesh&&(b.matrixAutoUpdate&&b.updateMatrix(),d=b.matrix,e=(new THREE.Matrix3).getNormalMatrix(d));b=0;for(var s=k.length;ba?b(c,e-1):l[e]>8&255,l>>16&255,l>>24&255)),e}e.mipmapCount=1;k[2]&131072&&!1!==b&&(e.mipmapCount=Math.max(1,k[7]));e.isCubemap=k[28]&512?!0:!1;e.width=k[4];e.height=k[3];for(var k=k[1]+4,g=e.width,h=e.height,l=e.isCubemap?6:1,s=0;ss-1?0:s-1,q=s+1>e-1?e-1:s+1,u=0>n-1?0:n-1,p=n+1>d-1?d-1:n+1,v=[],w=[0,0,h[4*(s*d+n)]/255*b];v.push([-1,0,h[4*(s*d+u)]/255*b]);v.push([-1,-1,h[4*(r*d+u)]/255*b]);v.push([0,-1,h[4*(r*d+n)]/255*b]);v.push([1,-1,h[4*(r*d+p)]/255*b]);v.push([1,0,h[4*(s*d+p)]/255*b]);v.push([1,1,h[4*(q*d+p)]/255*b]);v.push([0,1,h[4*(q*d+n)]/255*b]);v.push([-1,1,h[4*(q*d+u)]/255*b]);r=[];u=v.length;for(q=0;qe)return null;var f=[],g=[],h=[],k,l,n;if(0=s--){console.log(\"Warning, unable to triangulate polygon!\");break}k=l;e<=k&&(k=0);l=k+1;e<=l&&(l=0);n=l+1;e<=n&&(n=0);var r;a:{var q=r=void 0,u=void 0,p=void 0,v=void 0,w=void 0,t=void 0,x=void 0,z= void 0,q=a[g[k]].x,u=a[g[k]].y,p=a[g[l]].x,v=a[g[l]].y,w=a[g[n]].x,t=a[g[n]].y;if(1E-10>(p-q)*(t-u)-(v-u)*(w-q))r=!1;else{var B=void 0,E=void 0,H=void 0,D=void 0,G=void 0,I=void 0,O=void 0,K=void 0,y=void 0,F=void 0,y=K=O=z=x=void 0,B=w-p,E=t-v,H=q-w,D=u-t,G=p-q,I=v-u;for(r=0;rk)g=d+1;else if(0b&&(b=0);1=b)return b=c[a]-b,a=this.curves[a],b=1-b/a.getLength(),a.getPointAt(b);a++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length==this.curves.length)return this.cacheLengths;var a=[],b=0,c,d=this.curves.length;for(c=0;cb?b=h.x:h.xc?c=h.y:h.yd?d=h.z:h.zMath.abs(d.x-c[0].x)&&1E-10>Math.abs(d.y-c[0].y)&&c.splice(c.length-1,1);b&&c.push(c[0]);return c}; THREE.Path.prototype.toShapes=function(a){function b(a,b){for(var c=b.length,d=!1,e=c-1,f=0;fl&&(g=b[f],k=-k,h=b[e],l=-l),!(a.yh.y))if(a.y==g.y){if(a.x==g.x)return!0}else{e=l*(a.x-g.x)-k*(a.y-g.y);if(0==e)return!0;0>e||(d=!d)}}else if(a.y==g.y&&(h.x<=a.x&&a.x<=g.x||g.x<=a.x&&a.x<=h.x))return!0}return d}var c,d,e,f,g=[],h=new THREE.Path;c=0;for(d=this.actions.length;cD||D>H)return[];k=l*n-k*s;if(0>k||k>H)return[]}else{if(0d?[]:k==d?f?[]:[g]:a<=d?[g,h]: [g,l]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return 1E-10f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1; d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;cF){console.log(\"Infinite Loop! Holes left:\"+ l.length+\", Probably Hole outside Shape!\");break}for(s=0;sh;h++)l=k[h].x+\":\"+k[h].y,l= n[l],void 0!==l&&(k[h]=l);return s.concat()},isClockWise:function(a){return 0>THREE.FontUtils.Triangulate.area(a)},b2p0:function(a,b){var c=1-a;return c*c*b},b2p1:function(a,b){return 2*(1-a)*a*b},b2p2:function(a,b){return a*a*b},b2:function(a,b,c,d){return this.b2p0(a,b)+this.b2p1(a,c)+this.b2p2(a,d)},b3p0:function(a,b){var c=1-a;return c*c*c*b},b3p1:function(a,b){var c=1-a;return 3*c*c*a*b},b3p2:function(a,b){return 3*(1-a)*a*a*b},b3p3:function(a,b){return a*a*a*b},b3:function(a,b,c,d,e){return this.b3p0(a, b)+this.b3p1(a,c)+this.b3p2(a,d)+this.b3p3(a,e)}};THREE.LineCurve=function(a,b){this.v1=a;this.v2=b};THREE.LineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.LineCurve.prototype.getPoint=function(a){var b=this.v2.clone().sub(this.v1);b.multiplyScalar(a).add(this.v1);return b};THREE.LineCurve.prototype.getPointAt=function(a){return this.getPoint(a)};THREE.LineCurve.prototype.getTangent=function(a){return this.v2.clone().sub(this.v1).normalize()};THREE.QuadraticBezierCurve=function(a,b,c){this.v0=a;this.v1=b;this.v2=c};THREE.QuadraticBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.QuadraticBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);return new THREE.Vector2(b,a)}; THREE.QuadraticBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.x,this.v1.x,this.v2.x);a=THREE.Curve.Utils.tangentQuadraticBezier(a,this.v0.y,this.v1.y,this.v2.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.CubicBezierCurve=function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d};THREE.CubicBezierCurve.prototype=Object.create(THREE.Curve.prototype);THREE.CubicBezierCurve.prototype.getPoint=function(a){var b;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);return new THREE.Vector2(b,a)}; THREE.CubicBezierCurve.prototype.getTangent=function(a){var b;b=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);a=THREE.Curve.Utils.tangentCubicBezier(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);b=new THREE.Vector2(b,a);b.normalize();return b};THREE.SplineCurve=function(a){this.points=void 0==a?[]:a};THREE.SplineCurve.prototype=Object.create(THREE.Curve.prototype);THREE.SplineCurve.prototype.getPoint=function(a){var b=new THREE.Vector2,c=[],d=this.points,e;e=(d.length-1)*a;a=Math.floor(e);e-=a;c[0]=0==a?a:a-1;c[1]=a;c[2]=a>d.length-2?d.length-1:a+1;c[3]=a>d.length-3?d.length-1:a+2;b.x=THREE.Curve.Utils.interpolate(d[c[0]].x,d[c[1]].x,d[c[2]].x,d[c[3]].x,e);b.y=THREE.Curve.Utils.interpolate(d[c[0]].y,d[c[1]].y,d[c[2]].y,d[c[3]].y,e);return b};THREE.EllipseCurve=function(a,b,c,d,e,f,g){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype); THREE.EllipseCurve.prototype.getPoint=function(a){var b;b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);b=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);b=this.aY+this.yRadius*Math.sin(b);return new THREE.Vector2(a,b)};THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b});THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b,c;b=THREE.Shape.Utils.b2(a,this.v0.x,this.v1.x,this.v2.x);c=THREE.Shape.Utils.b2(a,this.v0.y,this.v1.y,this.v2.y);a=THREE.Shape.Utils.b2(a,this.v0.z,this.v1.z,this.v2.z);return new THREE.Vector3(b,c,a)});THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b,c;b=THREE.Shape.Utils.b3(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x);c=THREE.Shape.Utils.b3(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y);a=THREE.Shape.Utils.b3(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z);return new THREE.Vector3(b,c,a)});THREE.SplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;a*=d.length-1;e=Math.floor(a);a-=e;c[0]=0==e?e:e-1;c[1]=e;c[2]=e>d.length-2?d.length-1:e+1;c[3]=e>d.length-3?d.length-1:e+2;e=d[c[0]];var f=d[c[1]],g=d[c[2]],c=d[c[3]];b.x=THREE.Curve.Utils.interpolate(e.x,f.x,g.x,c.x,a);b.y=THREE.Curve.Utils.interpolate(e.y,f.y,g.y,c.y,a);b.z=THREE.Curve.Utils.interpolate(e.z,f.z,g.z,c.z,a);return b});THREE.ClosedSplineCurve3=THREE.Curve.create(function(a){this.points=void 0==a?[]:a},function(a){var b=new THREE.Vector3,c=[],d=this.points,e;e=(d.length-0)*a;a=Math.floor(e);e-=a;a+=0a.hierarchy[c].keys[d].time&& (a.hierarchy[c].keys[d].time=0),void 0!==a.hierarchy[c].keys[d].rot&&!(a.hierarchy[c].keys[d].rot instanceof THREE.Quaternion)){var h=a.hierarchy[c].keys[d].rot;a.hierarchy[c].keys[d].rot=new THREE.Quaternion(h[0],h[1],h[2],h[3])}if(a.hierarchy[c].keys.length&&void 0!==a.hierarchy[c].keys[0].morphTargets){h={};for(d=0;da.length-2?l:l+1;c[3]=l>a.length-3?l:l+2;l=a[c[0]];s=a[c[1]];r=a[c[2]];q=a[c[3]];c=k*k;n=k*c;h[0]=d(l[0],s[0],r[0],q[0],k,c,n);h[1]=d(l[1],s[1],r[1],q[1],k,c,n);h[2]=d(l[2],s[2],r[2],q[2],k,c,n);return h},d=function(a,b,c,d,k,l,n){a=0.5*(c-a);d=0.5*(d-b);return(2*(b-c)+a+d)*n+(-3*(b-c)-2*a-d)*l+a*k+b};return function(d){if(!1!== this.isPlaying){this.currentTime+=d*this.timeScale;var f;d=[\"pos\",\"rot\",\"scl\"];var g=this.data.length;if(!0===this.loop&&this.currentTime>g)this.currentTime%=g,this.reset();else if(!1===this.loop&&this.currentTime>g){this.stop();return}this.currentTime=Math.min(this.currentTime,g);for(var g=0,h=this.hierarchy.length;gn;n++){f=d[n];var s=l.prevKey[f],r=l.nextKey[f];if(r.time<=this.currentTime){s=this.data.hierarchy[g].keys[0];for(r=this.getNextKeyWith(f, g,1);r.times.index;)s=r,r=this.getNextKeyWith(f,g,r.index+1);l.prevKey[f]=s;l.nextKey[f]=r}k.matrixAutoUpdate=!0;k.matrixWorldNeedsUpdate=!0;var q=(this.currentTime-s.time)/(r.time-s.time),u=s[f],p=r[f];0>q&&(q=0);1a&&(this.currentTime%=a);this.currentTime=Math.min(this.currentTime,a);a=0;for(var b=this.hierarchy.length;af.index;)f=g,g=e[f.index+1];d.prevKey= f;d.nextKey=g}g.time>=this.currentTime?f.interpolate(g,this.currentTime):f.interpolate(g,g.time);this.data.hierarchy[a].node.updateMatrix();c.matrixWorldNeedsUpdate=!0}}}};THREE.KeyFrameAnimation.prototype.getNextKeyWith=function(a,b,c){b=this.data.hierarchy[b].keys;for(c%=b.length;cthis.duration&&(this.currentTime%=this.duration);this.currentTime=Math.min(this.currentTime,this.duration);c=this.duration/this.frames;var d=Math.floor(this.currentTime/c);d!=b&&(this.mesh.morphTargetInfluences[a]=0,this.mesh.morphTargetInfluences[b]=1,this.mesh.morphTargetInfluences[d]= 0,a=b,b=d);this.mesh.morphTargetInfluences[d]=this.currentTime%c/c;this.mesh.morphTargetInfluences[a]=1-this.mesh.morphTargetInfluences[d]}}}()};THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0));this.add(g);var h=new THREE.PerspectiveCamera(90, 1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var k=new THREE.PerspectiveCamera(90,1,a,b);k.up.set(0,-1,0);k.lookAt(new THREE.Vector3(0,0,-1));this.add(k);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){var c=this.renderTarget,r=c.generateMipmaps;c.generateMipmaps=!1;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace= 2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.generateMipmaps=r;c.activeCubeFace=5;a.render(b,k,c)}};THREE.CubeCamera.prototype=Object.create(THREE.Object3D.prototype);THREE.CombinedCamera=function(a,b,c,d,e,f,g){THREE.Camera.call(this);this.fov=c;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2;this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,f,g);this.cameraP=new THREE.PerspectiveCamera(c,a/b,d,e);this.zoom=1;this.toPerspective()};THREE.CombinedCamera.prototype=Object.create(THREE.Camera.prototype); THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.cameraP.fov=this.fov/this.zoom;this.cameraP.updateProjectionMatrix();this.projectionMatrix=this.cameraP.projectionMatrix;this.inPerspectiveMode=!0;this.inOrthographicMode=!1}; THREE.CombinedCamera.prototype.toOrthographic=function(){var a=this.cameraP.aspect,b=(this.cameraP.near+this.cameraP.far)/2,b=Math.tan(this.fov/2)*b,a=2*b*a/2,b=b/this.zoom,a=a/this.zoom;this.cameraO.left=-a;this.cameraO.right=a;this.cameraO.top=b;this.cameraO.bottom=-b;this.cameraO.updateProjectionMatrix();this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix;this.inPerspectiveMode=!1;this.inOrthographicMode=!0}; THREE.CombinedCamera.prototype.setSize=function(a,b){this.cameraP.aspect=a/b;this.left=-a/2;this.right=a/2;this.top=b/2;this.bottom=-b/2};THREE.CombinedCamera.prototype.setFov=function(a){this.fov=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.updateProjectionMatrix=function(){this.inPerspectiveMode?this.toPerspective():(this.toPerspective(),this.toOrthographic())}; THREE.CombinedCamera.prototype.setLens=function(a,b){void 0===b&&(b=24);var c=2*THREE.Math.radToDeg(Math.atan(b/(2*a)));this.setFov(c);return c};THREE.CombinedCamera.prototype.setZoom=function(a){this.zoom=a;this.inPerspectiveMode?this.toPerspective():this.toOrthographic()};THREE.CombinedCamera.prototype.toFrontView=function(){this.rotation.x=0;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1}; THREE.CombinedCamera.prototype.toBackView=function(){this.rotation.x=0;this.rotation.y=Math.PI;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toLeftView=function(){this.rotation.x=0;this.rotation.y=-Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toRightView=function(){this.rotation.x=0;this.rotation.y=Math.PI/2;this.rotation.z=0;this.rotationAutoUpdate=!1}; THREE.CombinedCamera.prototype.toTopView=function(){this.rotation.x=-Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.CombinedCamera.prototype.toBottomView=function(){this.rotation.x=Math.PI/2;this.rotation.y=0;this.rotation.z=0;this.rotationAutoUpdate=!1};THREE.BoxGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,p){var v,w=h.widthSegments,t=h.heightSegments,x=e/2,z=f/2,B=h.vertices.length;if(\"x\"===a&&\"y\"===b||\"y\"===a&&\"x\"===b)v=\"z\";else if(\"x\"===a&&\"z\"===b||\"z\"===a&&\"x\"===b)v=\"y\",t=h.depthSegments;else if(\"z\"===a&&\"y\"===b||\"y\"===a&&\"z\"===b)v=\"x\",w=h.depthSegments;var E=w+1,H=t+1,D=e/w,G=f/t,I=new THREE.Vector3;I[v]=0=e)return new THREE.Vector2(c,a);e=Math.sqrt(e/2)}else a=!1,1E-10e?-1E-10>g&& (a=!0):d(f)==d(h)&&(a=!0),a?(c=-f,a=e,e=Math.sqrt(k)):(c=e,a=f,e=Math.sqrt(k/2));return new THREE.Vector2(c/e,a/e)}function e(c,d){var e,f;for(J=c.length;0<=--J;){e=J;f=J-1;0>f&&(f=c.length-1);for(var g=0,h=q+2*n,g=0;gMath.abs(c-k)?[new THREE.Vector2(b,1-e),new THREE.Vector2(d,1-f),new THREE.Vector2(l,1-g),new THREE.Vector2(s,1-a)]:[new THREE.Vector2(c,1-e),new THREE.Vector2(k,1-f),new THREE.Vector2(n,1-g),new THREE.Vector2(r,1-a)]}};THREE.ExtrudeGeometry.__v1=new THREE.Vector2;THREE.ExtrudeGeometry.__v2=new THREE.Vector2;THREE.ExtrudeGeometry.__v3=new THREE.Vector2;THREE.ExtrudeGeometry.__v4=new THREE.Vector2; THREE.ExtrudeGeometry.__v5=new THREE.Vector2;THREE.ExtrudeGeometry.__v6=new THREE.Vector2;THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);!1===a instanceof Array&&(a=[a]);this.shapebb=a[a.length-1].getBoundingBox();this.addShapeList(a,b);this.computeCentroids();this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cc&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/ 2/Math.PI+0.5,a.y));return a.clone()}THREE.Geometry.call(this);c=c||1;d=d||0;for(var k=this,l=0,n=a.length;lq&&(0.2>d&&(b[0].x+=1),0.2>a&&(b[1].x+=1),0.2>s&&(b[2].x+=1));l=0;for(n=this.vertices.length;lc.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}(); THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=0.2*a);void 0===c&&(c=0.2*b);this.line.scale.set(1,a,1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.setHex(a);this.cone.material.color.setHex(a)};THREE.BoxHelper=function(a){var b=[new THREE.Vector3(1,1,1),new THREE.Vector3(-1,1,1),new THREE.Vector3(-1,-1,1),new THREE.Vector3(1,-1,1),new THREE.Vector3(1,1,-1),new THREE.Vector3(-1,1,-1),new THREE.Vector3(-1,-1,-1),new THREE.Vector3(1,-1,-1)];this.vertices=b;var c=new THREE.Geometry;c.vertices.push(b[0],b[1],b[1],b[2],b[2],b[3],b[3],b[0],b[4],b[5],b[5],b[6],b[6],b[7],b[7],b[4],b[0],b[4],b[1],b[5],b[2],b[6],b[3],b[7]);THREE.Line.call(this,c,new THREE.LineBasicMaterial({color:16776960}),THREE.LinePieces); void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.Line.prototype); THREE.BoxHelper.prototype.update=function(a){var b=a.geometry;null===b.boundingBox&&b.computeBoundingBox();var c=b.boundingBox.min,b=b.boundingBox.max,d=this.vertices;d[0].set(b.x,b.y,b.z);d[1].set(c.x,b.y,b.z);d[2].set(c.x,c.y,b.z);d[3].set(b.x,c.y,b.z);d[4].set(b.x,b.y,c.z);d[5].set(c.x,b.y,c.z);d[6].set(c.x,c.y,c.z);d[7].set(b.x,c.y,c.z);this.geometry.computeBoundingSphere();this.geometry.verticesNeedUpdate=!0;this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};THREE.BoundingBoxHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.BoundingBoxHelper.prototype.update=function(){this.box.setFromObject(this.object);this.box.size(this.scale);this.box.center(this.position)};THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b(\"n1\",\"n2\",16755200);b(\"n2\",\"n4\",16755200);b(\"n4\",\"n3\",16755200);b(\"n3\",\"n1\",16755200);b(\"f1\",\"f2\",16755200);b(\"f2\",\"f4\",16755200);b(\"f4\",\"f3\",16755200);b(\"f3\",\"f1\",16755200);b(\"n1\",\"f1\",16755200); b(\"n2\",\"f2\",16755200);b(\"n3\",\"f3\",16755200);b(\"n4\",\"f4\",16755200);b(\"p\",\"n1\",16711680);b(\"p\",\"n2\",16711680);b(\"p\",\"n3\",16711680);b(\"p\",\"n4\",16711680);b(\"u1\",\"u2\",43775);b(\"u2\",\"u3\",43775);b(\"u3\",\"u1\",43775);b(\"c\",\"t\",16777215);b(\"p\",\"c\",3355443);b(\"cn1\",\"cn2\",3355443);b(\"cn3\",\"cn4\",3355443);b(\"cf1\",\"cf2\",3355443);b(\"cf3\",\"cf4\",3355443);THREE.Line.call(this,d,e,THREE.LinePieces);this.camera=a;this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()}; THREE.CameraHelper.prototype=Object.create(THREE.Line.prototype); THREE.CameraHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Camera,c=new THREE.Projector;return function(){function d(d,g,h,k){a.set(g,h,k);c.unprojectVector(a,b);d=e.pointMap[d];if(void 0!==d)for(g=0,h=d.length;gu;u++){d[0]=q[g[u]];d[1]=q[g[(u+1)%3]];d.sort(f);var p=d.toString();void 0===e[p]?(e[p]={vert1:d[0],vert2:d[1],face1:s,face2:void 0},n++):e[p].face2=s}h.addAttribute(\"position\",Float32Array,2*n,3);d=h.attributes.position.array; f=0;for(p in e)if(g=e[p],void 0===g.face2||0.9999>k[g.face1].normal.dot(k[g.face2].normal))n=l[g.vert1],d[f++]=n.x,d[f++]=n.y,d[f++]=n.z,n=l[g.vert2],d[f++]=n.x,d[f++]=n.y,d[f++]=n.z;THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.EdgesHelper.prototype=Object.create(THREE.Line.prototype);THREE.FaceNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16776960;d=void 0!==d?d:1;b=new THREE.Geometry;c=0;for(var e=this.object.geometry.faces.length;cb;b++)a.faces[b].color=this.colors[4>b?0:1];b=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(a,b);this.add(this.lightSphere); this.update()};THREE.HemisphereLightHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.HemisphereLightHelper.prototype.dispose=function(){this.lightSphere.geometry.dispose();this.lightSphere.material.dispose()}; THREE.HemisphereLightHelper.prototype.update=function(){var a=new THREE.Vector3;return function(){this.colors[0].copy(this.light.color).multiplyScalar(this.light.intensity);this.colors[1].copy(this.light.groundColor).multiplyScalar(this.light.intensity);this.lightSphere.lookAt(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}();THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrixWorld=this.light.matrixWorld;this.matrixAutoUpdate=!1};THREE.PointLightHelper.prototype=Object.create(THREE.Mesh.prototype);THREE.PointLightHelper.prototype.dispose=function(){this.geometry.dispose();this.material.dispose()}; THREE.PointLightHelper.prototype.update=function(){this.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)};THREE.SpotLightHelper=function(a){THREE.Object3D.call(this);this.light=a;this.light.updateMatrixWorld();this.matrixWorld=a.matrixWorld;this.matrixAutoUpdate=!1;a=new THREE.CylinderGeometry(0,1,1,8,1,!0);a.applyMatrix((new THREE.Matrix4).makeTranslation(0,-0.5,0));a.applyMatrix((new THREE.Matrix4).makeRotationX(-Math.PI/2));var b=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});this.cone=new THREE.Mesh(a,b);this.add(this.cone);this.update()};THREE.SpotLightHelper.prototype=Object.create(THREE.Object3D.prototype); THREE.SpotLightHelper.prototype.dispose=function(){this.cone.geometry.dispose();this.cone.material.dispose()};THREE.SpotLightHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){var c=this.light.distance?this.light.distance:1E4,d=c*Math.tan(this.light.angle);this.cone.scale.set(d,d,c);a.setFromMatrixPosition(this.light.matrixWorld);b.setFromMatrixPosition(this.light.target.matrixWorld);this.cone.lookAt(b.sub(a));this.cone.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}}();THREE.VertexNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;b=void 0!==c?c:16711680;d=void 0!==d?d:1;c=new THREE.Geometry;a=a.geometry.faces;for(var e=0,f=a.length;ep;p++){d[0]=u[g[p]];d[1]=u[g[(p+1)%3]];d.sort(f);var v=d.toString();void 0===e[v]&&(s[2*n]=d[0],s[2*n+1]=d[1],e[v]=!0,n++)}h.addAttribute(\"position\",Float32Array,2*n,3);d=h.attributes.position.array; r=0;for(q=n;rp;p++)n=k[s[2*r+p]],g=6*r+3*p,d[g+0]=n.x,d[g+1]=n.y,d[g+2]=n.z}else if(a.geometry instanceof THREE.BufferGeometry&&void 0!==a.geometry.attributes.index){for(var k=a.geometry.attributes.position.array,q=a.geometry.attributes.index.array,l=a.geometry.offsets,n=0,s=new Uint32Array(2*q.length),u=0,w=l.length;up;p++)d[0]=g+q[r+p],d[1]=g+q[r+(p+1)%3],d.sort(f),v=d.toString(),void 0===e[v]&&(s[2* n]=d[0],s[2*n+1]=d[1],e[v]=!0,n++);h.addAttribute(\"position\",Float32Array,2*n,3);d=h.attributes.position.array;r=0;for(q=n;rp;p++)g=6*r+3*p,n=3*s[2*r+p],d[g+0]=k[n],d[g+1]=k[n+1],d[g+2]=k[n+2]}else if(a.geometry instanceof THREE.BufferGeometry)for(k=a.geometry.attributes.position.array,n=k.length/3,s=n/3,h.addAttribute(\"position\",Float32Array,2*n,3),d=h.attributes.position.array,r=0,q=s;rp;p++)g=18*r+6*p,s=9*r+3*p,d[g+0]=k[s],d[g+1]=k[s+1],d[g+2]=k[s+2],n=9*r+(p+ 1)%3*3,d[g+3]=k[n],d[g+4]=k[n+1],d[g+5]=k[n+2];THREE.Line.call(this,h,new THREE.LineBasicMaterial({color:c}),THREE.LinePieces);this.matrixAutoUpdate=!1;this.matrixWorld=a.matrixWorld};THREE.WireframeHelper.prototype=Object.create(THREE.Line.prototype);THREE.ImmediateRenderObject=function(){THREE.Object3D.call(this);this.render=function(a){}};THREE.ImmediateRenderObject.prototype=Object.create(THREE.Object3D.prototype);THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype); THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:1,opacity:f,color:e,blending:d})}; THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;ah.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c}; THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn(\"animation[\"+a+\"] undefined\")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.startFrame+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight; f!==d.currentFrame&&(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);this.morphTargetInfluences[d.currentFrame]=e*g;this.morphTargetInfluences[d.lastFrame]=(1-e)*g}}};THREE.LensFlarePlugin=function(){function a(a,c){var d=b.createProgram(),e=b.createShader(b.FRAGMENT_SHADER),f=b.createShader(b.VERTEX_SHADER),g=\"precision \"+c+\" float;\\n\";b.shaderSource(e,g+a.fragmentShader);b.shaderSource(f,g+a.vertexShader);b.compileShader(e);b.compileShader(f);b.attachShader(d,e);b.attachShader(d,f);b.linkProgram(d);return d}var b,c,d,e,f,g,h,k,l,n,s,r,q;this.init=function(u){b=u.context;c=u;d=u.getPrecision();e=new Float32Array(16);f=new Uint16Array(6);u=0;e[u++]=-1;e[u++]=-1; e[u++]=0;e[u++]=0;e[u++]=1;e[u++]=-1;e[u++]=1;e[u++]=0;e[u++]=1;e[u++]=1;e[u++]=1;e[u++]=1;e[u++]=-1;e[u++]=1;e[u++]=0;e[u++]=1;u=0;f[u++]=0;f[u++]=1;f[u++]=2;f[u++]=0;f[u++]=2;f[u++]=3;g=b.createBuffer();h=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,g);b.bufferData(b.ARRAY_BUFFER,e,b.STATIC_DRAW);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.bufferData(b.ELEMENT_ARRAY_BUFFER,f,b.STATIC_DRAW);k=b.createTexture();l=b.createTexture();b.bindTexture(b.TEXTURE_2D,k);b.texImage2D(b.TEXTURE_2D,0,b.RGB,16,16, 0,b.RGB,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);b.bindTexture(b.TEXTURE_2D,l);b.texImage2D(b.TEXTURE_2D,0,b.RGBA,16,16,0,b.RGBA,b.UNSIGNED_BYTE,null);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE); b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.NEAREST);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.NEAREST);0>=b.getParameter(b.MAX_VERTEX_TEXTURE_IMAGE_UNITS)?(n=!1,s=a(THREE.ShaderFlares.lensFlare,d)):(n=!0,s=a(THREE.ShaderFlares.lensFlareVertexTexture,d));r={};q={};r.vertex=b.getAttribLocation(s,\"position\");r.uv=b.getAttribLocation(s,\"uv\");q.renderType=b.getUniformLocation(s,\"renderType\");q.map=b.getUniformLocation(s,\"map\");q.occlusionMap=b.getUniformLocation(s,\"occlusionMap\");q.opacity= b.getUniformLocation(s,\"opacity\");q.color=b.getUniformLocation(s,\"color\");q.scale=b.getUniformLocation(s,\"scale\");q.rotation=b.getUniformLocation(s,\"rotation\");q.screenPosition=b.getUniformLocation(s,\"screenPosition\")};this.render=function(a,d,e,f){a=a.__webglFlares;var t=a.length;if(t){var x=new THREE.Vector3,z=f/e,B=0.5*e,E=0.5*f,H=16/f,D=new THREE.Vector2(H*z,H),G=new THREE.Vector3(1,1,0),I=new THREE.Vector2(1,1),O=q,H=r;b.useProgram(s);b.enableVertexAttribArray(r.vertex);b.enableVertexAttribArray(r.uv); b.uniform1i(O.occlusionMap,0);b.uniform1i(O.map,1);b.bindBuffer(b.ARRAY_BUFFER,g);b.vertexAttribPointer(H.vertex,2,b.FLOAT,!1,16,0);b.vertexAttribPointer(H.uv,2,b.FLOAT,!1,16,8);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h);b.disable(b.CULL_FACE);b.depthMask(!1);var K,y,F,C,A;for(K=0;KD;D++)z[D]=new THREE.Vector3,t[D]=new THREE.Vector3;z=B.shadowCascadeNearZ[x];B=B.shadowCascadeFarZ[x];t[0].set(-1,-1,z);t[1].set(1,-1,z);t[2].set(-1, 1,z);t[3].set(1,1,z);t[4].set(-1,-1,B);t[5].set(1,-1,B);t[6].set(-1,1,B);t[7].set(1,1,B);H.originalCamera=r;t=new THREE.Gyroscope;t.position=p.shadowCascadeOffset;t.add(H);t.add(H.target);r.add(t);p.shadowCascadeArray[w]=H;console.log(\"Created virtualLight\",H)}x=p;z=w;B=x.shadowCascadeArray[z];B.position.copy(x.position);B.target.position.copy(x.target.position);B.lookAt(B.target);B.shadowCameraVisible=x.shadowCameraVisible;B.shadowDarkness=x.shadowDarkness;B.shadowBias=x.shadowCascadeBias[z];t=x.shadowCascadeNearZ[z]; x=x.shadowCascadeFarZ[z];B=B.pointsFrustum;B[0].z=t;B[1].z=t;B[2].z=t;B[3].z=t;B[4].z=x;B[5].z=x;B[6].z=x;B[7].z=x;E[v]=H;v++}else E[v]=p,v++;q=0;for(u=E.length;qx;x++)z=B[x],z.copy(t[x]),THREE.ShadowMapPlugin.__projector.unprojectVector(z,w),z.applyMatrix4(v.matrixWorldInverse),z.xl.x&&(l.x=z.x),z.yl.y&&(l.y=z.y),z.zl.z&& (l.z=z.z);v.left=k.x;v.right=l.x;v.top=l.y;v.bottom=k.y;v.updateProjectionMatrix()}v=p.shadowMap;t=p.shadowMatrix;w=p.shadowCamera;w.position.setFromMatrixPosition(p.matrixWorld);n.setFromMatrixPosition(p.target.matrixWorld);w.lookAt(n);w.updateMatrixWorld();w.matrixWorldInverse.getInverse(w.matrixWorld);p.cameraHelper&&(p.cameraHelper.visible=p.shadowCameraVisible);p.shadowCameraVisible&&p.cameraHelper.update();t.set(0.5,0,0,0.5,0,0.5,0,0.5,0,0,0.5,0.5,0,0,0,1);t.multiply(w.projectionMatrix);t.multiply(w.matrixWorldInverse); h.multiplyMatrices(w.projectionMatrix,w.matrixWorldInverse);g.setFromMatrix(h);b.setRenderTarget(v);b.clear();B=s.__webglObjects;p=0;for(v=B.length;p 0 ) {\\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\\nfloat fogFactor = 0.0;\\nif ( fogType == 1 ) {\\nfogFactor = smoothstep( fogNear, fogFar, depth );\\n} else {\\nconst float LOG2 = 1.442695;\\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\\n}\\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\\n}\\n}\"].join(\"\\n\")); t.compileShader(O);t.compileShader(K);t.attachShader(w,O);t.attachShader(w,K);t.linkProgram(w);G=w;p=t.getAttribLocation(G,\"position\");v=t.getAttribLocation(G,\"uv\");a=t.getUniformLocation(G,\"uvOffset\");b=t.getUniformLocation(G,\"uvScale\");c=t.getUniformLocation(G,\"rotation\");d=t.getUniformLocation(G,\"scale\");e=t.getUniformLocation(G,\"color\");f=t.getUniformLocation(G,\"map\");g=t.getUniformLocation(G,\"opacity\");h=t.getUniformLocation(G,\"modelViewMatrix\");k=t.getUniformLocation(G,\"projectionMatrix\");l= t.getUniformLocation(G,\"fogType\");n=t.getUniformLocation(G,\"fogDensity\");s=t.getUniformLocation(G,\"fogNear\");r=t.getUniformLocation(G,\"fogFar\");q=t.getUniformLocation(G,\"fogColor\");u=t.getUniformLocation(G,\"alphaTest\");w=document.createElement(\"canvas\");w.width=8;w.height=8;O=w.getContext(\"2d\");O.fillStyle=\"#ffffff\";O.fillRect(0,0,w.width,w.height);z=new THREE.Texture(w);z.needsUpdate=!0};this.render=function(E,B,K,y){K=E.__webglSprites;if(y=K.length){t.useProgram(G);t.enableVertexAttribArray(p); t.enableVertexAttribArray(v);t.disable(t.CULL_FACE);t.enable(t.BLEND);t.bindBuffer(t.ARRAY_BUFFER,H);t.vertexAttribPointer(p,2,t.FLOAT,!1,16,0);t.vertexAttribPointer(v,2,t.FLOAT,!1,16,8);t.bindBuffer(t.ELEMENT_ARRAY_BUFFER,D);t.uniformMatrix4fv(k,!1,B.projectionMatrix.elements);t.activeTexture(t.TEXTURE0);t.uniform1i(f,0);var F=0,C=0,A=E.fog;A?(t.uniform3f(q,A.color.r,A.color.g,A.color.b),A instanceof THREE.Fog?(t.uniform1f(s,A.near),t.uniform1f(r,A.far),t.uniform1i(l,1),C=F=1):A instanceof THREE.FogExp2&& (t.uniform1f(n,A.density),t.uniform1i(l,2),C=F=2)):(t.uniform1i(l,0),C=F=0);for(var L,Q=[],A=0;A> GENERATE FILES" pos:[222,72] width:134 height:36 groupBox grp3 "" pos:[8,116] width:356 height:52 checkbox chkCrnLogo "Show Corona Logo" pos:[14,128] checked:true radioButtons rdoLogoPos "" pos:[140,128] width:85 height:32 labels:#("left", "center", "right") checkbox chkAnimated "View rotates automatically at" pos:[14,148] checked:true spinner spnSpeed "" width:50 pos:[175,148] type:#float range:[-1, 1, 0.1] checkbox chkZoomable "Enable Zoom" pos:[250,148] checked:true on btnBrowseOutPath pressed do( edtHtmlOutPath.text = getSavePath "choose path" ) on btnBrowseInJpg pressed do( panoIMG = getOpenFileName caption:"select panarama jpg file" types:"*.jpg|*.jpg" ) on btnGenerateFiles pressed do( htmlPath = edtHtmlOutPath.text jsFilePath = "three.min.js" if htmlPath != "" and edtHtmlOutPath != "" then( if htmlPath[htmlPath.count] != "\\" then htmlPath += "\\" -- name and paths must not be empty newJpgPath = htmlPath + (removeSpaces edtName.text) + ".jpg" -- where the new jpg file will be placed newHtmlPath = htmlPath + (removeSpaces edtName.text) + ".html" -- where the new html file will be placed newLogoPath = htmlPath + "CoronaLogo.png" -- where the new html file will be placed fullJsFilePath = htmlPath + jsFilePath -- where the new javascript file will be places logoPos = case rdoLogoPos.state of (1:"left"; 2:"center"; 3:"right") case rdoInput.state of( -- if jpg is picked from hdd 1: ( if panoIMG != undefined then( -- the filepath for the image mustn't be empty if doesfileExist newJpgPath then( -- if the file already exists in the new path delete it deleteFile newJpgPath ) copyFile panoIMG newJpgPath -- copy the specified file to the new path if chkCrnLogo.checked then WriteCoronaLogo newLogoPath try(genJsFile fullJsFilePath)catch(messageBox "Error occured! Is directory writeable?") -- generate the javascript file try(genHTML newHtmlPath edtName.text (filenameFromPath newJpgPath) jsFilePath chkAnimated.checked spnSpeed.value chkCrnLogo.checked logoPos chkZoomable.checked)catch(messageBox "Error occured! Is directory writeable?") -- generate the html ) else messageBox "No valid input jpg file given." ) 2: ( prevJpgQuality = jpeg.getQuality() -- save jpg settings myBeauty = CoronaRenderer.CoronaFp.getVfbContent 0 true false -- grab image from CoronaVfb if myBeauty != undefined then( -- don't do anything if there is no image data in the framebuffer if (maxversion())[1] < 16000 then myBeauty.gamma = 2.2 -- gamma fallback modes for max versions prior 2014 jpeg.setQuality spnJpegQual.value -- set the jpg quality myBeauty.filename = newJpgPath -- set the new filepath for the image save myBeauty close myBeauty jpeg.setQuality prevJpgQuality -- reset jpg settings to the previous value if chkCrnLogo.checked then WriteCoronaLogo newLogoPath try(genJsFile fullJsFilePath)catch(messageBox "Error occured! Is directory writeable?") -- generate the javascript file try(genHTML newHtmlPath edtName.text (filenameFromPath newJpgPath) jsFilePath chkAnimated.checked spnSpeed.value chkCrnLogo.checked logoPos chkZoomable.checked)catch(messageBox "Error occured! Is directory writeable?") -- generate the html )else messageBox "No CoronaVfb Data available." ) ) -- end of caseof ) ) -- end of button event ) createDialog CoronaPanoramaExporter )