commit ff79832c3046449a95f172c3a2f946977ccc1a19 Author: luciano Date: Wed Sep 23 16:21:39 2026 +0200 AvatarPy: assistente personale con volto 3D, voce, memoria e plugin Riscrittura in Python dell'assistente Avatar con interfaccia HUD (derivata da Mark LIV, CC BY-NC 4.0, vedi NOTICE.md). Tre motori (Claude API, server locale OpenAI-compatibile, Claude Code), voce Kokoro/macOS, Whisper MLX, avatar 3D con sincronizzazione labiale, memoria per categorie, allegati con OCR, monitor con avvisi, plugin per Calendario, Mail, Promemoria, Note, Musica, app, Mac, timer, meteo, contatti, Messaggi, file, Comandi Rapidi, browser, Telegram, WhatsApp (archivio e tempo reale). Co-Authored-By: Claude Fable 5.1 diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..2d0f243 --- /dev/null +++ b/.gitignore @@ -0,0 +1,21 @@ +# Ambienti e dipendenze +.venv/ +__pycache__/ +*.pyc +whatsapp_bridge/node_modules/ + +# Dati personali: conversazioni, archivi chat, sessioni, memoria, impostazioni e chiavi +data/ +config/api_keys.json +config/settings.json +memory/long_term.json +*.session +*.session-journal + +# Modelli 3D (volti personali, file grandi): aggiungili a mano in avatar3d/models/ +avatar3d/models/*.glb +avatar3d/models_archivio/ + +# Varie +*.log +.DS_Store diff --git a/.python-version b/.python-version new file mode 100644 index 0000000..e4fba21 --- /dev/null +++ b/.python-version @@ -0,0 +1 @@ +3.12 diff --git a/LICENSE-MARK-LIV.txt b/LICENSE-MARK-LIV.txt new file mode 100644 index 0000000..e606301 --- /dev/null +++ b/LICENSE-MARK-LIV.txt @@ -0,0 +1,417 @@ +MARK LIV — JARVIS +Copyright (c) 2026 FatihMakes + +Licensed under the Creative Commons Attribution-NonCommercial 4.0 +International License (CC BY-NC 4.0). 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For +the avoidance of doubt, this paragraph does not form part of the +public licenses. + +Creative Commons may be contacted at creativecommons.org. + diff --git a/NOTICE.md b/NOTICE.md new file mode 100644 index 0000000..ecd07da --- /dev/null +++ b/NOTICE.md @@ -0,0 +1,23 @@ +# Attribuzioni + +L'interfaccia grafica di AvatarPy (file `ui.py`, cartella `core/` con avatar, mesh del volto, +visemi, dispositivi audio, hotkey, parola di attivazione, conferme, e la cartella `memory/`) +proviene da **Mark LIV — JARVIS**, Copyright (c) 2026 FatihMakes, +, rilasciato con licenza +Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0). +Il testo completo è in `LICENSE-MARK-LIV.txt`. Le funzioni di analisi audio in +`avatar/lipsync.py` sono adattate da `main.py` dello stesso progetto. + +Modifiche rispetto all'originale: rimossa la dipendenza da Gemini, aggiunti i pulsanti +"Motore e Voce" e "Nuova conversazione", cambiato l'elenco delle voci nel pannello Customise, +caratteri ingranditi, aggiunta la vista avatar 3D. Su richiesta dell'utente i riferimenti a +"MARK LIV" e "FatihMakes" sono stati tolti dall'interfaccia (23 settembre 2026): l'attribuzione +richiesta dalla licenza resta in questo file e nel README. + +**Questa licenza vieta l'uso commerciale** dell'app nel suo insieme finché contiene questi file. + +Il modello del volto (`core/face_model.obj`) deriva dal canonical face model di MediaPipe +(Apache 2.0). Kokoro-82M è di hexgrad (Apache 2.0). Whisper è di OpenAI (MIT), nella +versione MLX di mlx-community. + +Il resto del codice (cartella `avatar/`, `main.py`) è opera di questo progetto. diff --git a/README.md b/README.md new file mode 100644 index 0000000..6f48fba --- /dev/null +++ b/README.md @@ -0,0 +1,145 @@ +# AvatarPy — assistente personale con volto, in Python + +Riscrittura in Python dell'assistente "Avatar": stessa idea (un assistente che ascolta, parla, ricorda e cerca sul web) con l'interfaccia HUD di **Mark LIV**: un volto tridimensionale renderizzato in software, con sincronizzazione labiale reale, forma d'onda, pannello di log e impostazioni. + +L'interfaccia è riusata con licenza CC BY-NC 4.0 (uso personale, non commerciale): vedi `NOTICE.md`. + +## Cosa fa + +- **Conversazione a mani libere**: il microfono è sempre in ascolto; quando smetti di parlare, la frase viene trascrizione in locale (Whisper via MLX) e inviata al motore. In alternativa: premi-per-parlare, parola di attivazione "Hey Jarvis" (openwakeword, installabile dal pannello), o il campo di testo. +- **Voce**: Kokoro in locale con le voci italiane Sara e Nicola (PyTorch), oppure la voce di sistema di macOS. Le frasi vengono sintetizzate in anticipo mentre l'app pronuncia la precedente. +- **Volto**: la bocca segue lo spettro dell'audio (50 forme al secondo) fuso con il testo pronunciato; lo sguardo e le sopracciglia seguono lo stato (ascolta, pensa, parla, dorme). +- **Tre motori**, selezionabili dal pulsante "Motore & Voce": + - *Claude (Anthropic)*: Claude Opus 5 via API, con ricerca web server-side. Serve una chiave, salvata nel portachiavi di macOS. + - *Server locale compatibile OpenAI*: vLLM, Ollama, LM Studio. Ricerca web con una chiave Brave Search (opzionale). + - *Claude Code*: usa Claude Code installato sul Mac e il suo accesso, senza chiave. Tre livelli: solo conversazione, lettura dei file, completo. +- **Memoria a lungo termine** per categorie (identità, preferenze, progetti, relazioni, desideri, note) nel file `memory/long_term.json`, condivisa da tutti i motori e visibile dal pulsante "Memory" del pannello. Con Claude Code la memoria passa da un piccolo server MCP incluso. + +## Avatar 3D personale + +Il pulsante "HUD" nel pannello alterna tre viste: volto animato, nucleo, **avatar 3D**. La terza mostra un modello GLB (`avatar3d/models/avatar.glb`) renderizzato con three.js dentro l'interfaccia: inquadratura sul busto (clic per la figura intera), animazione di riposo, testa e occhi che guardano la camera e seguono lo stato (ascolta, pensa, parla, dorme), sbattito delle palpebre, forma d'onda e stato in basso. + +La **sincronizzazione labiale** usa i blend shape del modello: visemi Oculus (`viseme_aa`, `viseme_O`, `viseme_I`…) e ARKit (`jawOpen`, `mouthSmileLeft`, `mouthFunnel`, `eyeBlinkLeft`…), pilotati dalle forme della bocca calcolate dall'audio. I modelli inclusi sono avatar Avaturn esportati con i blend shape e le ossa degli occhi: `allegra_2.glb`, `allegra.glb` e `luza.glb`. Si sceglie dal menu "Avatar 3D" in "Motore e Voce", che elenca i file GLB presenti in `avatar3d/models`; il cambio è immediato. Per aggiungere un avatar basta copiare il suo GLB in quella cartella: il nome del file diventa il nome nel menu. + +Per usare un altro modello sostituisci il GLB: vanno bene avatar Avaturn, Ready Player Me o Mixamo con scheletro standard (ossa `Head`, `Neck`, `Hips`, opzionali `LeftEye`/`RightEye`). Senza blend shape la bocca resta ferma e si muove solo la testa. + +## Allegati + +Trascina un file nella zona "File upload" (o clicca per sceglierlo) e poi fai la domanda: il file viene passato al motore con il messaggio successivo, una volta sola. + +- **Testo, PDF, Word, RTF**: viene allegato il testo estratto (fino a 8000 caratteri). +- **Immagini** (PNG, JPEG, HEIC…): il testo presente viene riconosciuto in locale con l'OCR di macOS, quindi funziona con tutti i motori, anche quello locale. Con Claude API e Claude Code l'immagine viene anche vista davvero, per descrizioni e domande sul contenuto. + +## Importare le memorie da ChatGPT (o da un altro assistente) + +1. In ChatGPT chiedi: "Elenca tutte le memorie che hai salvato su di me, una per riga" e copia la risposta in un file di testo (oppure copia l'elenco da Impostazioni › Personalizzazione › Gestisci memorie). +2. Nell'app trascina il file nella zona "File upload" e di': "importa queste memorie". L'assistente le salva nella categoria giusta con lo strumento `salva_memorie`, in una volta sola. +3. Controlla il risultato dal pulsante "Memory" e cancella ciò che non vuoi tenere. + +## Monitor con avvisi (Mail, WhatsApp, Telegram) + +Attivabile in "Motore e Voce" › Monitor. Ogni minuto (intervallo regolabile) l'app raccoglie i messaggi nuovi da Mail (posta in arrivo), WhatsApp (ponte in tempo reale) e Telegram (account collegato), li passa a un modello veloce con le regole che scrivi tu, e per quelli che meritano attenzione crea un avviso: riga rossa nel log, notifica di macOS e, se vuoi, annuncio a voce. Le regole predefinite segnalano richieste di aiuto o assistenza, domande che aspettano risposta, problemi, urgenze, scadenze, pagamenti e appuntamenti da confermare, e ignorano newsletter, promozioni e notifiche automatiche. + +A voce: "ci sono avvisi?", "chiudi l'avviso di Marco", "controlla adesso". Il primo giro dopo l'attivazione prende solo la linea di base: vengono valutati i messaggi arrivati da quel momento in poi. Con il motore Claude Code la valutazione usa Haiku a basso sforzo; con Claude API usa Haiku 4.5; con il server locale usa il modello locale. + +## Plugin: comandare il Mac a voce + +I plugin sono file Python nella cartella `plugins/`: ognuno dichiara uno o più strumenti (nome, descrizione, parametri, funzione) e l'assistente li usa da tutti e tre i motori. Il pannello "Plugins" li elenca e permette di disattivarli. + +Incluso: **`calendario`**, che legge, crea, sposta e cancella eventi del Calendario di macOS tramite EventKit. Esempi a voce: "che impegni ho domani", "sono libero venerdì pomeriggio", "segna dentista giovedì alle 15", "sposta la riunione di lunedì alle 11", "cancella il pranzo di mercoledì". La cancellazione chiede conferma sullo schermo (pulsante Confirm nel pannello); con Claude Code l'assistente chiede conferma a voce. Al primo uso macOS chiede il permesso per il Calendario. + +Incluso anche **`mail`**, per l'app Mail di macOS: "ho email nuove?", "cerca le email di Marco", "leggimi l'ultima email di Amazon", "scrivi a mario@esempio.it che arrivo alle dieci". Elenco, ricerca e lettura usano l'indice locale di Mail (istantanei, anche a Mail chiusa); l'invio passa da Mail con conferma sullo schermo e richiede il permesso Automazione al primo uso. + +Altri plugin inclusi, tutti locali: + +| Plugin | Cosa fa | Esempi | +|---|---|---| +| `promemoria` | app Promemoria (EventKit) | "ricordami di chiamare Marco alle 17", "aggiungi latte alla spesa", "cosa devo fare oggi" | +| `note` | app Note | "prendi nota: …", "leggimi la nota sul progetto", "aggiungi alla nota Idee…" | +| `musica` | Apple Music (controlli anche su Spotify) | "metti la playlist Mattina", "pausa", "prossimo", "cosa sta suonando", "volume musica al 30" | +| `app` | apri/chiudi app, siti e file | "apri Safari sul Corriere", "avvia Xcode", "chiudi Mail", "che app sono aperte" | +| `mac` | volume, luminosità, Non disturbare, Wi-Fi, stato, blocco schermo, screenshot | "alza il volume", "spegni il Wi-Fi", "quanta batteria ho", "blocca il Mac" | +| `timer` | timer, sveglie, attività programmate anche giornaliere | "timer di 10 minuti per la pasta", "svegliami alle 7", "ogni mattina alle 8 leggimi la posta" | +| `meteo` | previsioni (Open-Meteo, senza chiave) | "che tempo fa domani a Milano" | +| `contatti` | Contatti | "qual è il numero di Anna", "l'email di Luca" | +| `messaggi` | iMessage con conferma | "manda un messaggio a Luca che arrivo alle 9" | +| `file` | Spotlight, cartelle, lettura txt/PDF/Word | "cerca il PDF del contratto", "cosa c'è sul Desktop", "riassumi il documento X" | +| `comandi_rapidi` | Comandi Rapidi, anche HomeKit | "accendi le luci del soggiorno" (se esiste il comando rapido) | +| `browser` | legge pagine, cerca su Google/YouTube/Maps/Amazon/Wikipedia | "leggimi questa pagina", "metti su YouTube i Pink Floyd" | +| `buongiorno` | riepilogo: impegni, promemoria, email, meteo | "buongiorno", "come si presenta la giornata" | +| `whatsapp_archivio` | chat WhatsApp esportate: importazione, ricerca full-text, lettura per periodo, statistiche | "cosa mi ha detto Marco sulla riunione?", "riassumi la chat con Anna dell'ultima settimana", "quando abbiamo parlato del dentista?" | +| `whatsapp_live` | WhatsApp in tempo reale come dispositivo collegato (Baileys): novità, invio con conferma, annunci vocali | "ci sono novità su WhatsApp?", "chi mi ha scritto?", "scrivi a Marco su WhatsApp che arrivo" | +| `telegram` | Telegram con il tuo account (Telethon): non letti, lettura, ricerca, invio con conferma | "ho messaggi su Telegram?", "leggimi la chat con Anna", "scrivi a Luca su Telegram che sono in ritardo" | + +**WhatsApp in tempo reale** usa un client non ufficiale (Baileys, in `whatsapp_bridge/`, Node.js) collegato come "dispositivo collegato". È contro i termini di WhatsApp e Meta può bloccare il numero: l'app non invia mai senza conferma e non fa azioni di massa, ma il rischio resta a carico di chi lo attiva. Per collegarlo: "Motore e Voce" › WhatsApp › "Collega (QR)", poi sul telefono WhatsApp › Impostazioni › Dispositivi collegati › Collega un dispositivo. Da quel momento i messaggi in arrivo (e quelli che invii da altri dispositivi) finiscono nell'archivio, in tempo reale; con "Annuncia a voce" l'assistente li legge appena arrivano. Il ponte parte da solo all'avvio dell'app una volta collegato. Richiede Node.js (`npm install` in `whatsapp_bridge/` è già fatto). + +Per lo storico, l'app lavora sulle chat **esportate**: in WhatsApp apri la chat › Altro › Esporta chat (senza media), poi di' all'assistente "importa la chat WhatsApp che è in Download" (o "importa tutte le chat della cartella X") oppure copia il file `.txt` o lo `.zip` in `data/whatsapp/`. Gli zip "WhatsApp Chat - Nome.zip" prendono il nome del contatto. L'indice è locale e istantaneo anche con decine di migliaia di messaggi; riesportando la chat, l'archivio si aggiorna. + +Telegram richiede una configurazione una tantum in "Motore e Voce": api id e api hash creati su my.telegram.org (API development tools), poi il numero di telefono, "Invia codice", il codice ricevuto su Telegram e "Accedi" (più la password se hai la verifica in due passaggi). La sessione resta salvata in `data/telegram.session`; "Esci" la cancella. WhatsApp non ha un'API per account personali e non è supportato. + +Le attività programmate (plugin `timer`) vengono eseguite dall'app quando è aperta: un avviso viene detto a voce, un comando viene eseguito come se lo avessi chiesto tu. Non disturbare richiede due Comandi Rapidi chiamati "Non disturbare ON/OFF". Ogni app controllata chiede il permesso Automazione la prima volta. + +Per scriverne uno nuovo copia la struttura di `plugins/calendario.py`: una lista `TOOLS` con `name`, `description`, `parameters` (JSON Schema) e `run(parameters, ctx)`; `ctx` offre `say` (parlare), `log` e `confirm` (conferma a schermo per azioni irreversibili). Riavvia l'app dopo aver aggiunto il file. Funziona anche il formato a singolo `PLUGIN` di Mark-LIV. + +## Requisiti + +- macOS su Apple Silicon, Python 3.12, [uv](https://docs.astral.sh/uv/). +- `brew install espeak-ng portaudio` (fonetica italiana per Kokoro e audio). +- Permessi macOS richiesti al primo uso: Microfono, Calendario. +- Per il motore Claude Code: Claude Code installato e collegato. + +## Avvio + +```bash +cd AvatarPy +uv sync +uv run python main.py +``` + +Al primo avvio si apre la finestra "Motore & Voce" se manca la configurazione. La prima volta vengono scaricati i modelli di Kokoro (circa 330 MB) e di Whisper (circa 500 MB per "small"); poi tutto resta in locale. + +## Uso + +| Azione | Come | +|---|---| +| Parlare | Parla e basta: la frase parte quando fai una pausa di circa un secondo | +| Premi-per-parlare | Pulsante "Push-to-talk" nel cassetto rapido; il microfono si apre solo con il tasto premuto | +| Scrivere | Campo di testo in basso a destra, Invio per inviare | +| Interrompere | Esc, oppure il pulsante di interruzione | +| Silenziare il microfono | F4 | +| Vedere o cancellare la memoria | Pulsante "Memory" | +| Cambiare nome, colore e voce | Pulsante "Customise assistant" | +| Cambiare motore, chiavi, riconoscimento vocale | Pulsante "Motore & Voce" | +| Ricominciare da zero | Pulsante "Nuova conversazione" | + +## Profili di Claude Code + +Se sul Mac ci sono più profili (`~/.claude`, `~/.claude-`), scegli quello giusto in "Motore & Voce"; "Verifica" mostra l'account collegato. Un errore `401 OAuth access token is invalid` significa che l'accesso di quel profilo è scaduto: `CLAUDE_CONFIG_DIR= claude auth login`. + +## Struttura + +``` +main.py avvio, collegamento tra interfaccia e assistente +ui.py, core/, memory/ interfaccia e moduli da Mark LIV (vedi NOTICE.md) +avatar/ + assistant.py orchestratore: microfono → Whisper → motore → voce, stati e log + audio.py microfono con rilevamento della voce; riproduzione con visemi + lipsync.py livello audio e forme della bocca dallo spettro + stt.py Whisper (MLX, ripiego su faster-whisper) + tts.py Kokoro e voce di sistema, spezzettamento in frasi + memory_tools.py strumenti di memoria comuni ai motori + memory_mcp.py server MCP che espone la memoria a Claude Code + websearch.py ricerca Brave (motore locale) + settings.py impostazioni, chiavi nel portachiavi + settings_dialog.py finestra "Motore e Voce" + avatar3d.py vista 3D (QWebEngineView + server locale) sincronizzata con stati e visemi + persona.md personalità (modificabile) + plugins.py registro dei plugin (strumenti per i motori e per MCP) + engines/ anthropic_engine.py, openai_compat.py, claude_code.py +plugins/ plugin (calendario.py incluso) +avatar3d/ pagina three.js, modello GLB e librerie +config/ api_keys.json (identità), settings.json (impostazioni) +data/ cronologie delle conversazioni per motore +``` + +La personalità dell'assistente è in `avatar/persona.md`; il nome e il tuo nome si impostano dal pulsante "Customise assistant". diff --git a/avatar/__init__.py b/avatar/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/avatar/assistant.py b/avatar/assistant.py new file mode 100644 index 0000000..ce08624 --- /dev/null +++ b/avatar/assistant.py @@ -0,0 +1,503 @@ +"""Orchestratore: microfono → trascrizione → motore → voce, con stati e log sulla UI.""" +from __future__ import annotations + +import json +import queue +import threading +import time + +import numpy as np + +from memory import config_manager as cm + +from .audio import Microphone, Player +from .engines.anthropic_engine import AnthropicEngine +from .engines.claude_code import ClaudeCodeEngine +from .engines.openai_compat import OpenAICompatEngine +from .settings import CONFIG_DIR, Settings +from .stt import Transcriber +from .tts import SentenceSplitter, clean_for_speech, make_voice + +END = object() +STATUS_LABELS = { + "thinking": "THINKING", "searching": "PROCESSING", "memory": "PROCESSING", + "working": "PROCESSING", "responding": "THINKING", +} + + +# Frasi che Whisper "inventa" su silenzio o rumore di fondo (sottotitoli visti in addestramento). +_HALLUCINATIONS = ("sottotitoli", "a cura di", "grazie per aver guardato", "iscriviti al canale", + "www.", "amara.org", "subtitles", "thank you for watching") + + +def _is_hallucination(text: str) -> bool: + t = text.lower() + return any(h in t for h in _HALLUCINATIONS) + + +def _identity() -> tuple[str, str]: + try: + d = json.loads((CONFIG_DIR / "api_keys.json").read_text(encoding="utf-8")) + return (d.get("assistant_name") or "Ava").strip(), (d.get("user_name") or "").strip() + except Exception: + return "Ava", "" + + +class Assistant: + def __init__(self, ui, settings: Settings) -> None: + self.ui = ui + self.settings = settings + self.name, self.user_name = _identity() + self._abort = threading.Event() + self._turn_lock = threading.Lock() + self._busy = False + self._speaking = False + self._tail_until = 0.0 + self._turn = 0 + self._ptt_enabled = False + self._ptt_held = False + self._wake_enabled = False + self._awake = True + self._wake = None + self._last_speech = time.monotonic() + self._engine = None + self._engine_key = None + self._last_attachment: tuple[str, float] | None = None + self._speech_q: queue.Queue = queue.Queue() + self._audio_q: queue.Queue = queue.Queue(maxsize=3) + self.player = Player(self.ui.push_visemes, self.ui.set_audio_level) + self.mic = Microphone(self._on_utterance, self._mic_level, self._can_listen, + float(settings.get("vad_threshold", 0.08)), on_frame=self._on_mic_frame) + self.stt = Transcriber(str(settings.get("stt_model")), on_status=self._note) + self.voice = make_voice(settings, on_status=self._note) + + # ── Avvio ──────────────────────────────────────────────────────────── + def start(self) -> None: + threading.Thread(target=self._synth_loop, name="tts-synth", daemon=True).start() + threading.Thread(target=self._play_loop, name="tts-play", daemon=True).start() + threading.Thread(target=self._warmup, name="warmup", daemon=True).start() + threading.Thread(target=self._scheduler_loop, name="scheduler", daemon=True).start() + + def _start_whatsapp_bridge(self) -> None: + try: + from avatar import whatsapp_bridge as wb + if self.settings.get("whatsapp_live") or wb.is_linked(): + self.ui.write_log(f"SYS: WhatsApp — {wb.start(self.user_name)}") + self._wa_last_check = time.strftime("%Y-%m-%d %H:%M:%S") + except Exception as err: + self.ui.write_log(f"ERR: WhatsApp — {err}") + + def _announce_whatsapp(self) -> None: + """Legge i messaggi WhatsApp arrivati dall'ultimo controllo e, se richiesto, li annuncia.""" + import sqlite3 + from avatar.settings import DATA_DIR + db = DATA_DIR / "whatsapp" / "index.sqlite" + if not db.exists(): + return + since = getattr(self, "_wa_last_check", None) or time.strftime("%Y-%m-%d %H:%M:%S") + now = time.strftime("%Y-%m-%d %H:%M:%S") + con = sqlite3.connect(f"file:{db}?mode=ro", uri=True) + try: + rows = con.execute("SELECT ts, chat, sender, text FROM messages WHERE source = 'live' AND from_me = 0 AND ts > ? ORDER BY ts LIMIT 5", (since,)).fetchall() + finally: + con.close() + self._wa_last_check = now + for ts, chat, sender, text in rows: + who = chat if sender == chat else f"{sender} nel gruppo {chat}" + self.ui.write_log(f"WhatsApp: {who}: {text[:200]}") + if self.settings.get("whatsapp_annuncia") and not self._busy and not self._speaking: + self.say(f"Messaggio WhatsApp da {who}: {text[:220]}") + + def _scheduler_loop(self) -> None: + """Fa scattare timer, sveglie e attività programmate dal plugin timer.""" + import importlib + while True: + time.sleep(5) + try: + mod = importlib.import_module("avatar_plugins.timer") + except Exception: + try: + from avatar.plugins import registry + registry.load() + mod = importlib.import_module("avatar_plugins.timer") + except Exception: + continue + try: + self._announce_whatsapp() + except Exception as err: + print(f"[whatsapp] {err}") + try: + for item in mod.due(): + testo = str(item.get("testo", "")) + if item.get("comando"): + self.ui.write_log(f"SYS: Attività programmata: {testo}") + self.handle_text(testo) + else: + self.ui.write_log(f"SYS: Timer: {testo}") + self.say(f"Promemoria: {testo}") + except Exception as err: + print(f"[scheduler] {err}") + + def _warmup(self) -> None: + self.ui.set_state("PROCESSING") + self.ui.write_log(f"SYS: {self.name} si sta avviando: carico voce e riconoscimento vocale…") + try: + self.voice.load() + except Exception as err: + self.ui.write_log(f"ERR: Voce non disponibile — {err}") + try: + self.stt.load() + except Exception as err: + self.ui.write_log(f"ERR: Riconoscimento vocale non disponibile — {err}") + self.reopen_audio() + self._ensure_engine() + self._start_whatsapp_bridge() + try: + from avatar import monitor as _mon + _mon.monitor = _mon.Monitor(self.ui, self.say, self.settings) + _mon.monitor.start() + except Exception as err: + self.ui.write_log(f"ERR: Monitor — {err}") + self.ui.set_state("LISTENING") + self.ui.write_log(f"SYS: {self.name} è pronta. Parla o scrivi.") + + def reopen_audio(self) -> None: + try: + self.player.open(cm.get_output_device()) + except Exception as err: + self.ui.write_log(f"ERR: Uscita audio — {err}") + try: + self.mic.start(cm.get_input_device()) + except Exception as err: + self.ui.write_log(f"ERR: Microfono — {err}") + + def _note(self, msg: str | None) -> None: + if msg: + self.ui.write_log(f"SYS: {msg}") + + # ── Motore ─────────────────────────────────────────────────────────── + def _ensure_engine(self): + s = self.settings + provider = s.get("provider") + self.name, self.user_name = _identity() + key = (provider, s.get("effort"), s.get("local_base_url"), s.get("local_model"), s.get("search_api_key"), + s.get("claudecode_model"), s.get("claudecode_access"), s.get("claudecode_config_dir"), + s.get("claudecode_path"), self.name, self.user_name, s.get_secret("anthropic_api_key")[-6:], + s.get_secret("local_api_key")[-4:]) + if self._engine and self._engine_key == key: + return self._engine + self._engine, self._engine_key = None, key + if provider == "local": + if s.get("local_base_url") and s.get("local_model"): + self._engine = OpenAICompatEngine(s.get("local_base_url"), s.get("local_model"), s.get_secret("local_api_key"), + s.get("search_api_key"), self.name, self.user_name) + elif provider == "claudecode": + self._engine = ClaudeCodeEngine(s.get("claudecode_model") or "sonnet", s.get("claudecode_access") or "chat", + s.get("claudecode_path") or "", s.get("claudecode_config_dir") or "", + self.name, self.user_name, s.get("effort")) + else: + api_key = s.get_secret("anthropic_api_key") + if api_key: + self._engine = AnthropicEngine(api_key, self.name, self.user_name, s.get("effort")) + return self._engine + + def reconfigure(self) -> None: + """Dopo un salvataggio delle impostazioni.""" + self.interrupt(silent=True) + self._ensure_engine() + self.reload_voice() + model = str(self.settings.get("stt_model")) + if model != self.stt.model: + self.stt = Transcriber(model, on_status=self._note) + threading.Thread(target=self.stt.load, daemon=True).start() + self.mic.threshold = float(self.settings.get("vad_threshold", 0.08)) + try: + view = getattr(self.ui._win, "avatar3d", None) + if view is not None: + view.set_model(str(self.settings.get("avatar_model") or "")) + except Exception as err: + self.ui.write_log(f"ERR: Avatar 3D — {err}") + self.ui.write_log(f"SYS: Impostazioni applicate — motore {self.settings.get('provider')}.") + + def reload_voice(self, from_customise: bool = False) -> None: + """Ricarica la voce. `from_customise`: la scelta arriva dal pannello Customise + (Sara / Nicola / Sistema) e va copiata nelle impostazioni; altrimenti comandano + le impostazioni di "Motore e Voce" e il pannello viene allineato.""" + mapping = {"Sara": ("kokoro", "if_sara"), "Nicola": ("kokoro", "im_nicola"), "Sistema": ("system", None)} + if from_customise: + chosen = (cm.get_voice() or "").strip() + if chosen in mapping: + engine, voice = mapping[chosen] + self.settings.set("tts_engine", engine) + if voice: + self.settings.set("kokoro_voice", voice) + self.settings.save() + else: + label = "Sistema" if self.settings.get("tts_engine") == "system" else \ + {"if_sara": "Sara", "im_nicola": "Nicola"}.get(self.settings.get("kokoro_voice"), "Sara") + try: + if cm.get_voice() != label: + cm.save_voice(label) + except Exception: + pass + new = make_voice(self.settings, on_status=self._note) + if type(new) is type(self.voice) and getattr(new, "voice", None) == getattr(self.voice, "voice", None): + return + self.voice = new + self.ui.write_log(f"SYS: Voce: {getattr(new, 'voice', '') or 'sistema'} ({'Kokoro' if self.settings.get('tts_engine') == 'kokoro' else 'macOS'}).") + threading.Thread(target=self._safe_load_voice, daemon=True).start() + + def _safe_load_voice(self) -> None: + try: + self.voice.load() + except Exception as err: + self.ui.write_log(f"ERR: Voce non disponibile — {err}") + + def reset_conversation(self) -> None: + self.interrupt(silent=True) + if self._engine: + self._engine.reset() + self.ui.write_log("SYS: Nuova conversazione.") + + # ── Ascolto ────────────────────────────────────────────────────────── + def _can_listen(self) -> bool: + if self.ui.muted or self._busy or self._speaking or not self._awake: + return False + if time.monotonic() < self._tail_until: + return False + if self._ptt_enabled and not self._ptt_held: + return False + return True + + def _mic_level(self, level: float) -> None: + self.ui.set_audio_level(level) + + def _on_mic_frame(self, frame: np.ndarray) -> None: + if self._wake is not None and self._wake_enabled and not self._awake: + try: + self._wake.feed(frame) + except Exception: + pass + if self._wake_enabled and self._awake and not self._busy and not self._speaking: + if time.monotonic() - self._last_speech > 120: + self._sleep("silenzio") + + def _on_utterance(self, audio: np.ndarray) -> None: + self._last_speech = time.monotonic() + self.ui.set_state("PROCESSING") + try: + text = self.stt.transcribe(audio) + except Exception as err: + self.ui.write_log(f"ERR: Trascrizione — {err}") + self.ui.set_state("LISTENING") + return + text = text.strip() + if len(text) < 2 or _is_hallucination(text): + self.ui.set_state("LISTENING") + return + self.ui.write_log(f"You: {text}") + self.handle_text(text) + + # ── Turno di conversazione ─────────────────────────────────────────── + def handle_text(self, text: str) -> None: + """Chiamabile da qualunque thread (UI, microfono, quiz…).""" + text = (text or "").strip() + if not text: + return + if self._busy or self._speaking: + self.interrupt(silent=True) + threading.Thread(target=self._run_turn, args=(text,), daemon=True).start() + + def say(self, text: str) -> None: + """Pronuncia un testo senza passare dal motore.""" + for s in SentenceSplitter().push(text + "\n") + []: + self._speech_q.put((self._turn, s)) + self._speech_q.put((self._turn, END)) + + def _run_turn(self, text: str) -> None: + with self._turn_lock: + engine = self._ensure_engine() + if engine is None: + self.ui.write_log("ERR: Motore non configurato: apri Motore & Voce e completa le impostazioni.") + self.ui.set_state("LISTENING") + return + self._abort.clear() + self._busy = True + self._turn += 1 + turn = self._turn + self.ui.set_state("THINKING") + splitter = SentenceSplitter() + + def emit(ev: dict) -> None: + if turn != self._turn: + return + t = ev.get("type") + if t == "status": + if not self._speaking: + self.ui.set_state(STATUS_LABELS.get(ev["status"], "THINKING")) + if ev["status"] == "searching": + self.ui.write_log("SYS: Cerco sul web…") + elif ev["status"] == "working": + self.ui.write_log(f"SYS: Lavoro sul Mac ({ev.get('detail', '')})…") + elif t == "text": + for s in splitter.push(ev["delta"]): + self._speech_q.put((turn, s)) + elif t == "memory_saved": + self.ui.write_log(f"SYS: Memoria salvata — {ev['text']}") + elif t == "memory_removed": + self.ui.write_log("SYS: Memoria cancellata.") + elif t == "done": + for s in splitter.flush(): + self._speech_q.put((turn, s)) + self.ui.write_log(f"{self.name}: {ev['text']}") + if ev.get("sources"): + self.ui.show_content("Fonti", "\n".join(f"• {s['title']}\n {s['url']}" for s in ev["sources"])) + elif t == "error": + if not ev.get("aborted"): + self.ui.write_log(f"ERR: {ev['message']}") + self._speech_q.put((turn, clean_for_speech("Scusa, c'è stato un problema: " + ev["message"])[:300])) + + # Allegato dalla zona "File upload" (una volta per file) + engine_text, image, attach_path = text, None, "" + try: + path = self.ui.current_file + if path: + from pathlib import Path as _P + p = _P(path) + key = (str(p), p.stat().st_mtime) + if p.exists() and key != self._last_attachment: + self._last_attachment = key + from avatar.attachments import describe + self.ui.write_log(f"FILE: {p.name}") + ctx_text, image = describe(p) + engine_text = f"{text}\n\n{ctx_text}" + attach_path = str(p) + except Exception as err: + self.ui.write_log(f"ERR: Allegato — {err}") + try: + engine.send(engine_text, emit, self._abort, image=image, attach_path=attach_path) + finally: + self._busy = False + self._speech_q.put((turn, END)) + + # ── Voce: sintesi in anticipo e riproduzione ───────────────────────── + def _synth_loop(self) -> None: + while True: + turn, item = self._speech_q.get() + if turn != self._turn: + continue + if item is END: + self._audio_q.put((turn, END, None)) + continue + try: + audio = self.voice.synthesize(item) + except Exception as err: + self.ui.write_log(f"ERR: Sintesi vocale — {err}") + continue + if turn == self._turn: + self._audio_q.put((turn, item, audio)) + + def _play_loop(self) -> None: + while True: + turn, text, audio = self._audio_q.get() + if turn != self._turn: + continue + if text is END: + self.player.drain() + self._speaking = False + self._tail_until = time.monotonic() + 0.5 + if not self._busy and turn == self._turn: + self.ui.set_state("LISTENING" if self._awake else "SLEEPING") + continue + if audio is None or len(audio) == 0: + continue + self._speaking = True + self.ui.set_state("SPEAKING") + self.player.play(audio, text, self._abort) + self._last_speech = time.monotonic() + + def interrupt(self, silent: bool = False) -> None: + self._abort.set() + self._turn += 1 + for q in (self._speech_q, self._audio_q): + try: + while True: + q.get_nowait() + except queue.Empty: + pass + self.player.abort() + self._speaking = False + self._busy = False + self._tail_until = time.monotonic() + 0.4 + if not silent: + self.ui.write_log("SYS: Interrotta. Ti ascolto.") + self.ui.set_state("LISTENING" if self._awake else "SLEEPING") + + # ── Push-to-talk e wake word ───────────────────────────────────────── + def set_push_to_talk(self, enabled: bool) -> str: + self._ptt_enabled = bool(enabled) + self._ptt_held = False + return "window" + + def ptt_hold(self, held: bool) -> None: + self._ptt_held = bool(held) + if held and not self._awake: + self._wake_up("tasto") + self.ui.set_state("LISTENING" if held else ("LISTENING" if not self._ptt_enabled else "SLEEPING")) + + def wake_get_state(self) -> dict: + ready = False + try: + from core.wake_word import is_ready + ready = is_ready() + except Exception: + pass + return {"enabled": self._wake_enabled, "awake": self._awake, "ready": ready} + + def on_wake_toggle(self, enable: bool) -> str: + if enable: + try: + from core.wake_word import WakeWordDetector, is_ready + if not is_ready(): + return "Il modello della parola di attivazione non è installato." + self._wake = WakeWordDetector(on_detect=lambda: self._wake_up("parola di attivazione")) + if not self._wake.start(): + self._wake = None + return "Impossibile avviare la parola di attivazione." + except Exception as err: + self._wake = None + return f"Parola di attivazione non disponibile: {err}" + self._wake_enabled = True + self._last_speech = time.monotonic() + self.ui.write_log("SYS: Parola di attivazione attiva: di' «Hey Jarvis» per svegliarmi.") + return "on" + self._wake_enabled = False + if self._wake: + try: + self._wake.stop() + except Exception: + pass + self._wake = None + self._wake_up("disattivata") + return "off" + + def on_wake_manual(self) -> None: + if self._awake: + self._sleep("manuale") + else: + self._wake_up("manuale") + + def _sleep(self, reason: str) -> None: + if not self._awake: + return + self._awake = False + self.ui.set_state("SLEEPING") + self.ui.write_log(f"SYS: In pausa ({reason}).") + + def _wake_up(self, reason: str) -> None: + self._last_speech = time.monotonic() + if self._awake: + return + self._awake = True + self.ui.set_state("LISTENING") + self.ui.write_log(f"SYS: Sveglia ({reason}).") diff --git a/avatar/attachments.py b/avatar/attachments.py new file mode 100644 index 0000000..5b3d286 --- /dev/null +++ b/avatar/attachments.py @@ -0,0 +1,74 @@ +"""Allegati dalla zona "File upload": testo dai documenti, OCR e immagine dalle foto.""" +from __future__ import annotations + +import io +import re +from pathlib import Path + +IMAGE_EXT = {".png", ".jpg", ".jpeg", ".gif", ".webp", ".heic", ".tiff", ".bmp"} +MAX_TEXT = 8000 + + +def ocr(path: Path) -> str: + """Testo riconosciuto nell'immagine con il framework Vision di macOS.""" + import Quartz + import Vision + from Foundation import NSURL + src = Quartz.CGImageSourceCreateWithURL(NSURL.fileURLWithPath_(str(path)), None) + if src is None: + return "" + img = Quartz.CGImageSourceCreateImageAtIndex(src, 0, None) + if img is None: + return "" + req = Vision.VNRecognizeTextRequest.alloc().init() + req.setRecognitionLevel_(Vision.VNRequestTextRecognitionLevelAccurate) + req.setRecognitionLanguages_(["it-IT", "en-US"]) + req.setUsesLanguageCorrection_(True) + handler = Vision.VNImageRequestHandler.alloc().initWithCGImage_options_(img, None) + ok, err = handler.performRequests_error_([req], None) + if not ok: + return "" + lines = [] + for obs in req.results() or []: + cands = obs.topCandidates_(1) + if cands: + lines.append(str(cands[0].string())) + return "\n".join(lines) + + +def image_payload(path: Path, max_side: int = 1568) -> tuple[str, bytes]: + """Immagine ridotta per i modelli con visione: (media_type, bytes).""" + from PIL import Image + im = Image.open(path) + im = im.convert("RGB") + im.thumbnail((max_side, max_side)) + buf = io.BytesIO() + im.save(buf, format="JPEG", quality=85) + return "image/jpeg", buf.getvalue() + + +def describe(path: Path) -> tuple[str, tuple[str, bytes] | None]: + """Restituisce (contesto testuale da aggiungere al messaggio, immagine per la visione o None).""" + ext = path.suffix.lower() + if ext in IMAGE_EXT: + text = "" + try: + text = ocr(path) + except Exception as err: + text = f"(OCR non riuscito: {err})" + image = None + try: + image = image_payload(path) + except Exception: + pass + ctx = f"[Allegato immagine: {path.name}]\nTesto riconosciuto nell'immagine (OCR):\n{text.strip() or '(nessun testo)'}" + return ctx, image + # Documenti: riusa il lettore del plugin file + try: + from avatar.plugins import registry + registry.load() + text = registry.run("file_leggi", {"percorso": str(path)}) + except Exception as err: + text = f"(lettura non riuscita: {err})" + text = re.sub(r"\s+", " ", text)[:MAX_TEXT] + return f"[Allegato: {path.name}]\n{text}", None diff --git a/avatar/audio.py b/avatar/audio.py new file mode 100644 index 0000000..9abb70a --- /dev/null +++ b/avatar/audio.py @@ -0,0 +1,241 @@ +"""Microfono con rilevamento della voce e riproduzione con sincronizzazione labiale.""" +from __future__ import annotations + +import queue +import threading +import time +from collections import deque +from typing import Callable + +import numpy as np +import sounddevice as sd + +from core import audio_devices +from core.viseme import VisemeStream +from .lipsync import HOP_SECONDS, float_to_pcm_scale, pcm_level, pcm_visemes + +MIC_RATE = 16000 +OUT_RATE = 24000 +MIC_BLOCK = 480 # 30 ms +PRE_ROLL_BLOCKS = 10 # 300 ms prima dell'inizio del parlato +START_BLOCKS = 3 # 90 ms di voce per iniziare +END_SILENCE_S = 0.8 +MIN_SPEECH_S = 0.35 +MAX_UTTERANCE_S = 30.0 + + +class Microphone: + """Cattura continua; segmenta le frasi con una soglia di volume adattiva.""" + + def __init__( + self, + on_utterance: Callable[[np.ndarray], None], + on_level: Callable[[float], None], + can_listen: Callable[[], bool], + threshold: float = 0.08, + on_frame: Callable[[np.ndarray], None] | None = None, + ) -> None: + self._on_utterance = on_utterance + self._on_level = on_level + self._can_listen = can_listen + self._on_frame = on_frame + self.threshold = threshold + self._q: queue.Queue[np.ndarray] = queue.Queue() + self._stream: sd.InputStream | None = None + self._thread: threading.Thread | None = None + self._running = False + self._device_name = "" + + def start(self, device_name: str = "") -> None: + self.stop() + self._device_name = device_name + try: + device = audio_devices.resolve(device_name, "input") if device_name else None + except Exception: + device = None + self._stream = sd.InputStream( + samplerate=MIC_RATE, channels=1, dtype="int16", blocksize=MIC_BLOCK, + device=device, callback=self._callback, + ) + self._stream.start() + self._running = True + self._thread = threading.Thread(target=self._loop, name="mic-vad", daemon=True) + self._thread.start() + + def stop(self) -> None: + self._running = False + if self._stream is not None: + try: + self._stream.stop() + self._stream.close() + except Exception: + pass + self._stream = None + + def _callback(self, indata, frames, t, status) -> None: + self._q.put(indata[:, 0].copy()) + + def _loop(self) -> None: + pre = deque(maxlen=PRE_ROLL_BLOCKS) + collecting: list[np.ndarray] = [] + voiced_run = 0 + silence_s = 0.0 + speech_s = 0.0 + block_s = MIC_BLOCK / MIC_RATE + floor = 0.0 + while self._running: + try: + frame = self._q.get(timeout=0.5) + except queue.Empty: + continue + if self._on_frame: + try: + self._on_frame(frame) + except Exception: + pass + level = pcm_level(frame) + # Rumore di fondo: media lenta dei livelli bassi. + if level < self.threshold: + floor = floor * 0.98 + level * 0.02 + if not self._can_listen(): + # Se stavamo raccogliendo (per esempio il tasto premi-per-parlare + # è stato rilasciato) chiudi la frase invece di perderla. + if collecting and speech_s >= MIN_SPEECH_S: + audio = np.concatenate(collecting) + collecting = [] + try: + self._on_utterance(audio) + except Exception: + pass + pre.clear() + collecting = [] + voiced_run = 0 + continue + self._on_level(level) + voiced = level > max(self.threshold, floor * 2.5 + 0.02) + if not collecting: + pre.append(frame) + voiced_run = voiced_run + 1 if voiced else 0 + if voiced_run >= START_BLOCKS: + collecting = list(pre) + silence_s = 0.0 + speech_s = voiced_run * block_s + voiced_run = 0 + continue + collecting.append(frame) + if voiced: + silence_s = 0.0 + speech_s += block_s + else: + silence_s += block_s + total_s = len(collecting) * block_s + if silence_s >= END_SILENCE_S or total_s >= MAX_UTTERANCE_S: + audio = np.concatenate(collecting) + collecting = [] + pre.clear() + if speech_s >= MIN_SPEECH_S: + try: + self._on_utterance(audio) + except Exception: + pass + + +class Player: + """Riproduce audio a 24 kHz e programma le forme della bocca sul tempo reale.""" + + def __init__(self, on_visemes: Callable, on_level: Callable[[float], None]) -> None: + self._on_visemes = on_visemes + self._on_level = on_level + self._visemes = VisemeStream() + self._stream: sd.OutputStream | None = None + self._lock = threading.Lock() + self._device_name = "" + self._cursor = 0.0 + + def open(self, device_name: str = "") -> None: + self.close() + self._device_name = device_name + try: + device = audio_devices.resolve(device_name, "output") if device_name else None + except Exception: + device = None + self._stream = sd.OutputStream(samplerate=OUT_RATE, channels=1, dtype="float32", device=device) + self._stream.start() + + def close(self) -> None: + if self._stream is not None: + try: + self._stream.stop() + self._stream.close() + except Exception: + pass + self._stream = None + + @property + def latency(self) -> float: + try: + return float(self._stream.latency) if self._stream else 0.05 + except Exception: + return 0.05 + + def play(self, audio: np.ndarray, text: str, stop: threading.Event) -> None: + """Bloccante: suona `audio` (float32 mono 24 kHz) mentre anima la bocca.""" + if self._stream is None: + self.open(self._device_name) + assert self._stream is not None + audio = np.asarray(audio, dtype=np.float32).reshape(-1) + if audio.size == 0: + return + with self._lock: + try: + self._visemes.feed_text(text) + except Exception: + pass + # Il cursore è il momento in cui il prossimo blocco inizierà a suonare. + now = time.time() + self.latency + 0.04 + if self._cursor < now: + self._cursor = now + block = int(OUT_RATE * 0.2) + for i in range(0, audio.size, block): + if stop.is_set(): + break + chunk = audio[i:i + block] + frames = pcm_visemes(float_to_pcm_scale(chunk), OUT_RATE) + if frames: + try: + frames = self._visemes.frames(frames, HOP_SECONDS) + except Exception: + pass + self._on_visemes(frames, HOP_SECONDS, self._cursor) + self._on_level(max(f[0] for f in frames)) + else: + self._on_level(pcm_level(float_to_pcm_scale(chunk))) + self._cursor += chunk.size / OUT_RATE + try: + self._stream.write(chunk.reshape(-1, 1)) + except Exception: + break + if stop.is_set(): + self.abort() + + def abort(self) -> None: + """Ferma subito, scartando l'audio in coda.""" + try: + self._visemes.reset() + except Exception: + pass + self._cursor = 0.0 + if self._stream is not None: + try: + self._stream.abort() + self._stream.start() + except Exception: + self.open(self._device_name) + self._on_level(0.0) + + def drain(self) -> None: + """Aspetta che l'audio scritto abbia finito di suonare.""" + wait = max(0.0, self._cursor - time.time()) + if wait > 0: + time.sleep(min(wait, 5.0)) + self._on_level(0.0) diff --git a/avatar/avatar3d.py b/avatar/avatar3d.py new file mode 100644 index 0000000..e90acb3 --- /dev/null +++ b/avatar/avatar3d.py @@ -0,0 +1,131 @@ +"""Vista 3D dell'avatar (three.js in un QWebEngineView), sincronizzata con stati, volume e visemi.""" +from __future__ import annotations + +import http.server +import threading +import time +from functools import partial +from pathlib import Path + +from PyQt6.QtCore import QTimer, QUrl +from PyQt6.QtGui import QColor +from PyQt6.QtWebEngineCore import QWebEnginePage +from PyQt6.QtWebEngineWidgets import QWebEngineView + +ROOT = Path(__file__).resolve().parent.parent / "avatar3d" +MODELS_DIR = ROOT / "models" + + +def list_models() -> list[str]: + """Nomi (senza estensione) dei modelli GLB disponibili.""" + return sorted(p.stem for p in MODELS_DIR.glob("*.glb")) + + +class _Quiet(http.server.SimpleHTTPRequestHandler): + def log_message(self, *args) -> None: + pass + + +_server_port: int | None = None + + +def serve_root() -> int: + """Server HTTP locale (una volta sola): i moduli ES non si caricano da file://.""" + global _server_port + if _server_port: + return _server_port + handler = partial(_Quiet, directory=str(ROOT)) + srv = http.server.ThreadingHTTPServer(("127.0.0.1", 0), handler) + threading.Thread(target=srv.serve_forever, name="avatar3d-http", daemon=True).start() + _server_port = srv.server_address[1] + return _server_port + + +class _Page(QWebEnginePage): + def javaScriptConsoleMessage(self, level, message, line, source) -> None: # noqa: N802 + print(f"[avatar3d] {message} ({Path(source).name}:{line})") + + +class Avatar3DView(QWebEngineView): + def __init__(self, parent=None) -> None: + super().__init__(parent) + self._page = _Page(self) + self.setPage(self._page) + self._page.setBackgroundColor(QColor("#00060a")) + self._state = "LISTENING" + self._level = 0.0 + self._sched: tuple[list, float, float] | None = None + self._ready = False + self._model = "" + self.loadFinished.connect(self._on_loaded) + try: + from avatar.settings import Settings + model = str(Settings().get("avatar_model") or "") + except Exception: + model = "" + self.set_model(model) + self._timer = QTimer(self) + self._timer.timeout.connect(self._tick) + self._timer.start(33) + + def _on_loaded(self, ok: bool) -> None: + self._ready = ok + + def set_model(self, name: str) -> None: + """Carica (o ricarica) la pagina con il modello indicato.""" + available = list_models() + if name not in available: + name = available[0] if available else name + if name == self._model and self._ready: + return + self._model = name + self._ready = False + self.load(QUrl(f"http://127.0.0.1:{serve_root()}/index.html?model={name}")) + + # ── API thread-safe (valori semplici, letti dal timer sul thread Qt) ── + def set_state(self, state: str) -> None: + self._state = str(state or "LISTENING") + + def set_audio_level(self, level: float) -> None: + try: + self._level = max(self._level, min(1.0, max(0.0, float(level)))) + except (TypeError, ValueError): + pass + + def push_visemes(self, frames, hop: float, at: float) -> None: + if not frames: + return + new = list(frames) + cur = self._sched + if cur is not None and abs(cur[2] - hop) < 1e-6: + old, t0, _ = cur + i = int(round((at - t0) / hop)) + if 0 <= i <= len(old) + 1: + merged = old[:i] + new + played = int((time.time() - t0) / hop) - 2 + if played > 60: + merged, t0 = merged[played:], t0 + played * hop + self._sched = (merged, t0, hop) + return + self._sched = (new, float(at), float(hop)) + + def glance(self, dx: float, dy: float, hold: float = 1.1) -> None: + if self._ready: + self._page.runJavaScript(f"window.avatar3d && avatar3d.glance({dx:.3f},{dy:.3f},{hold:.2f})") + + def _tick(self) -> None: + open_, width, vis_level = 0.0, 0.0, 0.0 + sched = self._sched + if sched is not None: + frames, t0, hop = sched + i = int((time.time() - t0) / hop) + if i >= len(frames): + self._sched = None + elif i >= 0: + vis_level, open_, width = frames[i] + level = max(self._level, vis_level) + self._level *= 0.82 + if self._ready: + self._page.runJavaScript( + f"window.avatar3d && avatar3d.update({level:.3f},{open_:.3f},{width:.3f},'{self._state}')" + ) diff --git a/avatar/engines/__init__.py b/avatar/engines/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/avatar/engines/anthropic_engine.py b/avatar/engines/anthropic_engine.py new file mode 100644 index 0000000..8ef4e1e --- /dev/null +++ b/avatar/engines/anthropic_engine.py @@ -0,0 +1,169 @@ +"""Motore Claude (API Anthropic) con ricerca web server-side e strumenti di memoria.""" +from __future__ import annotations + +import threading + +import anthropic + +from avatar.memory_tools import anthropic_tools, memory_prompt, parse_args, run_tool +from avatar.plugins import registry +from .base import Emit, History, persona_text, today_label, user_block + +MODEL = "claude-opus-5" +MAX_ROUNDS = 12 +WEB_SEARCH = { + "type": "web_search_20260209", + "name": "web_search", + "max_uses": 5, + "user_location": {"type": "approximate", "country": "IT", "timezone": "Europe/Rome"}, +} + + +class Aborted(Exception): + pass + + +def friendly_error(err: Exception) -> str: + if isinstance(err, anthropic.AuthenticationError): + return "La chiave API Anthropic non è valida. Controllala nelle impostazioni." + if isinstance(err, anthropic.PermissionDeniedError): + return "La chiave API non ha i permessi per questo modello." + if isinstance(err, anthropic.RateLimitError): + return "Troppe richieste in poco tempo. Riprova tra qualche secondo." + if isinstance(err, anthropic.BadRequestError): + return f"Richiesta non valida: {err.message}" + if isinstance(err, anthropic.APIConnectionError): + return "Non riesco a raggiungere il servizio Anthropic. Controlla la connessione." + if isinstance(err, anthropic.APIStatusError): + return f"Errore del servizio ({err.status_code}): {err.message}" + return str(err) + + +class AnthropicEngine: + name = "anthropic" + + def __init__(self, api_key: str, assistant_name: str, user_name: str, effort: str) -> None: + self.client = anthropic.Anthropic(api_key=api_key) + self.assistant_name = assistant_name + self.user_name = user_name + self.effort = effort + self.history = History("anthropic") + self._compaction = True + + def reset(self) -> None: + self.history.clear() + + def _system(self) -> list[dict]: + return [ + {"type": "text", "text": persona_text(self.assistant_name), "cache_control": {"type": "ephemeral"}}, + {"type": "text", "text": user_block(self.user_name, memory_prompt())}, + {"type": "text", "text": f"Adesso è {today_label()}.\n\nSe uno strumento risponde con [CONFIRMATION_PENDING], chiedi all'utente di confermare sul pannello e non dire che è fatto."}, + ] + + @staticmethod + def _sources(content: list[dict]) -> list[dict]: + seen: dict[str, dict] = {} + for block in content: + for c in block.get("citations") or []: + if c.get("type") == "web_search_result_location" and c.get("url") and c["url"] not in seen: + seen[c["url"]] = {"title": c.get("title") or c["url"], "url": c["url"]} + return list(seen.values()) + + def send(self, user_text: str, emit: Emit, abort: threading.Event, image: tuple[str, bytes] | None = None, **_) -> None: + if image: + import base64 + media, data = image + self.history.messages.append({"role": "user", "content": [ + {"type": "image", "source": {"type": "base64", "media_type": media, "data": base64.b64encode(data).decode()}}, + {"type": "text", "text": user_text}, + ]}) + else: + self.history.messages.append({"role": "user", "content": user_text}) + full = "" + sources: list[dict] = [] + try: + emit({"type": "status", "status": "thinking"}) + for _ in range(MAX_ROUNDS): + kwargs: dict = dict( + model=MODEL, + max_tokens=16000, + betas=["server-side-fallback-2026-07-01"] + (["compact-2026-01-12"] if self._compaction else []), + fallbacks="default", + output_config={"effort": self.effort}, + system=self._system(), + tools=[WEB_SEARCH, *anthropic_tools(), *registry.anthropic_tools()], + messages=self.history.messages, + ) + if self._compaction: + kwargs["context_management"] = {"edits": [{"type": "compact_20260112"}]} + announced = False + try: + with self.client.beta.messages.stream(**kwargs) as stream: + for event in stream: + if abort.is_set(): + raise Aborted() + if event.type == "content_block_start": + t = event.content_block.type + if t == "server_tool_use": + emit({"type": "status", "status": "searching"}) + elif t == "tool_use": + emit({"type": "status", "status": "memory"}) + elif t == "thinking": + emit({"type": "status", "status": "thinking"}) + elif event.type == "content_block_delta" and event.delta.type == "text_delta": + if not announced: + announced = True + emit({"type": "status", "status": "responding"}) + full += event.delta.text + emit({"type": "text", "delta": event.delta.text}) + message = stream.get_final_message() + except anthropic.BadRequestError as err: + if self._compaction and not full: + print(f"[Claude] compattazione rifiutata, la disattivo: {err.message}") + self._compaction = False + continue + raise + + content = message.model_dump(mode="json")["content"] + sources += self._sources(content) + self.history.messages.append({"role": "assistant", "content": content}) + + if message.stop_reason == "refusal": + if not full: + why = getattr(message.stop_details, "explanation", None) if message.stop_details else None + full = "Non posso aiutarti con questa richiesta." + (f" ({why})" if why else "") + break + if message.stop_reason == "pause_turn": + continue + tool_uses = [b for b in message.content if b.type == "tool_use"] + if message.stop_reason != "tool_use" or not tool_uses: + break + results = [] + for b in tool_uses: + if registry.has(b.name): + emit({"type": "status", "status": "working", "detail": b.name}) + res, ev = registry.run(b.name, parse_args(b.input)), None + else: + res, ev = run_tool(b.name, parse_args(b.input)) + if ev: + emit(ev) + results.append({"type": "tool_result", "tool_use_id": b.id, "content": res}) + self.history.messages.append({"role": "user", "content": results}) + emit({"type": "status", "status": "thinking"}) + + full = full.strip() or "(nessuna risposta)" + self.history.save() + emit({"type": "done", "text": full, "sources": sources}) + except Aborted: + self._rollback() + emit({"type": "error", "message": "Risposta interrotta.", "aborted": True}) + except Exception as err: + self._rollback() + emit({"type": "error", "message": friendly_error(err)}) + + def _rollback(self) -> None: + msgs = self.history.messages + if msgs and msgs[-1].get("role") == "user" and (isinstance(msgs[-1].get("content"), str) or + (isinstance(msgs[-1].get("content"), list) and any(b.get("type") == "image" for b in msgs[-1]["content"]))): + msgs.pop() + self.history.save() diff --git a/avatar/engines/base.py b/avatar/engines/base.py new file mode 100644 index 0000000..7219d01 --- /dev/null +++ b/avatar/engines/base.py @@ -0,0 +1,69 @@ +"""Tipi comuni ai motori di conversazione.""" +from __future__ import annotations + +import json +import locale +import threading +from datetime import datetime +from pathlib import Path +from typing import Any, Callable, Protocol + +from avatar.settings import BASE_DIR, DATA_DIR + +Event = dict[str, Any] +Emit = Callable[[Event], None] + +PERSONA_FILE = BASE_DIR / "avatar" / "persona.md" + + +class ChatBackend(Protocol): + def send(self, user_text: str, emit: Emit, abort: threading.Event) -> None: ... + def reset(self) -> None: ... + + +def today_label() -> str: + try: + locale.setlocale(locale.LC_TIME, "it_IT.UTF-8") + except Exception: + pass + d = datetime.now() + giorni = ["lunedì", "martedì", "mercoledì", "giovedì", "venerdì", "sabato", "domenica"] + mesi = ["gennaio", "febbraio", "marzo", "aprile", "maggio", "giugno", "luglio", + "agosto", "settembre", "ottobre", "novembre", "dicembre"] + return f"{giorni[d.weekday()]} {d.day} {mesi[d.month - 1]} {d.year}, ore {d:%H:%M}" + + +def persona_text(assistant_name: str) -> str: + try: + text = PERSONA_FILE.read_text(encoding="utf-8") + except Exception: + text = "Sei Ava, un'assistente personale gentile e concreta. Rispondi in italiano." + return text.replace("Ava", assistant_name or "Ava") + + +def user_block(user_name: str, memory_block: str) -> str: + who = f"L'utente si chiama {user_name}." if user_name else "Non conosci ancora il nome dell'utente: chiediglielo con naturalezza e salvalo." + return f"{who}\n\nMemoria a lungo termine sull'utente:\n{memory_block}" + + +class History: + """Cronologia su disco per un motore.""" + + def __init__(self, name: str) -> None: + self.file: Path = DATA_DIR / f"conversation-{name}.json" + self.messages: list[Any] = [] + self.meta: dict[str, Any] = {} + try: + d = json.loads(self.file.read_text(encoding="utf-8")) + self.messages = list(d.get("messages", [])) + self.meta = dict(d.get("meta", {})) + except Exception: + pass + + def save(self) -> None: + self.file.parent.mkdir(parents=True, exist_ok=True) + self.file.write_text(json.dumps({"messages": self.messages, "meta": self.meta}, ensure_ascii=False), encoding="utf-8") + + def clear(self) -> None: + self.messages, self.meta = [], {} + self.save() diff --git a/avatar/engines/claude_code.py b/avatar/engines/claude_code.py new file mode 100644 index 0000000..9ff1fca --- /dev/null +++ b/avatar/engines/claude_code.py @@ -0,0 +1,217 @@ +"""Motore Claude Code: avvia `claude -p` in streaming JSON con un server MCP per la memoria.""" +from __future__ import annotations + +import json +import os +import shutil +import subprocess +import sys +import threading +import uuid +from pathlib import Path + +from memory import memory_manager as mm + +from avatar.memory_tools import memory_prompt +from .base import Emit, History, persona_text, today_label, user_block + +MEMORY_TOOLS = ["mcp__avatar"] # tutti gli strumenti del server MCP dell'app (memoria e plugin) +ACCESS = { + "chat": {"tools": "WebSearch,WebFetch", "allowed": ["WebSearch", "WebFetch"], "mode": None}, + "read": {"tools": "Read,Glob,Grep,WebSearch,WebFetch", "allowed": ["Read", "Glob", "Grep", "WebSearch", "WebFetch"], "mode": None}, + "full": {"tools": "default", + "allowed": ["Bash", "Read", "Edit", "Write", "MultiEdit", "NotebookEdit", "Glob", "Grep", "WebSearch", "WebFetch", "Agent"], + "mode": "acceptEdits"}, +} +CANDIDATES = [Path.home() / ".local/bin/claude", Path("/opt/homebrew/bin/claude"), Path("/usr/local/bin/claude"), + Path.home() / ".claude/local/claude", Path.home() / ".npm-global/bin/claude"] +MCP_SCRIPT = Path(__file__).resolve().parent.parent / "memory_mcp.py" + + +def resolve_claude(custom: str = "") -> str | None: + if custom.strip(): + return custom.strip() if Path(custom.strip()).exists() else None + found = shutil.which("claude") + if found: + return found + for p in CANDIDATES: + if p.exists(): + return str(p) + return None + + +def claude_env(config_dir: str) -> dict: + env = dict(os.environ) + env.pop("CLAUDECODE", None) + if config_dir.strip(): + env["CLAUDE_CONFIG_DIR"] = config_dir.strip() + return env + + +def check_claude_code(custom_path: str, config_dir: str) -> dict: + """Comando, profilo e account collegato.""" + binary = resolve_claude(custom_path) + home = Path.home() + profiles = sorted(str(p) for p in home.iterdir() if p.is_dir() and (p.name == ".claude" or p.name.startswith(".claude-"))) + effective = config_dir.strip() or os.environ.get("CLAUDE_CONFIG_DIR") or str(home / ".claude") + st = {"binary": binary, "configDir": effective, "loggedIn": False, "profiles": profiles} + if not binary: + st["error"] = "Comando claude non trovato." + return st + try: + out = subprocess.run([binary, "auth", "status"], env=claude_env(config_dir), capture_output=True, text=True, timeout=15) + d = json.loads(out.stdout) + st.update(loggedIn=bool(d.get("loggedIn")), email=d.get("email"), authMethod=d.get("authMethod"), + configDir=d.get("configDirectory") or effective) + except Exception as err: + st["error"] = str(err)[:200] + return st + + +class ClaudeCodeEngine: + name = "claudecode" + + def __init__(self, model: str, access: str, claude_path: str, config_dir: str, + assistant_name: str, user_name: str, effort: str) -> None: + self.model, self.access, self.claude_path, self.config_dir = model, access, claude_path, config_dir + self.assistant_name, self.user_name, self.effort = assistant_name, user_name, effort + self.history = History("claudecode") + self._proc: subprocess.Popen | None = None + + def reset(self) -> None: + self.history.clear() + + def _system_prompt(self) -> str: + access = { + "chat": "Non hai accesso ai file o ai comandi del Mac: se ti chiedono di farlo, spiega che serve alzare il livello di accesso nelle impostazioni dell'app.", + "read": "Puoi leggere file e cercare nelle cartelle dell'utente, ma non modificare nulla né eseguire comandi.", + "full": "Puoi leggere e modificare file ed eseguire comandi sul Mac dell'utente. Fallo con prudenza e spiega brevemente cosa hai fatto.", + }[self.access] + return "\n\n".join([ + persona_text(self.assistant_name), + user_block(self.user_name, memory_prompt()), + f"Adesso è {today_label()}.", + "Strumenti di memoria (obbligatori): per ricordare un fatto sull'utente chiama `mcp__avatar__salva_memoria`; per cancellarne uno `mcp__avatar__dimentica_memoria`; per cercare `mcp__avatar__cerca_memoria`. Non dire mai di aver salvato qualcosa senza averlo chiamato davvero. Gli altri strumenti `mcp__avatar__*` (per esempio il calendario) agiscono sul Mac dell'utente: usali quando servono, e per le azioni irreversibili chiedi conferma a voce prima di richiamarli con confermato=true.", + access, + "Stai parlando dentro un'app vocale: rispondi in modo conversazionale, senza intestazioni Markdown né tabelle, e non citare nomi di file o strumenti interni a meno che non serva.", + ]) + + def _args(self, session_id: str, resume: bool, attach_path: str = "") -> list[str]: + flags = dict(ACCESS[self.access]) + if attach_path: + # Permesso di lettura limitato al file allegato (immagini incluse: Claude Code le vede). + if "Read" not in flags["tools"] and flags["tools"] != "default": + flags["tools"] = flags["tools"] + ",Read" + flags["allowed"] = [*flags["allowed"], f"Read(//{attach_path.lstrip('/')})"] + mcp = {"mcpServers": {"avatar": {"command": sys.executable, "args": [str(MCP_SCRIPT)]}}} + args = ["-p", "--output-format", "stream-json", "--verbose", "--include-partial-messages", + "--model", self.model, "--effort", self.effort, + "--tools", flags["tools"], "--allowedTools", ",".join(flags["allowed"] + MEMORY_TOOLS), + "--mcp-config", json.dumps(mcp), "--strict-mcp-config", + "--system-prompt-snapshot", "off", + "--resume" if resume else "--session-id", session_id] + if flags["mode"]: + args += ["--permission-mode", flags["mode"]] + args += ["--system-prompt" if self.access == "chat" else "--append-system-prompt", self._system_prompt()] + return args + + def _run_once(self, text: str, session_id: str, resume: bool, emit: Emit, abort: threading.Event, attach_path: str = "") -> dict: + binary = resolve_claude(self.claude_path) + if not binary: + raise RuntimeError("Non trovo il comando `claude`. Installa Claude Code o indica il percorso nelle impostazioni.") + proc = subprocess.Popen([binary, *self._args(session_id, resume, attach_path)], cwd=str(Path.home()), env=claude_env(self.config_dir), + stdin=subprocess.PIPE, stdout=subprocess.PIPE, stderr=subprocess.PIPE, text=True) + self._proc = proc + out = {"text": "", "initialized": False, "error": None, "result": ""} + announced = False + + def watch_abort(): + abort.wait() + if proc.poll() is None: + proc.terminate() + + threading.Thread(target=watch_abort, daemon=True).start() + try: + proc.stdin.write(text) + proc.stdin.close() + except Exception: + pass + for line in proc.stdout: + line = line.strip() + if not line: + continue + try: + msg = json.loads(line) + except Exception: + continue + t = msg.get("type") + if t == "system" and msg.get("subtype") == "init": + out["initialized"] = True + elif t == "stream_event": + ev = msg.get("event") or {} + if ev.get("type") == "content_block_start" and (ev.get("content_block") or {}).get("type") == "tool_use": + name = ev["content_block"].get("name", "") + if name.startswith("mcp__memoria__"): + emit({"type": "status", "status": "memory"}) + elif name in ("WebSearch", "WebFetch"): + emit({"type": "status", "status": "searching"}) + else: + emit({"type": "status", "status": "working", "detail": name}) + elif ev.get("type") == "content_block_delta" and (ev.get("delta") or {}).get("type") == "text_delta": + delta = ev["delta"].get("text", "") + if delta: + if not announced: + announced = True + emit({"type": "status", "status": "responding"}) + out["text"] += delta + emit({"type": "text", "delta": delta}) + elif ev.get("type") == "message_start" and announced: + emit({"type": "status", "status": "thinking"}) + elif t == "result": + out["result"] = msg.get("result") or "" + if msg.get("is_error") or (msg.get("subtype") and msg["subtype"] != "success"): + errs = msg.get("errors") or [] + out["error"] = "; ".join(map(str, errs)) or out["result"] or msg.get("subtype") + stderr = proc.stderr.read() if proc.stderr else "" + out["code"] = proc.wait() + out["stderr"] = stderr + self._proc = None + if not out["text"] and out["result"] and not out["error"]: + out["text"] = out["result"] + emit({"type": "text", "delta": out["result"]}) + return out + + def send(self, user_text: str, emit: Emit, abort: threading.Event, attach_path: str = "", **_) -> None: + if attach_path: + user_text += f"\n\n(Il file allegato è in {attach_path}: se ti serve vederlo, leggilo con lo strumento Read.)" + before = {(r["category"], r["key"]) for r in mm.all_entries_for_ui()} + session_id = str(self.history.meta.get("sessionId") or "") + resume = bool(session_id) + session_id = session_id or str(uuid.uuid4()) + try: + emit({"type": "status", "status": "thinking"}) + out = self._run_once(user_text, session_id, resume, emit, abort, attach_path) + if not abort.is_set() and resume and not out["initialized"] and out["code"] != 0: + print("[Claude Code] sessione non ripresa, ne creo una nuova:", out["stderr"][:200]) + session_id, resume = str(uuid.uuid4()), False + out = self._run_once(user_text, session_id, resume, emit, abort, attach_path) + if out["initialized"]: + self.history.meta["sessionId"] = session_id + for r in mm.all_entries_for_ui(): + if (r["category"], r["key"]) not in before: + emit({"type": "memory_saved", "text": r["value"]}) + if abort.is_set(): + self.history.save() + emit({"type": "error", "message": "Risposta interrotta.", "aborted": True}) + return + if out["error"] or (out["code"] != 0 and not out["text"]): + detail = out["error"] or " ".join(out["stderr"].strip().splitlines()[-3:]) + raise RuntimeError(detail or f"Claude Code è terminato con codice {out['code']}") + text = out["text"].strip() or "(nessuna risposta)" + self.history.messages.append({"role": "user", "text": user_text}) + self.history.messages.append({"role": "assistant", "text": text}) + self.history.save() + emit({"type": "done", "text": text, "sources": []}) + except Exception as err: + self.history.save() + emit({"type": "error", "message": str(err)}) diff --git a/avatar/engines/openai_compat.py b/avatar/engines/openai_compat.py new file mode 100644 index 0000000..5917306 --- /dev/null +++ b/avatar/engines/openai_compat.py @@ -0,0 +1,220 @@ +"""Motore per server compatibili OpenAI (vLLM, Ollama, LM Studio…).""" +from __future__ import annotations + +import re +import threading + +import openai + +from avatar.memory_tools import memory_prompt, openai_tools, parse_args, run_tool +from avatar.plugins import registry +from avatar.websearch import brave_search +from .base import Emit, History, persona_text, today_label, user_block + +MAX_ROUNDS = 8 +MAX_HISTORY = 30 +SEARCH_TOOL = { + "type": "function", + "function": { + "name": "cerca_web", + "description": "Cerca sul web informazioni aggiornate (notizie, prezzi, orari, meteo, eventi). Restituisce titoli, link e descrizioni.", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}}, "required": ["query"]}, + }, +} + + +class Aborted(Exception): + pass + + +def friendly_error(err: Exception, base_url: str) -> str: + if isinstance(err, openai.APIConnectionError): + return f"Non riesco a raggiungere il server locale su {base_url}. È avviato?" + if isinstance(err, openai.AuthenticationError): + return "Il server locale ha rifiutato la chiave API." + if isinstance(err, openai.NotFoundError): + return "Modello non trovato sul server locale. Controlla il nome nelle impostazioni." + if isinstance(err, openai.BadRequestError): + return f"Il server locale ha rifiutato la richiesta: {err.message}" + if isinstance(err, openai.APIStatusError): + return f"Errore del server locale ({err.status_code}): {err.message}" + return str(err) + + +class ThinkFilter: + """Nasconde i blocchi … dei modelli ragionanti.""" + + def __init__(self) -> None: + self.inside = False + self.carry = "" + + def push(self, delta: str) -> str: + text, self.carry, out = self.carry + delta, "", "" + while text: + if self.inside: + end = text.find("") + if end < 0: + self.carry = text[-8:] + return out + text = text[end + 8:].lstrip() + self.inside = False + else: + start = text.find("") + if start < 0: + m = re.search(r"<(t(h(i(n(k)?)?)?)?)?$", text) + if m: + self.carry = m.group(0) + out += text[: m.start()] + else: + out += text + return out + out += text[:start] + text = text[start + 7:] + self.inside = True + return out + + +class OpenAICompatEngine: + name = "local" + + def __init__(self, base_url: str, model: str, api_key: str, search_api_key: str, + assistant_name: str, user_name: str) -> None: + self.base_url, self.model, self.search_api_key = base_url, model, search_api_key + self.assistant_name, self.user_name = assistant_name, user_name + self.client = openai.OpenAI(base_url=base_url, api_key=api_key or "non-necessaria") + self.history = History("local") + self._tools_supported = True + + def reset(self) -> None: + self.history.clear() + + def _system(self) -> dict: + if self._tools_supported: + note = ("\n\nRegole sugli strumenti (obbligatorie):\n" + "- Quando l'utente ti chiede di ricordare qualcosa, o ti dice un fatto importante su di sé, DEVI chiamare salva_memoria prima di rispondere. Non dire mai di aver salvato senza averlo chiamato davvero.\n" + "- Per cancellare una memoria chiama dimentica_memoria; per cercarne una non presente nel prompt chiama cerca_memoria.\n" + "- Per azioni sul Mac (per esempio il calendario) usa gli strumenti dedicati. Se uno risponde con [CONFIRMATION_PENDING], chiedi all'utente di confermare sul pannello e non dire che è fatto.") + note += ("\n- Per informazioni aggiornate chiama cerca_web e rispondi in base ai risultati." if self.search_api_key + else "\n- Non hai accesso al web: se ti chiedono informazioni aggiornate, dillo chiaramente.") + else: + note = "\n\nNota: in questa modalità non hai strumenti (niente memoria automatica né ricerca web)." + return {"role": "system", "content": f"{persona_text(self.assistant_name)}\n\n{user_block(self.user_name, memory_prompt())}\n\nAdesso è {today_label()}.{note}"} + + def _recent(self) -> list: + msgs = self.history.messages + if len(msgs) <= MAX_HISTORY: + return msgs + start = len(msgs) - MAX_HISTORY + while start < len(msgs) and msgs[start].get("role") != "user": + start += 1 + return msgs[start:] + + def _tools(self): + if not self._tools_supported: + return None + return openai_tools() + registry.openai_tools() + ([SEARCH_TOOL] if self.search_api_key else []) + + def _run_tool(self, name: str, raw_args: str, emit: Emit, sources: list) -> str: + args = parse_args(raw_args) + if name == "cerca_web": + emit({"type": "status", "status": "searching"}) + try: + hits = brave_search(str(args.get("query", "")), self.search_api_key) + except Exception as err: + return f"Errore nella ricerca: {err}" + for h in hits[:5]: + if all(s["url"] != h["url"] for s in sources): + sources.append({"title": h["title"], "url": h["url"]}) + return "\n".join(f"{i+1}. {h['title']}\n {h['url']}\n {h['description']}" for i, h in enumerate(hits)) or "Nessun risultato." + if registry.has(name): + emit({"type": "status", "status": "working", "detail": name}) + return registry.run(name, args) + emit({"type": "status", "status": "memory"}) + res, ev = run_tool(name, args) + if ev: + emit(ev) + return res + + def send(self, user_text: str, emit: Emit, abort: threading.Event, **_) -> None: + self.history.messages.append({"role": "user", "content": user_text}) + full = "" + sources: list[dict] = [] + try: + emit({"type": "status", "status": "thinking"}) + for rnd in range(MAX_ROUNDS): + tools = self._tools() + kwargs: dict = dict(model=self.model, messages=[self._system(), *self._recent()], stream=True) + if tools: + kwargs.update(tools=tools, tool_choice="auto") + try: + stream = self.client.chat.completions.create(**kwargs) + except openai.BadRequestError as err: + if tools and not full: + print(f"[locale] il server rifiuta gli strumenti, li disattivo: {err.message}") + self._tools_supported = False + continue + raise + flt, calls, round_text, announced, finish = ThinkFilter(), {}, "", False, None + for chunk in stream: + if abort.is_set(): + stream.close() + raise Aborted() + if not chunk.choices: + continue + choice = chunk.choices[0] + delta = choice.delta + if delta and delta.content: + visible = flt.push(delta.content) + if visible: + if not announced: + announced = True + emit({"type": "status", "status": "responding"}) + round_text += visible + full += visible + emit({"type": "text", "delta": visible}) + for tc in (delta.tool_calls if delta else None) or []: + p = calls.setdefault(tc.index, {"id": "", "name": "", "args": ""}) + if tc.id: + p["id"] = tc.id + if tc.function and tc.function.name: + p["name"] += tc.function.name + if tc.function and tc.function.arguments: + p["args"] += tc.function.arguments + if choice.finish_reason: + finish = choice.finish_reason + tool_calls = [c for c in calls.values() if c["name"]] + if not tool_calls: + self.history.messages.append({"role": "assistant", "content": round_text}) + break + for i, c in enumerate(tool_calls): + c["id"] = c["id"] or f"call_{rnd}_{i}" + self.history.messages.append({ + "role": "assistant", "content": round_text or None, + "tool_calls": [{"id": c["id"], "type": "function", "function": {"name": c["name"], "arguments": c["args"] or "{}"}} for c in tool_calls], + }) + for c in tool_calls: + result = self._run_tool(c["name"], c["args"], emit, sources) + self.history.messages.append({"role": "tool", "tool_call_id": c["id"], "content": result}) + emit({"type": "status", "status": "thinking"}) + if finish == "length": + break + full = full.strip() or "(nessuna risposta)" + self.history.save() + emit({"type": "done", "text": full, "sources": sources}) + except Aborted: + self._rollback() + emit({"type": "error", "message": "Risposta interrotta.", "aborted": True}) + except Exception as err: + self._rollback() + emit({"type": "error", "message": friendly_error(err, self.base_url)}) + + def _rollback(self) -> None: + msgs = self.history.messages + if msgs and msgs[-1].get("role") == "user": + msgs.pop() + self.history.save() + + +def list_models(base_url: str, api_key: str) -> list[str]: + client = openai.OpenAI(base_url=base_url, api_key=api_key or "non-necessaria", timeout=8, max_retries=0) + return [m.id for m in client.models.list()] diff --git a/avatar/lipsync.py b/avatar/lipsync.py new file mode 100644 index 0000000..52e72df --- /dev/null +++ b/avatar/lipsync.py @@ -0,0 +1,67 @@ +"""Livello audio e forme della bocca dallo spettro (adattato da Mark-LIV, CC BY-NC 4.0).""" +from __future__ import annotations + +import numpy as np + +# Soglie sull'ampiezza int16 (come nell'originale). +_LEVEL_FLOOR = 60.0 +_LEVEL_FULL = 2600.0 +VIS_WIN = 1024 # ~43 ms a 24 kHz +VIS_HOP = 480 # 20 ms → 50 forme al secondo +HOP_SECONDS = VIS_HOP / 24000.0 + + +def pcm_level(samples) -> float: + """Volume 0..1 da campioni in scala int16 (float o int).""" + try: + x = np.asarray(samples, dtype=np.float32) + if x.size == 0: + return 0.0 + rms = float(np.sqrt(np.mean(x * x))) + except Exception: + return 0.0 + if rms <= _LEVEL_FLOOR: + return 0.0 + return min(1.0, (rms - _LEVEL_FLOOR) / (_LEVEL_FULL - _LEVEL_FLOOR)) + + +def float_to_pcm_scale(audio: np.ndarray) -> np.ndarray: + """Audio float32 -1..1 → scala int16 (senza cambiare tipo).""" + return np.asarray(audio, dtype=np.float32) * 32767.0 + + +def pcm_visemes(samples, sr: int = 24000): + """Frame (livello, apertura, larghezza) ogni 20 ms da un blocco audio in scala int16.""" + try: + x = np.asarray(samples, dtype=np.float32) + if x.size < VIS_WIN: + return [] + win = np.hanning(VIS_WIN).astype(np.float32) + freqs = np.fft.rfftfreq(VIS_WIN, 1.0 / sr) + b_f1_lo = (freqs >= 150) & (freqs < 450) + b_f1_hi = (freqs >= 450) & (freqs < 1100) + b_f2_bk = (freqs >= 600) & (freqs < 1300) + b_f2_fr = (freqs >= 1700) & (freqs < 3200) + b_hiss = (freqs >= 3800) & (freqs < 8000) + out = [] + for start in range(0, x.size, VIS_HOP): + level = pcm_level(x[start:start + VIS_HOP]) + seg = x[start:start + VIS_WIN] + if seg.size < VIS_WIN: + seg = np.concatenate([seg, np.zeros(VIS_WIN - seg.size, dtype=np.float32)]) + if level <= 0.0: + out.append((0.0, 0.0, 0.0)) + continue + mag = np.abs(np.fft.rfft((seg - seg.mean()) * win)) + f1l, f1h = float(mag[b_f1_lo].sum()), float(mag[b_f1_hi].sum()) + f2b, f2f = float(mag[b_f2_bk].sum()), float(mag[b_f2_fr].sum()) + hiss = float(mag[b_hiss].sum()) + openness = f1h / (f1l + f1h + 1e-6) + width = (f2f - f2b) / (f2f + f2b + 1e-6) + width *= (1.0 - openness) ** 0.8 + h = hiss / (f1l + f1h + f2b + f2f + hiss + 1e-6) + openness *= 1.0 - 0.65 * min(1.0, h * 2.5) + out.append((level, float(min(1.0, max(0.0, openness))), float(min(1.0, max(-1.0, width))))) + return out + except Exception: + return [] diff --git a/avatar/macos.py b/avatar/macos.py new file mode 100644 index 0000000..92365ed --- /dev/null +++ b/avatar/macos.py @@ -0,0 +1,35 @@ +"""Funzioni comuni per i plugin che parlano con macOS.""" +from __future__ import annotations + +import subprocess + + +def osa(script: str, *args: str, timeout: int = 60) -> str: + """Esegue AppleScript; i parametri arrivano in `argv` (niente problemi di virgolette).""" + res = subprocess.run(["osascript", "-e", script, "--", *args], capture_output=True, text=True, timeout=timeout) + if res.returncode != 0: + err = (res.stderr or "").strip() + if "-1743" in err: + raise RuntimeError("Permesso negato: concedilo in Impostazioni di Sistema > Privacy e sicurezza > Automazione.") + raise RuntimeError(err.splitlines()[-1] if err else "errore AppleScript") + return res.stdout.rstrip("\n") + + +def sh(*cmd: str, timeout: int = 30) -> str: + res = subprocess.run(list(cmd), capture_output=True, text=True, timeout=timeout) + if res.returncode != 0: + raise RuntimeError((res.stderr or res.stdout).strip().splitlines()[-1] if (res.stderr or res.stdout).strip() else f"{cmd[0]} ha fallito") + return res.stdout.rstrip("\n") + + +def confirm_or_param(ctx: dict, params: dict, key: str, title: str, detail: str, do): + """Conferma a schermo se c'è l'interfaccia; altrimenti richiede confermato=true.""" + confirm = ctx.get("confirm") + if confirm: + return confirm(key, title, detail, do) + if str(params.get("confermato", "")).lower() in ("true", "1", "sì", "si", "yes"): + return do() + return f"Prima di procedere chiedi conferma all'utente per: {title} — {detail}. Poi richiama con confermato=true." + + +CONFERMATO = {"type": "boolean", "description": "Solo senza interfaccia: true dopo la conferma esplicita dell'utente."} diff --git a/avatar/memory_mcp.py b/avatar/memory_mcp.py new file mode 100644 index 0000000..6ea7b4f --- /dev/null +++ b/avatar/memory_mcp.py @@ -0,0 +1,65 @@ +"""Server MCP (stdio) che espone la memoria dell'assistente a Claude Code.""" +from __future__ import annotations + +import json +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) + +from avatar.memory_tools import mcp_tools, memory_prompt, run_tool # noqa: E402 +from avatar.plugins import registry # noqa: E402 + +TOOLS = mcp_tools() + [{"name": "elenca_memorie", "description": "Elenca le memorie salvate sull'utente.", + "inputSchema": {"type": "object", "properties": {}}}] + registry.mcp_tools() + + +def send(msg: dict) -> None: + sys.stdout.write(json.dumps(msg, ensure_ascii=False) + "\n") + sys.stdout.flush() + + +def text_result(text: str, is_error: bool = False) -> dict: + return {"content": [{"type": "text", "text": text}], "isError": is_error} + + +def main() -> None: + for line in sys.stdin: + line = line.strip() + if not line: + continue + try: + req = json.loads(line) + except Exception: + continue + rid, method, params = req.get("id"), req.get("method"), req.get("params") or {} + reply = (lambda result: send({"jsonrpc": "2.0", "id": rid, "result": result})) if rid is not None else (lambda r: None) + if method == "initialize": + reply({"protocolVersion": params.get("protocolVersion", "2025-06-18"), + "capabilities": {"tools": {}}, "serverInfo": {"name": "avatar", "version": "1.1.0"}}) + elif method in ("notifications/initialized", "notifications/cancelled"): + pass + elif method == "ping": + reply({}) + elif method == "tools/list": + reply({"tools": TOOLS}) + elif method == "tools/call": + name = params.get("name", "") + args = params.get("arguments") or {} + try: + if name == "elenca_memorie": + reply(text_result(memory_prompt())) + elif registry.has(name): + res = registry.run(name, args) + reply(text_result(res, res.startswith("Errore"))) + else: + res, _ = run_tool(name, args) + reply(text_result(res, res.startswith("Errore"))) + except Exception as err: + reply(text_result(f"Errore: {err}", True)) + elif rid is not None: + send({"jsonrpc": "2.0", "id": rid, "error": {"code": -32601, "message": f"Metodo non supportato: {method}"}}) + + +if __name__ == "__main__": + main() diff --git a/avatar/memory_tools.py b/avatar/memory_tools.py new file mode 100644 index 0000000..9dbb4cc --- /dev/null +++ b/avatar/memory_tools.py @@ -0,0 +1,131 @@ +"""Strumenti di memoria condivisi dai motori, sopra memory_manager di Mark-LIV.""" +from __future__ import annotations + +import json +import re + +from memory import memory_manager as mm + +CATEGORIES = ["identity", "preferences", "projects", "relationships", "wishes", "notes"] + +SAVE_SCHEMA = { + "type": "object", + "properties": { + "categoria": {"type": "string", "enum": CATEGORIES, + "description": "identity (nome, età, città…), preferences (gusti), projects, relationships (persone), wishes (desideri, obiettivi), notes (altro)."}, + "chiave": {"type": "string", "description": "Etichetta breve in minuscolo con underscore, es. 'nome', 'caffe_preferito', 'sorella_anna'."}, + "valore": {"type": "string", "description": "Il fatto, in una frase breve in italiano."}, + }, + "required": ["categoria", "chiave", "valore"], + "additionalProperties": False, +} +FORGET_SCHEMA = { + "type": "object", + "properties": { + "categoria": {"type": "string", "enum": CATEGORIES}, + "chiave": {"type": "string"}, + }, + "required": ["categoria", "chiave"], + "additionalProperties": False, +} +SEARCH_SCHEMA = { + "type": "object", + "properties": {"query": {"type": "string", "description": "Parole chiave da cercare nella memoria."}}, + "required": ["query"], + "additionalProperties": False, +} + +BULK_SCHEMA = { + "type": "object", + "properties": { + "voci": {"type": "array", "description": "Elenco di fatti da salvare.", + "items": {"type": "object", "properties": { + "categoria": {"type": "string", "enum": CATEGORIES}, + "chiave": {"type": "string"}, "valore": {"type": "string"}}, + "required": ["categoria", "chiave", "valore"], "additionalProperties": False}}, + }, + "required": ["voci"], + "additionalProperties": False, +} + +TOOL_SPECS = [ + ("salva_memorie", + "Salva più fatti sull'utente in una volta sola (per esempio importando memorie da un altro assistente o da un testo con molte informazioni). Ogni voce: categoria, chiave breve, valore in una frase.", + BULK_SCHEMA), + ("salva_memoria", + "Salva in modo permanente un fatto sull'utente utile in futuro: nome, persone care, preferenze, abitudini, obiettivi, scadenze. Usalo anche quando l'utente chiede esplicitamente di ricordare qualcosa. Non dire mai di aver salvato senza averlo chiamato.", + SAVE_SCHEMA), + ("dimentica_memoria", "Cancella una memoria salvata (categoria e chiave come nell'elenco delle memorie).", FORGET_SCHEMA), + ("cerca_memoria", "Cerca nella memoria a lungo termine fatti non presenti nel riepilogo del prompt.", SEARCH_SCHEMA), +] + + +def anthropic_tools() -> list[dict]: + return [ + {"name": n, "description": d, "strict": True, "eager_input_streaming": True, "input_schema": s} + for n, d, s in TOOL_SPECS + ] + + +def openai_tools() -> list[dict]: + return [{"type": "function", "function": {"name": n, "description": d, "parameters": s}} for n, d, s in TOOL_SPECS] + + +def mcp_tools() -> list[dict]: + return [{"name": n, "description": d, "inputSchema": s} for n, d, s in TOOL_SPECS] + + +def _slug(s: str) -> str: + s = re.sub(r"[^a-z0-9]+", "_", s.lower().strip()).strip("_") + return s[:40] or "nota" + + +def run_tool(name: str, args: dict) -> tuple[str, dict | None]: + """Esegue uno strumento di memoria. Restituisce (risultato, evento per la UI).""" + if name == "salva_memorie": + voci = args.get("voci") or [] + saved = [] + for v in voci: + if not isinstance(v, dict) or not str(v.get("valore", "")).strip(): + continue + cat = v.get("categoria") if v.get("categoria") in CATEGORIES else "notes" + key = _slug(str(v.get("chiave", ""))) + mm.remember(key, str(v["valore"]).strip(), cat) + saved.append(f"{cat}/{key}") + if not saved: + return "Nessuna voce valida.", None + return f"Salvate {len(saved)} memorie: {', '.join(saved[:20])}{'…' if len(saved) > 20 else ''}.", {"type": "memory_saved", "text": f"{len(saved)} voci importate"} + if name == "salva_memoria": + cat = args.get("categoria") if args.get("categoria") in CATEGORIES else "notes" + key = _slug(str(args.get("chiave", ""))) + val = str(args.get("valore", "")).strip() + if not val: + return "Errore: serve il campo 'valore'.", None + mm.remember(key, val, cat) + return f"Memoria salvata: {cat}/{key}.", {"type": "memory_saved", "text": val} + if name == "dimentica_memoria": + cat = args.get("categoria") if args.get("categoria") in CATEGORIES else "notes" + key = _slug(str(args.get("chiave", ""))) + res = mm.forget(key, cat) + ok = res.startswith("Forgotten") + return ("Memoria cancellata." if ok else "Nessuna memoria con quella chiave."), ({"type": "memory_removed"} if ok else None) + if name == "cerca_memoria": + return mm.search_memory(str(args.get("query", "")), limit=8) or "Nessun risultato.", None + return f"Strumento sconosciuto: {name}", None + + +def memory_prompt() -> str: + try: + block = mm.format_memory_for_prompt(mm.load_memory()) + except Exception: + block = "" + return block or "Nessuna memoria salvata finora." + + +def parse_args(raw) -> dict: + if isinstance(raw, dict): + return raw + try: + return json.loads(raw or "{}") + except Exception: + return {} diff --git a/avatar/monitor.py b/avatar/monitor.py new file mode 100644 index 0000000..5a898bb --- /dev/null +++ b/avatar/monitor.py @@ -0,0 +1,218 @@ +"""Monitor di Mail, WhatsApp e Telegram: raccoglie i messaggi nuovi, li fa valutare e crea avvisi.""" +from __future__ import annotations + +import json +import re +import sqlite3 +import subprocess +import threading +import time +import uuid +from datetime import datetime +from pathlib import Path + +from avatar.settings import DATA_DIR, Settings + +STATE_FILE = DATA_DIR / "monitor.json" +MAIL_INDEX = Path.home() / "Library" / "Mail" / "V10" / "MailData" / "Envelope Index" +WA_DB = DATA_DIR / "whatsapp" / "index.sqlite" +DEFAULT_RULES = ("richieste di assistenza o di aiuto, domande rivolte a me che aspettano una risposta, problemi o cose che non funzionano, " + "urgenze, scadenze e pagamenti, appuntamenti da confermare o spostare, preventivi e lavori richiesti. " + "NON contano: newsletter, promozioni, notifiche automatiche, conferme d'ordine, saluti e chiacchiere senza richieste.") +KEYWORDS = re.compile(r"\?|urgent|aiut|assistenz|problem|non funziona|non riesco|errore|bloccat|guast|richie|preventiv|fattur|pagament|scadenz|" + r"conferm|appuntament|puoi|potresti|riesci|serve|servirebbe|quando|mi dici|fammi sapere|rispond|chiam|ti prego|per favore|subito|entro", re.I) +_lock = threading.Lock() + + +class Monitor: + def __init__(self, ui, say, settings: Settings) -> None: + self.ui, self.say, self.settings = ui, say, settings + self.state = self._load() + self._thread: threading.Thread | None = None + self._stop = threading.Event() + + # ── stato ──────────────────────────────────────────────────────────── + def _load(self) -> dict: + try: + return json.loads(STATE_FILE.read_text(encoding="utf-8")) + except Exception: + return {"mail_rowid": None, "wa_ts": None, "tg": {}, "alerts": [], "seen": []} + + def _save(self) -> None: + STATE_FILE.parent.mkdir(parents=True, exist_ok=True) + self.state["alerts"] = self.state.get("alerts", [])[-100:] + self.state["seen"] = self.state.get("seen", [])[-2000:] + STATE_FILE.write_text(json.dumps(self.state, ensure_ascii=False, indent=1), encoding="utf-8") + + def start(self) -> None: + if self._thread and self._thread.is_alive(): + return + self._stop.clear() + self._thread = threading.Thread(target=self._loop, name="monitor", daemon=True) + self._thread.start() + + def stop(self) -> None: + self._stop.set() + + def _loop(self) -> None: + time.sleep(20) + while not self._stop.is_set(): + if self.settings.get("monitor_enabled"): + try: + self.scan() + except Exception as err: + print(f"[monitor] {err}") + self._stop.wait(int(self.settings.get("monitor_intervallo") or 60)) + + # ── raccolta ───────────────────────────────────────────────────────── + def _collect_mail(self, baseline: bool) -> list[dict]: + if not MAIL_INDEX.exists(): + return [] + con = sqlite3.connect(f"file:{MAIL_INDEX}?mode=ro", uri=True, timeout=5) + try: + last = self.state.get("mail_rowid") + if last is None or baseline: + self.state["mail_rowid"] = con.execute("SELECT MAX(ROWID) FROM messages").fetchone()[0] or 0 + return [] + rows = con.execute("""SELECT m.ROWID, COALESCE(a.comment,''), COALESCE(a.address,''), COALESCE(s.subject,''), COALESCE(su.summary,'') + FROM messages m JOIN mailboxes mb ON m.mailbox = mb.ROWID LEFT JOIN addresses a ON m.sender = a.ROWID + LEFT JOIN subjects s ON m.subject = s.ROWID LEFT JOIN summaries su ON m.summary = su.ROWID + WHERE m.ROWID > ? AND m.deleted = 0 AND (mb.url LIKE '%/INBOX' OR mb.url LIKE '%/Inbox') ORDER BY m.ROWID LIMIT 40""", (last,)).fetchall() + if rows: + self.state["mail_rowid"] = max(r[0] for r in rows) + return [{"fonte": "Mail", "chi": f"{n} <{ad}>" if n else ad, "testo": f"{sub}\n{' '.join(str(summ).split())[:300]}", "ref": f"mail:{rid}"} for rid, n, ad, sub, summ in rows] + finally: + con.close() + + def _collect_whatsapp(self, baseline: bool) -> list[dict]: + if not WA_DB.exists(): + return [] + now = datetime.now().strftime("%Y-%m-%d %H:%M:%S") + last = self.state.get("wa_ts") + if last is None or baseline: + self.state["wa_ts"] = now + return [] + con = sqlite3.connect(f"file:{WA_DB}?mode=ro", uri=True, timeout=5) + try: + rows = con.execute("SELECT id, ts, chat, sender, text FROM messages WHERE source = 'live' AND from_me = 0 AND ts > ? ORDER BY ts LIMIT 40", (last,)).fetchall() + finally: + con.close() + if rows: + self.state["wa_ts"] = max(r[1] for r in rows) + return [{"fonte": "WhatsApp", "chi": chat if sender == chat else f"{sender} (gruppo {chat})", "testo": text[:300], "ref": f"wa:{rid}"} for rid, ts, chat, sender, text in rows] + + def _collect_telegram(self, baseline: bool) -> list[dict]: + try: + from avatar import telegram_client as tg + tg.credentials() + except Exception: + return [] + if not (Path(str(tg.SESSION) + ".session")).exists(): + return [] + state = self.state.setdefault("tg", {}) + out: list[dict] = [] + + async def go(client): + async for d in client.iter_dialogs(limit=60): + if d.is_channel and not d.is_group: + continue + key = str(d.id) + top = d.message.id if d.message else 0 + last = state.get(key) + if last is None or baseline: + state[key] = top + continue + if top <= last: + continue + async for m in client.iter_messages(d.entity, min_id=last, limit=20): + if m.out or not (m.message or "").strip(): + continue + who = d.name + if d.is_group: + try: + s = await m.get_sender() + who = f"{getattr(s, 'first_name', '') or getattr(s, 'title', '')} (gruppo {d.name})" + except Exception: + pass + out.append({"fonte": "Telegram", "chi": who, "testo": m.message[:300], "ref": f"tg:{d.id}:{m.id}"}) + state[key] = top + + try: + tg.run(go) + except Exception as err: + print(f"[monitor] telegram: {err}") + return out + + # ── valutazione ────────────────────────────────────────────────────── + def _classify(self, items: list[dict]) -> list[dict]: + candidates = [it for it in items if KEYWORDS.search(it["testo"]) or it["fonte"] == "Mail" or "gruppo" not in it["chi"]] + if not candidates: + return [] + rules = self.settings.get("monitor_regole") or DEFAULT_RULES + listing = "\n".join(f"{i}. [{it['fonte']}] {it['chi']}: {it['testo'].replace(chr(10), ' ')[:300]}" for i, it in enumerate(candidates[:30])) + prompt = (f"Sei il filtro di attenzione di un assistente personale. L'utente vuole essere avvisato solo per: {rules}\n\n" + f"Messaggi nuovi:\n{listing}\n\n" + 'Rispondi SOLO con un JSON: {"avvisi":[{"n":,"motivo":"","priorita":"alta|media"}]}. ' + "Se nessuno merita attenzione: {\"avvisi\":[]}.") + from avatar.quick_llm import ask + raw = ask(prompt, system="Rispondi solo con JSON valido, senza testo attorno.") + m = re.search(r"\{.*\}", raw, flags=re.S) + if not m: + return [] + try: + data = json.loads(m.group(0)) + except Exception: + return [] + alerts = [] + for a in data.get("avvisi", []): + try: + it = candidates[int(a["n"])] + except Exception: + continue + alerts.append({**it, "motivo": str(a.get("motivo", ""))[:120], "priorita": "alta" if str(a.get("priorita", "")).lower() == "alta" else "media"}) + return alerts + + # ── ciclo ──────────────────────────────────────────────────────────── + def scan(self, baseline: bool = False) -> list[dict]: + with _lock: + first = self.state.get("mail_rowid") is None and self.state.get("wa_ts") is None and not self.state.get("tg") + items = self._collect_mail(baseline or first) + self._collect_whatsapp(baseline or first) + self._collect_telegram(baseline or first) + seen = set(self.state.get("seen", [])) + items = [it for it in items if it["ref"] not in seen] + self.state.setdefault("seen", []).extend(it["ref"] for it in items) + alerts = self._classify(items) if items else [] + for a in alerts: + a["id"] = uuid.uuid4().hex[:6] + a["quando"] = datetime.now().strftime("%d/%m %H:%M") + a["aperto"] = True + self.state.setdefault("alerts", []).append(a) + self._notify(a) + self._save() + return alerts + + def _notify(self, a: dict) -> None: + riga = f"{a['fonte']} · {a['chi']}: {a['motivo']}" + self.ui.write_log(f"ERR: ATTENZIONE — {riga}") + try: + title = "Ava: richiede attenzione" if a["priorita"] != "alta" else "Ava: URGENTE" + safe = lambda s: s.replace('"', "'").replace("\\", "") + subprocess.run(["osascript", "-e", f'display notification "{safe(a["chi"] + ": " + a["testo"][:120])}" with title "{safe(title)}" subtitle "{safe(a["fonte"] + " — " + a["motivo"])}"'], timeout=10) + except Exception: + pass + if self.settings.get("monitor_annuncia"): + self.say(f"Attenzione: {a['fonte']}, {a['chi']}. {a['motivo']}.") + + def pending(self) -> list[dict]: + return [a for a in self.state.get("alerts", []) if a.get("aperto")] + + def close(self, key: str) -> int: + n = 0 + for a in self.state.get("alerts", []): + if a.get("aperto") and (not key or key in (a.get("id"), a.get("chi")) or key.lower() in a.get("chi", "").lower()): + a["aperto"] = False + n += 1 + self._save() + return n + + +monitor: Monitor | None = None diff --git a/avatar/persona.md b/avatar/persona.md new file mode 100644 index 0000000..4a532a9 --- /dev/null +++ b/avatar/persona.md @@ -0,0 +1,28 @@ +# Chi sei + +Sei **Ava**, l'assistente personale di chi ti parla. Vivi in un'app sul suo Mac e hai un corpo: il volto animato al centro della finestra è la tua faccia, non un'immagine che puoi osservare. Parla di "il mio viso", "io", mai di "l'avatar". + +## Carattere + +- Calda, diretta, concreta. Parli come una persona sveglia e disponibile, non come un manuale. +- Un po' di ironia leggera, mai sarcasmo verso chi ti parla. +- Onesta: se non sai una cosa lo dici, se non sei sicura lo segnali. +- Dai del tu. + +## Come rispondi + +- Rispondi in italiano, salvo richiesta diversa. +- Le risposte vengono lette ad alta voce: frasi brevi e naturali, niente elenchi lunghi, tabelle o formattazione, a meno che non serva davvero (per esempio codice). +- Vai dritta al punto. Niente preamboli tipo "Certo!" o "Ottima domanda". +- Se la richiesta è ambigua, fai una sola domanda di chiarimento, breve. + +## Memoria + +- Hai una memoria a lungo termine. Quando l'utente ti dice qualcosa che sarà utile ricordare (nome, persone care, preferenze, abitudini, obiettivi, scadenze, gusti) salvala con lo strumento di memoria, un fatto per volta, scegliendo la categoria giusta. +- Se l'utente ti chiede esplicitamente di ricordare qualcosa, salvala sempre. Se ti chiede di dimenticare, cancellala. +- Usa ciò che ricordi in modo naturale, senza ripeterlo ogni volta. + +## Ricerca web + +- Quando servono informazioni aggiornate (notizie, orari, prezzi, meteo, eventi, fatti recenti) usa la ricerca web invece di tirare a indovinare. +- Cita brevemente la fonte se è rilevante, senza leggere URL. diff --git a/avatar/plugins.py b/avatar/plugins.py new file mode 100644 index 0000000..a15b997 --- /dev/null +++ b/avatar/plugins.py @@ -0,0 +1,136 @@ +"""Plugin: file Python in plugins/ che dichiarano strumenti chiamabili dai motori. + +Formato AvatarPy (più strumenti per file): + TOOLS = [{"name": ..., "description": ..., "parameters": {json schema}, "run": fn}] + fn(parameters: dict, ctx: dict) -> str + +Formato Mark-LIV (uno strumento per file): PLUGIN = {...} + run(parameters, player=None, ...). +""" +from __future__ import annotations + +import importlib.util +import re +import sys +import traceback +from pathlib import Path +from typing import Any, Callable + +PLUGINS_DIR = Path(__file__).resolve().parent.parent / "plugins" +_NAME_RE = re.compile(r"^[a-zA-Z_][a-zA-Z0-9_]{0,63}$") + + +def _normalize_schema(schema: dict) -> dict: + """Converte gli schemi in stile Gemini (tipi maiuscoli) in JSON Schema valido.""" + if not isinstance(schema, dict): + return {"type": "object", "properties": {}} + out: dict = {} + for k, v in schema.items(): + if k == "type" and isinstance(v, str): + out[k] = v.lower() + elif k == "properties" and isinstance(v, dict): + out[k] = {pk: _normalize_schema(pv) for pk, pv in v.items()} + elif k == "items" and isinstance(v, dict): + out[k] = _normalize_schema(v) + else: + out[k] = v + if "type" not in out: + out["type"] = "object" if "properties" in out else "string" + if out["type"] == "object": + out.setdefault("properties", {}) + return out + + +class Tool: + def __init__(self, module: str, name: str, description: str, parameters: dict, run: Callable) -> None: + self.module, self.name, self.description, self.parameters, self.run = module, name, description, parameters, run + + +class PluginRegistry: + def __init__(self, plugins_dir: Path = PLUGINS_DIR) -> None: + self.dir = plugins_dir + self.tools: dict[str, Tool] = {} + self.modules: dict[str, dict[str, Any]] = {} + self.ctx: dict[str, Any] = {} + self._loaded = False + + def load(self) -> "PluginRegistry": + if self._loaded: + return self + self._loaded = True + if not self.dir.exists(): + return self + for path in sorted(self.dir.glob("*.py")): + if path.name.startswith("_"): + continue + mod_name = path.stem + info = {"name": mod_name, "description": "", "valid": True, "error": "", "tools": []} + try: + spec = importlib.util.spec_from_file_location(f"avatar_plugins.{mod_name}", path) + module = importlib.util.module_from_spec(spec) + sys.modules[spec.name] = module + spec.loader.exec_module(module) + tools = getattr(module, "TOOLS", None) + if tools is None and hasattr(module, "PLUGIN"): + p = module.PLUGIN + tools = [{"name": p["name"], "description": p.get("description", ""), "parameters": p.get("parameters", {}), + "run": (lambda params, ctx, _m=module: _m.run(params, ctx.get("player")))}] + if not tools: + raise ValueError("nessun TOOLS o PLUGIN definito") + for t in tools: + name = str(t["name"]) + if not _NAME_RE.match(name): + raise ValueError(f"nome strumento non valido: {name}") + if name in self.tools: + raise ValueError(f"strumento duplicato: {name}") + self.tools[name] = Tool(mod_name, name, str(t.get("description", "")), _normalize_schema(t.get("parameters", {})), t["run"]) + info["tools"].append(name) + info["description"] = (getattr(module, "__doc__", "") or "").strip().splitlines()[0] if getattr(module, "__doc__", None) else ", ".join(info["tools"]) + except Exception as err: + info.update(valid=False, error=f"{err}") + traceback.print_exc() + self.modules[mod_name] = info + return self + + def _enabled(self, module: str) -> bool: + try: + from memory.config_manager import get_plugin_enabled + return bool(get_plugin_enabled(module)) + except Exception: + return True + + def active(self) -> list[Tool]: + self.load() + return [t for t in self.tools.values() if self._enabled(t.module)] + + def has(self, name: str) -> bool: + self.load() + return name in self.tools + + def anthropic_tools(self) -> list[dict]: + return [{"name": t.name, "description": t.description, "eager_input_streaming": True, "input_schema": t.parameters} for t in self.active()] + + def openai_tools(self) -> list[dict]: + return [{"type": "function", "function": {"name": t.name, "description": t.description, "parameters": t.parameters}} for t in self.active()] + + def mcp_tools(self) -> list[dict]: + return [{"name": t.name, "description": t.description, "inputSchema": t.parameters} for t in self.active()] + + def run(self, name: str, args: dict) -> str: + self.load() + tool = self.tools.get(name) + if tool is None: + return f"Strumento sconosciuto: {name}" + try: + return str(tool.run(dict(args or {}), self.ctx) or "Fatto.") + except Exception as err: + if not isinstance(err, (RuntimeError, ValueError)): + traceback.print_exc() + return f"Errore in {name}: {err}" + + def list_for_ui(self) -> list[dict]: + self.load() + return [{"name": m["name"], "description": m["description"] or ", ".join(m["tools"]), "enabled": self._enabled(m["name"]), + "valid": m["valid"], "error": m["error"]} for m in self.modules.values()] + + +registry = PluginRegistry() diff --git a/avatar/quick_llm.py b/avatar/quick_llm.py new file mode 100644 index 0000000..b848b41 --- /dev/null +++ b/avatar/quick_llm.py @@ -0,0 +1,36 @@ +"""Chiamata rapida a un modello per compiti di servizio (classificazioni), secondo il motore configurato.""" +from __future__ import annotations + +import os +import subprocess + +from avatar.settings import Settings + + +def ask(prompt: str, system: str = "", max_tokens: int = 800) -> str: + s = Settings() + provider = s.get("provider") + if provider == "local" and s.get("local_base_url") and s.get("local_model"): + import openai + client = openai.OpenAI(base_url=s.get("local_base_url"), api_key=s.get_secret("local_api_key") or "non-necessaria", timeout=60) + r = client.chat.completions.create(model=s.get("local_model"), messages=[{"role": "system", "content": system or "Rispondi solo con quanto richiesto."}, {"role": "user", "content": prompt}], max_tokens=max_tokens) + return (r.choices[0].message.content or "").strip() + if provider == "anthropic" and s.get_secret("anthropic_api_key"): + import anthropic + client = anthropic.Anthropic(api_key=s.get_secret("anthropic_api_key")) + r = client.messages.create(model="claude-haiku-4-5", max_tokens=max_tokens, system=system or "Rispondi solo con quanto richiesto.", + messages=[{"role": "user", "content": prompt}]) + return "".join(b.text for b in r.content if b.type == "text").strip() + # Claude Code (haiku, nessuno strumento, nessuna sessione) + from avatar.engines.claude_code import resolve_claude, claude_env + binary = resolve_claude(s.get("claudecode_path") or "") + if not binary: + raise RuntimeError("Nessun motore disponibile per la classificazione.") + args = [binary, "-p", "--output-format", "text", "--model", "haiku", "--effort", "low", "--tools", "", "--no-session-persistence", + "--strict-mcp-config", "--mcp-config", '{"mcpServers":{}}'] + if system: + args += ["--system-prompt", system] + res = subprocess.run(args, input=prompt, capture_output=True, text=True, timeout=120, env=claude_env(s.get("claudecode_config_dir") or ""), cwd=os.path.expanduser("~")) + if res.returncode != 0: + raise RuntimeError((res.stderr or res.stdout).strip()[-200:]) + return res.stdout.strip() diff --git a/avatar/settings.py b/avatar/settings.py new file mode 100644 index 0000000..d2bdf46 --- /dev/null +++ b/avatar/settings.py @@ -0,0 +1,116 @@ +"""Impostazioni dell'app: file JSON in config/, chiavi API nel portachiavi di sistema.""" +from __future__ import annotations + +import json +import os +from pathlib import Path +from typing import Any + +BASE_DIR = Path(__file__).resolve().parent.parent +CONFIG_DIR = BASE_DIR / "config" +SETTINGS_FILE = CONFIG_DIR / "settings.json" +DATA_DIR = BASE_DIR / "data" +KEYRING_SERVICE = "AvatarPy" + +DEFAULTS: dict[str, Any] = { + "provider": "anthropic", # anthropic | local | claudecode + "effort": "medium", # low | medium | high + "local_base_url": "http://localhost:8000/v1", + "local_model": "", + "search_api_key": "", + "claudecode_model": "sonnet", + "claudecode_access": "chat", # chat | read | full + "claudecode_config_dir": "", + "claudecode_path": "", + "tts_engine": "kokoro", # kokoro | system + "kokoro_voice": "if_sara", + "system_voice": "", # "" = automatica + "stt_model": "mlx-community/whisper-small-mlx", + "vad_threshold": 0.08, + "avatar_model": "allegra_2", # nome file (senza .glb) in avatar3d/models + "telegram_api_id": "", + "whatsapp_live": False, # avvia il ponte WhatsApp all'apertura + "whatsapp_annuncia": False, # annuncia a voce i messaggi in arrivo + "monitor_enabled": False, # monitor Mail/WhatsApp/Telegram con avvisi + "monitor_annuncia": True, # annuncia a voce gli avvisi + "monitor_intervallo": 60, # secondi tra un controllo e l'altro + "monitor_regole": "", # cosa merita attenzione (vuoto = regole predefinite) +} + +SECRET_KEYS = ("anthropic_api_key", "local_api_key", "telegram_api_hash") + + +class Settings: + def __init__(self) -> None: + CONFIG_DIR.mkdir(parents=True, exist_ok=True) + DATA_DIR.mkdir(parents=True, exist_ok=True) + self._data: dict[str, Any] = dict(DEFAULTS) + try: + self._data.update(json.loads(SETTINGS_FILE.read_text(encoding="utf-8"))) + except Exception: + pass + + def get(self, key: str, default: Any = None) -> Any: + return self._data.get(key, DEFAULTS.get(key, default)) + + def set(self, key: str, value: Any) -> None: + self._data[key] = value + + def update(self, values: dict[str, Any]) -> None: + for k, v in values.items(): + if k in SECRET_KEYS: + self.set_secret(k, str(v)) + else: + self._data[k] = v + self.save() + + def save(self) -> None: + SETTINGS_FILE.write_text(json.dumps(self._data, indent=2, ensure_ascii=False), encoding="utf-8") + try: + os.chmod(SETTINGS_FILE, 0o600) + except OSError: + pass + + # ── Segreti ────────────────────────────────────────────────────────── + def get_secret(self, key: str) -> str: + env = {"anthropic_api_key": "ANTHROPIC_API_KEY"}.get(key) + try: + import keyring + value = keyring.get_password(KEYRING_SERVICE, key) + if value: + return value + except Exception: + value = self._data.get(f"_{key}") + if value: + return str(value) + if env and os.environ.get(env): + return os.environ[env] + return str(self._data.get(f"_{key}", "") or "") + + def set_secret(self, key: str, value: str) -> None: + value = value.strip() + try: + import keyring + if value: + keyring.set_password(KEYRING_SERVICE, key, value) + else: + try: + keyring.delete_password(KEYRING_SERVICE, key) + except Exception: + pass + self._data.pop(f"_{key}", None) + except Exception: + # Portachiavi non disponibile: salva nel file (permessi 600). + if value: + self._data[f"_{key}"] = value + else: + self._data.pop(f"_{key}", None) + + @property + def ready(self) -> bool: + p = self.get("provider") + if p == "local": + return bool(self.get("local_base_url") and self.get("local_model")) + if p == "claudecode": + return True + return bool(self.get_secret("anthropic_api_key")) diff --git a/avatar/settings_dialog.py b/avatar/settings_dialog.py new file mode 100644 index 0000000..6e87bae --- /dev/null +++ b/avatar/settings_dialog.py @@ -0,0 +1,361 @@ +"""Finestra impostazioni: motore, chiavi, voce e riconoscimento vocale.""" +from __future__ import annotations + +import threading + +from PyQt6.QtCore import Qt, pyqtSignal +from PyQt6.QtWidgets import (QCheckBox, QComboBox, QDialog, QFormLayout, QHBoxLayout, QLabel, QLineEdit, + QPushButton, QStackedWidget, QVBoxLayout, QWidget, QDoubleSpinBox) + +from .engines.claude_code import check_claude_code +from .engines.openai_compat import list_models +from .settings import Settings +from .tts import KOKORO_VOICES, SystemVoice + +STYLE = """ +QDialog { background: #030a10; color: #cfe8ff; } +QLabel { color: #8fb8d8; font-family: 'Menlo'; font-size: 14px; } +QLineEdit, QComboBox, QDoubleSpinBox { background: #000d12; color: #e6f4ff; border: 1px solid #12354a; border-radius: 3px; padding: 4px 6px; font-family: 'Menlo'; font-size: 14px; } +QLineEdit:focus, QComboBox:focus { border: 1px solid #3fd0ff; } +QPushButton { background: #05202c; color: #9fdfff; border: 1px solid #12506a; border-radius: 3px; padding: 5px 12px; font-family: 'Menlo'; font-size: 14px; } +QPushButton:hover { border-color: #3fd0ff; color: #ffffff; } +QPushButton#primary { background: #0a4a66; color: #ffffff; } +""" + +PROVIDERS = [("anthropic", "Claude (Anthropic, cloud)"), ("local", "Server locale compatibile OpenAI (vLLM, Ollama…)"), + ("claudecode", "Claude Code (il tuo accesso, nessuna chiave)")] +EFFORTS = [("low", "Veloce"), ("medium", "Bilanciata"), ("high", "Approfondita")] +ACCESS = [("chat", "Solo conversazione e ricerca web"), ("read", "Leggere file e cercare nelle cartelle"), + ("full", "Completo: modifica file ed esegue comandi senza chiedere")] +CC_MODELS = [("sonnet", "Sonnet (veloce, consigliato)"), ("opus", "Opus (più capace)"), ("haiku", "Haiku (il più rapido)")] +STT_MODELS = [("mlx-community/whisper-base-mlx", "Whisper base (leggero)"), ("mlx-community/whisper-small-mlx", "Whisper small (consigliato)"), + ("mlx-community/whisper-large-v3-turbo", "Whisper large v3 turbo (preciso, pesante)")] + + +def _combo(items, current) -> QComboBox: + c = QComboBox() + for value, label in items: + c.addItem(label, value) + idx = c.findData(current) + c.setCurrentIndex(idx if idx >= 0 else 0) + return c + + +class SettingsDialog(QDialog): + _async = pyqtSignal(str, object) + + def __init__(self, settings: Settings, on_saved, parent=None) -> None: + super().__init__(parent) + self.settings, self.on_saved = settings, on_saved + self.setWindowTitle("Motore & Voce") + self.setStyleSheet(STYLE) + self.setMinimumWidth(620) + s = settings + root = QVBoxLayout(self) + + form = QFormLayout() + self.provider = _combo(PROVIDERS, s.get("provider")) + form.addRow("Motore", self.provider) + self.effort = _combo(EFFORTS, s.get("effort")) + form.addRow("Profondità di ragionamento (Claude e Claude Code)", self.effort) + root.addLayout(form) + + self.stack = QStackedWidget() + # Anthropic + w = QWidget(); f = QFormLayout(w) + self.api_key = QLineEdit(); self.api_key.setEchoMode(QLineEdit.EchoMode.Password) + self.api_key.setPlaceholderText("•••••• (salvata, lascia vuoto per non cambiarla)" if s.get_secret("anthropic_api_key") else "sk-ant-…") + f.addRow("Chiave API Anthropic", self.api_key) + f.addRow("", QLabel("Creala su console.anthropic.com. Viene salvata nel portachiavi di macOS.")) + self.stack.addWidget(w) + # Locale + w = QWidget(); f = QFormLayout(w) + self.local_url = QLineEdit(s.get("local_base_url")); f.addRow("Indirizzo del server", self.local_url) + self.local_key = QLineEdit(); self.local_key.setEchoMode(QLineEdit.EchoMode.Password) + self.local_key.setPlaceholderText("opzionale"); f.addRow("Chiave API del server", self.local_key) + row = QHBoxLayout(); self.local_model = QComboBox(); self.local_model.setEditable(True) + self.local_model.setEditText(s.get("local_model") or ""); row.addWidget(self.local_model, 1) + b = QPushButton("Rileva"); b.clicked.connect(self._detect_models); row.addWidget(b) + f.addRow("Modello", row) + self.local_hint = QLabel("Premi \"Rileva\" per leggere i modelli dal server."); f.addRow("", self.local_hint) + self.search_key = QLineEdit(s.get("search_api_key")); self.search_key.setEchoMode(QLineEdit.EchoMode.Password) + self.search_key.setPlaceholderText("opzionale: senza chiave la ricerca web resta spenta") + f.addRow("Chiave Brave Search", self.search_key) + self.stack.addWidget(w) + # Claude Code + w = QWidget(); f = QFormLayout(w) + self.cc_model = _combo(CC_MODELS, s.get("claudecode_model")); f.addRow("Modello", self.cc_model) + self.cc_access = _combo(ACCESS, s.get("claudecode_access")); f.addRow("Cosa può fare sul Mac", self.cc_access) + row = QHBoxLayout(); self.cc_config = QComboBox(); self.cc_config.setEditable(True) + self.cc_config.setEditText(s.get("claudecode_config_dir") or ""); row.addWidget(self.cc_config, 1) + b = QPushButton("Verifica"); b.clicked.connect(self._check_cc); row.addWidget(b) + f.addRow("Profilo (cartella di configurazione)", row) + self.cc_hint = QLabel(""); self.cc_hint.setWordWrap(True); f.addRow("", self.cc_hint) + self.cc_path = QLineEdit(s.get("claudecode_path")); self.cc_path.setPlaceholderText("vuoto = automatico") + f.addRow("Percorso del comando claude", self.cc_path) + self.stack.addWidget(w) + root.addWidget(self.stack) + self.provider.currentIndexChanged.connect(self.stack.setCurrentIndex) + self.stack.setCurrentIndex(self.provider.currentIndex()) + + form2 = QFormLayout() + self.tts_engine = _combo([("kokoro", "Kokoro, voce neurale in locale"), ("system", "Voce di sistema (macOS)")], s.get("tts_engine")) + form2.addRow("Motore voce", self.tts_engine) + self.kokoro_voice = _combo(list(KOKORO_VOICES.items()), s.get("kokoro_voice")); form2.addRow("Voce Kokoro", self.kokoro_voice) + self.system_voice = _combo([("", "Automatica (Alice)")] + [(v, v) for v in SystemVoice.list_voices()], s.get("system_voice")) + form2.addRow("Voce di sistema", self.system_voice) + self.stt_model = _combo(STT_MODELS, s.get("stt_model")); form2.addRow("Riconoscimento vocale", self.stt_model) + from .avatar3d import list_models + models = list_models() + self.avatar_model = _combo([(m, m.replace("_", " ").title()) for m in models] or [("", "nessun modello")], s.get("avatar_model")) + form2.addRow("Avatar 3D (file in avatar3d/models)", self.avatar_model) + self.vad = QDoubleSpinBox(); self.vad.setRange(0.02, 0.5); self.vad.setSingleStep(0.01); self.vad.setValue(float(s.get("vad_threshold", 0.08))) + form2.addRow("Sensibilità microfono (più basso = più sensibile)", self.vad) + root.addLayout(form2) + + # ── Telegram ────────────────────────────────────────────────────── + form3 = QFormLayout() + form3.addRow(QLabel("Telegram (account personale): credenziali da my.telegram.org > API development tools")) + row = QHBoxLayout() + self.tg_id = QLineEdit(str(s.get("telegram_api_id") or "")); self.tg_id.setPlaceholderText("api id"); row.addWidget(self.tg_id) + self.tg_hash = QLineEdit(); self.tg_hash.setEchoMode(QLineEdit.EchoMode.Password) + self.tg_hash.setPlaceholderText("•••••• (salvato)" if s.get_secret("telegram_api_hash") else "api hash"); row.addWidget(self.tg_hash, 1) + form3.addRow("Credenziali", row) + row = QHBoxLayout() + self.tg_phone = QLineEdit(); self.tg_phone.setPlaceholderText("+39…"); row.addWidget(self.tg_phone) + b = QPushButton("Invia codice"); b.clicked.connect(self._tg_send_code); row.addWidget(b) + self.tg_code = QLineEdit(); self.tg_code.setPlaceholderText("codice"); row.addWidget(self.tg_code) + self.tg_pwd = QLineEdit(); self.tg_pwd.setEchoMode(QLineEdit.EchoMode.Password); self.tg_pwd.setPlaceholderText("password 2FA (se attiva)"); row.addWidget(self.tg_pwd) + b = QPushButton("Accedi"); b.clicked.connect(self._tg_sign_in); row.addWidget(b) + b = QPushButton("Esci"); b.clicked.connect(self._tg_logout); row.addWidget(b) + form3.addRow("Accesso", row) + row = QHBoxLayout() + b = QPushButton("Accesso con QR (senza codice)"); b.clicked.connect(self._tg_qr); row.addWidget(b) + self.tg_qr_label = QLabel(); self.tg_qr_label.setFixedSize(220, 220); self.tg_qr_label.setScaledContents(True); row.addWidget(self.tg_qr_label); row.addStretch() + form3.addRow("Alternativa", row) + self.tg_hint = QLabel("…"); self.tg_hint.setWordWrap(True); form3.addRow("", self.tg_hint) + root.addLayout(form3) + threading.Thread(target=lambda: self._async.emit("tg", self._tg_status()), daemon=True).start() + + # ── WhatsApp (dispositivo collegato, Baileys) ───────────────────── + form4 = QFormLayout() + form4.addRow(QLabel("WhatsApp in tempo reale (client non ufficiale: possibile blocco del numero, a tuo rischio)")) + row = QHBoxLayout() + self.wa_live = QCheckBox("Attivo all'avvio"); self.wa_live.setChecked(bool(s.get("whatsapp_live"))); row.addWidget(self.wa_live) + self.wa_annuncia = QCheckBox("Annuncia a voce i messaggi in arrivo"); self.wa_annuncia.setChecked(bool(s.get("whatsapp_annuncia"))); row.addWidget(self.wa_annuncia) + b = QPushButton("Collega (QR)"); b.clicked.connect(self._wa_link); row.addWidget(b) + b = QPushButton("Scollega"); b.clicked.connect(self._wa_logout); row.addWidget(b) + row.addStretch() + form4.addRow("Stato", row) + row = QHBoxLayout() + self.wa_qr_label = QLabel(); self.wa_qr_label.setFixedSize(220, 220); self.wa_qr_label.setScaledContents(True); row.addWidget(self.wa_qr_label) + self.wa_hint = QLabel("…"); self.wa_hint.setWordWrap(True); row.addWidget(self.wa_hint, 1) + form4.addRow("", row) + root.addLayout(form4) + threading.Thread(target=lambda: self._async.emit("wa", (self._wa_status(), None)), daemon=True).start() + + # ── Monitor avvisi ──────────────────────────────────────────────── + form5 = QFormLayout() + row = QHBoxLayout() + self.mon_on = QCheckBox("Controlla Mail, WhatsApp e Telegram"); self.mon_on.setChecked(bool(s.get("monitor_enabled"))); row.addWidget(self.mon_on) + self.mon_say = QCheckBox("Annuncia a voce gli avvisi"); self.mon_say.setChecked(bool(s.get("monitor_annuncia"))); row.addWidget(self.mon_say) + self.mon_int = _combo([(30, "ogni 30 s"), (60, "ogni minuto"), (300, "ogni 5 minuti"), (900, "ogni 15 minuti")], int(s.get("monitor_intervallo") or 60)); row.addWidget(self.mon_int) + row.addStretch() + form5.addRow("Monitor", row) + from .monitor import DEFAULT_RULES + self.mon_rules = QLineEdit(s.get("monitor_regole") or ""); self.mon_rules.setPlaceholderText(DEFAULT_RULES[:110] + "…") + form5.addRow("Cosa merita un avviso", self.mon_rules) + root.addLayout(form5) + + btns = QHBoxLayout(); btns.addStretch() + cancel = QPushButton("Annulla"); cancel.clicked.connect(self.reject); btns.addWidget(cancel) + save = QPushButton("Salva"); save.setObjectName("primary"); save.clicked.connect(self._save); btns.addWidget(save) + root.addLayout(btns) + self._async.connect(self._on_async) + self._check_cc() + + # ── Azioni ──────────────────────────────────────────────────────────── + def _detect_models(self) -> None: + url, key = self.local_url.text().strip().rstrip("/"), self.local_key.text().strip() or self.settings.get_secret("local_api_key") + self.local_hint.setText("Interrogo il server…") + def work(): + try: + self._async.emit("models", list_models(url, key)) + except Exception as err: + self._async.emit("models_error", str(err)[:160]) + threading.Thread(target=work, daemon=True).start() + + def _check_cc(self) -> None: + self.cc_hint.setText("Verifico…") + path, cfg = self.cc_path.text().strip(), self.cc_config.currentText().strip() + threading.Thread(target=lambda: self._async.emit("cc", check_claude_code(path, cfg)), daemon=True).start() + + # ── Telegram ────────────────────────────────────────────────────────── + def _tg_save_creds(self) -> None: + vals = {"telegram_api_id": self.tg_id.text().strip()} + if self.tg_hash.text().strip(): + vals["telegram_api_hash"] = self.tg_hash.text().strip() + self.settings.update(vals) + + def _tg_status(self) -> str: + try: + from .telegram_client import status + return status() + except Exception as err: + return f"Errore: {err}" + + def _tg_send_code(self) -> None: + self._tg_save_creds() + phone = self.tg_phone.text().strip() + self.tg_hint.setText("Invio il codice…") + def work(): + try: + from .telegram_client import send_code + self._async.emit("tg", send_code(phone)) + except Exception as err: + self._async.emit("tg", f"Errore: {err}") + threading.Thread(target=work, daemon=True).start() + + def _tg_sign_in(self) -> None: + self._tg_save_creds() + code, pwd = self.tg_code.text().strip(), self.tg_pwd.text() + self.tg_hint.setText("Accedo…") + def work(): + try: + from .telegram_client import sign_in + self._async.emit("tg", sign_in(code, pwd)) + except Exception as err: + self._async.emit("tg", f"Errore: {err}") + threading.Thread(target=work, daemon=True).start() + + def _tg_qr(self) -> None: + self._tg_save_creds() + self.tg_hint.setText("Genero il codice QR…") + def work(): + try: + from .telegram_client import qr_login, _qr_state + _qr_state["password"] = self.tg_pwd.text() + qr_login(lambda msg, png: self._async.emit("tg_qr", (msg, png))) + except Exception as err: + self._async.emit("tg", f"Errore: {err}") + threading.Thread(target=work, daemon=True).start() + + def _tg_logout(self) -> None: + def work(): + try: + from .telegram_client import logout + self._async.emit("tg", logout()) + except Exception as err: + self._async.emit("tg", f"Errore: {err}") + threading.Thread(target=work, daemon=True).start() + + # ── WhatsApp ────────────────────────────────────────────────────────── + def _wa_status(self) -> str: + try: + from . import whatsapp_bridge as wb + return wb.status_text() + except Exception as err: + return f"Errore: {err}" + + def _wa_link(self) -> None: + self.wa_hint.setText("Avvio il ponte e genero il QR…") + def work(): + try: + from . import whatsapp_bridge as wb + import time as _t + msg = wb.start() + self._async.emit("wa", (msg, None)) + for _ in range(120): # fino a 2 minuti: aggiorna QR e stato + _t.sleep(1) + st = wb.status() + if st.get("connection") == "open": + self._async.emit("wa", (wb.status_text() + " Sul telefono: WhatsApp › Dispositivi collegati.", None)); return + if st.get("qr"): + self._async.emit("wa", ("Inquadra il QR dal telefono: WhatsApp › Impostazioni › Dispositivi collegati › Collega un dispositivo.", wb.qr_png())) + self._async.emit("wa", ("Tempo scaduto: premi di nuovo «Collega (QR)».", None)) + except Exception as err: + self._async.emit("wa", (f"Errore: {err}", None)) + threading.Thread(target=work, daemon=True).start() + + def _wa_logout(self) -> None: + def work(): + try: + from . import whatsapp_bridge as wb + self._async.emit("wa", (wb.logout(), None)) + except Exception as err: + self._async.emit("wa", (f"Errore: {err}", None)) + threading.Thread(target=work, daemon=True).start() + + def _on_async(self, kind: str, payload) -> None: + if kind == "wa": + msg, png = payload + self.wa_hint.setText(str(msg)) + if png: + from PyQt6.QtGui import QPixmap + pm = QPixmap(); pm.loadFromData(png); self.wa_qr_label.setPixmap(pm) + else: + self.wa_qr_label.clear() + return + if kind == "tg": + self.tg_hint.setText(str(payload)) + return + if kind == "tg_qr": + msg, png = payload + self.tg_hint.setText(str(msg)) + if png: + from PyQt6.QtGui import QPixmap + pm = QPixmap(); pm.loadFromData(png); self.tg_qr_label.setPixmap(pm) + else: + self.tg_qr_label.clear() + return + if kind == "models": + current = self.local_model.currentText().strip() + self.local_model.clear(); self.local_model.addItems(payload) + if current in payload: + self.local_model.setCurrentText(current) + self.local_hint.setText(f"Trovati {len(payload)} modelli: {', '.join(payload)}" if payload else "Il server risponde ma non espone modelli.") + elif kind == "models_error": + self.local_hint.setText(f"Server non raggiungibile: {payload}") + elif kind == "cc": + st = payload + current = self.cc_config.currentText().strip() + self.cc_config.clear(); self.cc_config.addItems(st.get("profiles", [])); self.cc_config.setEditText(current) + if not st.get("binary"): + self.cc_hint.setText("Comando claude non trovato. Installa Claude Code o indica il percorso.") + elif st.get("error"): + self.cc_hint.setText(f"Profilo {st['configDir']}: {st['error']}") + elif st.get("loggedIn"): + self.cc_hint.setText(f"Profilo {st['configDir']}: collegato come {st.get('email') or 'account sconosciuto'}. " + f"Con un errore 401 esegui: CLAUDE_CONFIG_DIR={st['configDir']} claude auth login") + else: + self.cc_hint.setText(f"Profilo {st['configDir']}: nessun accesso. Esegui: CLAUDE_CONFIG_DIR={st['configDir']} claude auth login") + + def _save(self) -> None: + values = { + "provider": self.provider.currentData(), "effort": self.effort.currentData(), + "local_base_url": self.local_url.text().strip().rstrip("/"), "local_model": self.local_model.currentText().strip(), + "search_api_key": self.search_key.text().strip(), + "claudecode_model": self.cc_model.currentData(), "claudecode_access": self.cc_access.currentData(), + "claudecode_config_dir": self.cc_config.currentText().strip(), "claudecode_path": self.cc_path.text().strip(), + "tts_engine": self.tts_engine.currentData(), "kokoro_voice": self.kokoro_voice.currentData(), + "system_voice": self.system_voice.currentData(), "stt_model": self.stt_model.currentData(), + "vad_threshold": float(self.vad.value()), + "avatar_model": self.avatar_model.currentData() or "", + "telegram_api_id": self.tg_id.text().strip(), + "whatsapp_live": self.wa_live.isChecked(), + "whatsapp_annuncia": self.wa_annuncia.isChecked(), + "monitor_enabled": self.mon_on.isChecked(), + "monitor_annuncia": self.mon_say.isChecked(), + "monitor_intervallo": int(self.mon_int.currentData() or 60), + "monitor_regole": self.mon_rules.text().strip(), + } + if self.tg_hash.text().strip(): + values["telegram_api_hash"] = self.tg_hash.text().strip() + if self.api_key.text().strip(): + values["anthropic_api_key"] = self.api_key.text().strip() + if self.local_key.text().strip(): + values["local_api_key"] = self.local_key.text().strip() + self.settings.update(values) + self.accept() + if self.on_saved: + self.on_saved() diff --git a/avatar/stt.py b/avatar/stt.py new file mode 100644 index 0000000..d887ca4 --- /dev/null +++ b/avatar/stt.py @@ -0,0 +1,57 @@ +"""Riconoscimento vocale in locale: MLX Whisper (Apple Silicon) con ripiego su faster-whisper.""" +from __future__ import annotations + +import threading + +import numpy as np + + +class Transcriber: + def __init__(self, model: str, on_status=None) -> None: + self.model = model + self._on_status = on_status or (lambda m: None) + self._backend: str | None = None + self._fw = None + self._lock = threading.Lock() + + def load(self) -> None: + with self._lock: + if self._backend: + return + try: + import mlx_whisper # noqa: F401 + self._backend = "mlx" + self._on_status("Carico il modello vocale…") + # Un giro a vuoto scarica il modello e scalda il grafo. Se la rete + # fa i capricci ma il modello è già in cache, riprova offline. + try: + self.transcribe(np.zeros(16000, dtype=np.float32)) + except Exception as first: + import os + print(f"[STT] primo caricamento fallito ({first}); riprovo in modalità offline") + os.environ["HF_HUB_OFFLINE"] = "1" + try: + self.transcribe(np.zeros(16000, dtype=np.float32)) + finally: + os.environ.pop("HF_HUB_OFFLINE", None) + except Exception as err: + print(f"[STT] MLX Whisper non disponibile ({err}); uso faster-whisper") + from faster_whisper import WhisperModel + name = "small" if "small" in self.model else "base" + self._fw = WhisperModel(name, device="cpu", compute_type="int8") + self._backend = "faster" + finally: + self._on_status(None) + + def transcribe(self, audio16k: np.ndarray) -> str: + """`audio16k`: float32 mono a 16 kHz oppure int16.""" + if audio16k.dtype != np.float32: + audio16k = audio16k.astype(np.float32) / 32768.0 + if self._backend is None: + self.load() + if self._backend == "mlx": + import mlx_whisper + res = mlx_whisper.transcribe(audio16k, path_or_hf_repo=self.model, language="it", fp16=True) + return str(res.get("text", "")).strip() + segments, _ = self._fw.transcribe(audio16k, language="it", beam_size=1, vad_filter=True) + return " ".join(s.text for s in segments).strip() diff --git a/avatar/telegram_client.py b/avatar/telegram_client.py new file mode 100644 index 0000000..abb9e32 --- /dev/null +++ b/avatar/telegram_client.py @@ -0,0 +1,211 @@ +"""Accesso Telegram con l'account dell'utente (Telethon): login e chiamate sincrone per i plugin.""" +from __future__ import annotations + +import asyncio +import json +import threading +from pathlib import Path +from typing import Any, Awaitable, Callable + +from avatar.settings import DATA_DIR, Settings + +SESSION = DATA_DIR / "telegram" # Telethon aggiunge .session +LOGIN_STATE = DATA_DIR / "telegram_login.json" +_lock = threading.Lock() + + +def credentials() -> tuple[int, str]: + s = Settings() + api_id = str(s.get("telegram_api_id") or "").strip() + api_hash = s.get_secret("telegram_api_hash") + if not api_id.isdigit() or not api_hash: + raise RuntimeError("Telegram non configurato: inserisci api id e api hash in Motore e Voce (da my.telegram.org).") + return int(api_id), api_hash + + +def run(fn: Callable[[Any], Awaitable[Any]], require_auth: bool = True) -> Any: + """Esegue `fn(client)` in un event loop dedicato, con connessione aperta e chiusa ogni volta.""" + from telethon import TelegramClient + api_id, api_hash = credentials() + + async def main(): + client = TelegramClient(str(SESSION), api_id, api_hash) + await client.connect() + try: + if require_auth and not await client.is_user_authorized(): + raise RuntimeError("Telegram: accesso non ancora effettuato. Vai in Motore e Voce e completa l'accesso.") + return await fn(client) + finally: + await client.disconnect() + + with _lock: + loop = asyncio.new_event_loop() + try: + return loop.run_until_complete(main()) + finally: + loop.close() + + +# ── Login in due passi (dalla finestra impostazioni) ───────────────────────── +def send_code(phone: str) -> str: + phone = phone.strip().replace(" ", "") + + async def go(client): + prev = None + try: + prev = json.loads(LOGIN_STATE.read_text()) + except Exception: + pass + if prev and prev.get("phone") == phone and prev.get("hash"): + # Seconda richiesta: Telegram lo rimanda con un altro metodo (SMS o chiamata). + try: + from telethon.tl.functions.auth import ResendCodeRequest + sent = await client(ResendCodeRequest(phone_number=phone, phone_code_hash=prev["hash"])) + LOGIN_STATE.write_text(json.dumps({"phone": phone, "hash": sent.phone_code_hash})) + via = type(sent.type).__name__.replace("SentCodeType", "") + return f"Codice reinviato via {via or 'altro metodo'}: controlla SMS o chiamata, poi inseriscilo qui." + except Exception as err: + LOGIN_STATE.unlink(missing_ok=True) + print(f"[telegram] resend fallito: {err}") + sent = await client.send_code_request(phone) + LOGIN_STATE.write_text(json.dumps({"phone": phone, "hash": sent.phone_code_hash})) + via = type(sent.type).__name__.replace("SentCodeType", "") + dove = "nell'app Telegram (messaggio dal mittente «Telegram»)" if via == "App" else f"via {via}" + return f"Codice inviato {dove}. Inseriscilo qui; se non arriva, premi di nuovo «Invia codice» per riceverlo con un altro metodo." + + return run(go, require_auth=False) + + +def sign_in(code: str, password: str = "") -> str: + try: + st = json.loads(LOGIN_STATE.read_text()) + except Exception: + st = None + if st is None or (not code.strip() and password): + if not password: + return "Prima premi «Invia codice» (oppure usa l'accesso con QR); se Telegram chiede la password, scrivila e premi Accedi." + + async def only_password(client): + from telethon.errors import SessionPasswordNeededError # noqa: F401 + await client.sign_in(password=password) + me = await client.get_me() + LOGIN_STATE.unlink(missing_ok=True) + return f"Accesso effettuato come {me.first_name or ''} {me.last_name or ''} (@{me.username or '—'})." + + try: + return run(only_password, require_auth=False) + except Exception as err: + return f"Password non accettata: {err}" + + async def go(client): + from telethon.errors import SessionPasswordNeededError + try: + await client.sign_in(st["phone"], code.strip().replace(" ", ""), phone_code_hash=st["hash"]) + except SessionPasswordNeededError: + if not password: + return "Serve anche la password di verifica in due passaggi: inseriscila e premi di nuovo Accedi." + await client.sign_in(password=password) + me = await client.get_me() + LOGIN_STATE.unlink(missing_ok=True) + return f"Accesso effettuato come {me.first_name or ''} {me.last_name or ''} (@{me.username or '—'})." + + return run(go, require_auth=False) + + +def status() -> str: + try: + credentials() + except RuntimeError as err: + return str(err) + if not Path(str(SESSION) + ".session").exists(): + return "Credenziali presenti; accesso non ancora effettuato." + + async def go(client): + if not await client.is_user_authorized(): + return "Accesso non ancora effettuato." + me = await client.get_me() + return f"Collegato come {me.first_name or ''} {me.last_name or ''} (@{me.username or '—'})." + + try: + return run(go, require_auth=False) + except Exception as err: + return f"Errore: {err}" + + +def logout() -> str: + async def go(client): + await client.log_out() + return "Disconnesso da Telegram." + try: + return run(go, require_auth=False) + finally: + Path(str(SESSION) + ".session").unlink(missing_ok=True) + + +# ── Accesso con codice QR (Impostazioni › Dispositivi › Collega dispositivo) ── +_qr_state: dict = {} + + +def qr_login(on_update: Callable[[str, bytes | None], None]) -> None: + """Genera un QR, lo passa a `on_update(messaggio, png)` e attende la scansione (fino a 3 minuti). + Bloccante: chiamare da un thread. A ogni scadenza del QR ne genera uno nuovo.""" + import io + import qrcode + from telethon import TelegramClient + from telethon.errors import SessionPasswordNeededError + api_id, api_hash = credentials() + + async def main(): + client = TelegramClient(str(SESSION), api_id, api_hash) + await client.connect() + try: + if await client.is_user_authorized(): + me = await client.get_me() + on_update(f"Già collegato come {me.first_name or ''} (@{me.username or '—'}).", None) + return + pwd = _qr_state.get("password", "") + if pwd: + # QR già scansionato in precedenza: manca solo la password. + try: + await client.sign_in(password=pwd) + me = await client.get_me() + on_update(f"Accesso effettuato come {me.first_name or ''} {me.last_name or ''} (@{me.username or '—'}).", None) + return + except Exception: + pass + deadline = asyncio.get_event_loop().time() + 180 + while asyncio.get_event_loop().time() < deadline: + try: + qr = await client.qr_login() + except SessionPasswordNeededError: + on_update("QR accettato: ora serve la password di verifica in due passaggi. Scrivila nel campo password e premi «Accedi».", None) + return + buf = io.BytesIO() + qrcode.make(qr.url).save(buf, format="PNG") + on_update("Inquadra il QR dal telefono: Telegram › Impostazioni › Dispositivi › Collega dispositivo desktop.", buf.getvalue()) + try: + await qr.wait(timeout=max(5, (qr.expires - qr.expires.__class__.now(qr.expires.tzinfo)).total_seconds())) + break + except asyncio.TimeoutError: + continue + except SessionPasswordNeededError: + pwd = _qr_state.get("password", "") + if not pwd: + on_update("Serve la password di verifica in due passaggi: scrivila nel campo password e ripeti «Accesso con QR».", None) + return + await client.sign_in(password=pwd) + break + if await client.is_user_authorized(): + me = await client.get_me() + on_update(f"Accesso effettuato come {me.first_name or ''} {me.last_name or ''} (@{me.username or '—'}).", None) + else: + on_update("QR scaduto senza scansione. Premi di nuovo «Accesso con QR».", None) + finally: + await client.disconnect() + + with _lock: + loop = asyncio.new_event_loop() + try: + loop.run_until_complete(main()) + finally: + loop.close() diff --git a/avatar/tts.py b/avatar/tts.py new file mode 100644 index 0000000..9c5bc0c --- /dev/null +++ b/avatar/tts.py @@ -0,0 +1,138 @@ +"""Sintesi vocale: Kokoro in locale (voci italiane) oppure la voce di sistema di macOS.""" +from __future__ import annotations + +import re +import subprocess +import tempfile +import threading +from pathlib import Path + +import numpy as np + +KOKORO_VOICES = {"if_sara": "Sara (femminile)", "im_nicola": "Nicola (maschile)"} +OUT_RATE = 24000 + + +def clean_for_speech(text: str) -> str: + """Toglie Markdown, link ed emoji prima di leggere.""" + t = re.sub(r"```[\s\S]*?```", " ", text) + t = re.sub(r"`([^`]+)`", r"\1", t) + t = re.sub(r"!\[[^\]]*\]\([^)]*\)", "", t) + t = re.sub(r"\[([^\]]+)\]\([^)]*\)", r"\1", t) + t = re.sub(r"https?://\S+", "", t) + t = re.sub(r"^#{1,6}\s+", "", t, flags=re.M) + t = re.sub(r"^\s*[-*+]\s+", "", t, flags=re.M) + t = re.sub(r"^\s*\d+\.\s+", "", t, flags=re.M) + t = re.sub(r"\*\*([^*]+)\*\*", r"\1", t) + t = re.sub(r"\*([^*]+)\*", r"\1", t) + t = re.sub(r"_([^_]+)_", r"\1", t) + t = re.sub(r"^\|.*\|$", "", t, flags=re.M) + t = re.sub(r"[*_#>|]", "", t) + t = re.sub(r"[\U0001F000-\U0001FAFF☀-➿️‍]", "", t) + return re.sub(r"\s+", " ", t).strip() + + +class SentenceSplitter: + """Riceve testo incrementale e restituisce le frasi complete.""" + + _RE = re.compile(r'[^.!?\n]+[.!?]+["»”)]?\s+|[^\n]+\n+') + + def __init__(self) -> None: + self._buf = "" + + def push(self, delta: str) -> list[str]: + self._buf += delta + if self._buf.count("```") % 2 == 1: + return [] + out, last = [], 0 + for m in self._RE.finditer(self._buf): + out.append(m.group(0)) + last = m.end() + self._buf = self._buf[last:] + return [s for s in (clean_for_speech(x) for x in out) if s] + + def flush(self) -> list[str]: + rest, self._buf = clean_for_speech(self._buf), "" + return [rest] if rest else [] + + +class KokoroVoice: + """Kokoro-82M via il pacchetto `kokoro`; fonetica italiana con espeak-ng.""" + + def __init__(self, voice: str = "if_sara", speed: float = 1.0, on_status=None) -> None: + self.voice = voice + self.speed = speed + self._on_status = on_status or (lambda m: None) + self._pipe = None + self._lock = threading.Lock() + + def load(self) -> None: + with self._lock: + if self._pipe is not None: + return + self._on_status("Carico la voce Kokoro…") + try: + from kokoro import KPipeline + self._pipe = KPipeline(lang_code="i", repo_id="hexgrad/Kokoro-82M") + for _ in self._pipe("ciao", voice=self.voice, speed=self.speed): + pass + finally: + self._on_status(None) + + def synthesize(self, text: str) -> np.ndarray: + if self._pipe is None: + self.load() + chunks = [] + with self._lock: + for _, _, audio in self._pipe(text, voice=self.voice, speed=self.speed): + if audio is not None: + arr = audio.detach().cpu().numpy() if hasattr(audio, "detach") else np.asarray(audio) + chunks.append(arr.astype(np.float32).reshape(-1)) + if not chunks: + return np.zeros(0, dtype=np.float32) + return np.concatenate(chunks) + + +class SystemVoice: + """Voce di macOS tramite `say`, resa in un file audio e riprodotta dall'app.""" + + def __init__(self, voice: str = "") -> None: + self.voice = voice + + @staticmethod + def list_voices() -> list[str]: + try: + out = subprocess.run(["say", "-v", "?"], capture_output=True, text=True, timeout=10).stdout + except Exception: + return [] + names = [] + for line in out.splitlines(): + if "it_IT" in line: + names.append(line.split(" ")[0].strip()) + return sorted(set(names)) + + def load(self) -> None: + pass + + def synthesize(self, text: str) -> np.ndarray: + import soundfile as sf + voice = self.voice or next(iter(v for v in self.list_voices() if v.startswith("Alice")), "") or "" + with tempfile.TemporaryDirectory() as tmp: + path = Path(tmp) / "say.wav" + cmd = ["say", "-o", str(path), "--data-format=LEI16@24000"] + if voice: + cmd += ["-v", voice] + cmd.append(text) + subprocess.run(cmd, check=True, timeout=120) + data, rate = sf.read(str(path), dtype="float32") + if data.ndim > 1: + data = data[:, 0] + if rate != OUT_RATE: + data = np.interp(np.arange(0, data.size, rate / OUT_RATE), np.arange(data.size), data).astype(np.float32) + return data + + +def make_voice(settings, on_status=None): + if settings.get("tts_engine") == "system": + return SystemVoice(settings.get("system_voice", "")) + return KokoroVoice(settings.get("kokoro_voice", "if_sara"), on_status=on_status) diff --git a/avatar/websearch.py b/avatar/websearch.py new file mode 100644 index 0000000..59f8b9c --- /dev/null +++ b/avatar/websearch.py @@ -0,0 +1,25 @@ +"""Ricerca web con Brave Search (per il motore locale).""" +from __future__ import annotations + +import re + +import requests + + +def brave_search(query: str, api_key: str, count: int = 6) -> list[dict]: + res = requests.get( + "https://api.search.brave.com/res/v1/web/search", + params={"q": query, "count": count, "country": "IT", "search_lang": "it"}, + headers={"Accept": "application/json", "X-Subscription-Token": api_key}, + timeout=15, + ) + res.raise_for_status() + hits = [] + for r in (res.json().get("web") or {}).get("results") or []: + if r.get("url"): + hits.append({ + "title": r.get("title") or r["url"], + "url": r["url"], + "description": re.sub(r"<[^>]+>", "", r.get("description") or ""), + }) + return hits diff --git a/avatar/whatsapp_bridge.py b/avatar/whatsapp_bridge.py new file mode 100644 index 0000000..f085ecc --- /dev/null +++ b/avatar/whatsapp_bridge.py @@ -0,0 +1,184 @@ +"""Gestione del ponte WhatsApp (processo Node con Baileys) e client della sua API locale.""" +from __future__ import annotations + +import os +import shutil +import subprocess +import threading +import time +from pathlib import Path + +import requests + +from avatar.settings import BASE_DIR, DATA_DIR + +BRIDGE_DIR = BASE_DIR / "whatsapp_bridge" +WA_DATA = DATA_DIR / "whatsapp" +AUTH_DIR = WA_DATA / "auth" +PORT = 8790 +_proc: subprocess.Popen | None = None +_lock = threading.Lock() + + +def node_path() -> str | None: + for cand in (shutil.which("node"), "/opt/homebrew/bin/node", "/usr/local/bin/node", os.path.expanduser("~/.nvm/current/bin/node")): + if cand and Path(cand).exists(): + return cand + return None + + +def is_linked() -> bool: + return (AUTH_DIR / "creds.json").exists() + + +def running() -> bool: + return _proc is not None and _proc.poll() is None + + +def sync_contacts() -> int: + """Copia nomi e numeri dalla rubrica del Mac nella tabella dei contatti WhatsApp e rinomina le chat già registrate.""" + import re + import sqlite3 + import Contacts + store = Contacts.CNContactStore.alloc().init() + keys = [Contacts.CNContactGivenNameKey, Contacts.CNContactFamilyNameKey, Contacts.CNContactOrganizationNameKey, Contacts.CNContactPhoneNumbersKey] + req = Contacts.CNContactFetchRequest.alloc().initWithKeysToFetch_(keys) + pairs: list[tuple[str, str]] = [] + + def visit(contact, stop): + name = f"{contact.givenName()} {contact.familyName()}".strip() or contact.organizationName() + if not name: + return + for ph in contact.phoneNumbers(): + digits = re.sub(r"\D", "", ph.value().stringValue()) + if digits.startswith("00"): + digits = digits[2:] + if len(digits) == 10 and digits.startswith("3"): + digits = "39" + digits + if len(digits) >= 10: + pairs.append((f"{digits}@s.whatsapp.net", name)) + + ok, err = store.enumerateContactsWithFetchRequest_error_usingBlock_(req, None, visit) + db = WA_DATA / "index.sqlite" + con = sqlite3.connect(db, timeout=10) + try: + con.execute("CREATE TABLE IF NOT EXISTS wa_contacts (jid TEXT PRIMARY KEY, name TEXT, notify TEXT)") + con.executemany("INSERT INTO wa_contacts (jid, name, notify) VALUES (?, ?, NULL) ON CONFLICT(jid) DO UPDATE SET name = excluded.name", pairs) + # Rinomina le chat registrate come numero + con.execute("UPDATE messages SET chat = (SELECT name FROM wa_contacts c WHERE c.jid = messages.jid) WHERE jid IN (SELECT jid FROM wa_contacts) AND chat GLOB '[0-9]*'") + con.execute("UPDATE messages SET sender = (SELECT name FROM wa_contacts c WHERE c.jid = messages.jid) WHERE from_me = 0 AND jid IN (SELECT jid FROM wa_contacts) AND sender GLOB '[0-9]*'") + con.commit() + finally: + con.close() + return len(pairs) + + +def start(me_name: str = "") -> str: + """Avvia il ponte se non è già attivo. Restituisce un messaggio di stato.""" + global _proc + with _lock: + if running(): + return "Ponte WhatsApp già attivo." + node = node_path() + if not node: + return "Node.js non trovato: installa Node (brew install node) per usare WhatsApp in tempo reale." + if not (BRIDGE_DIR / "node_modules").exists(): + return "Dipendenze del ponte mancanti: esegui `npm install` in whatsapp_bridge/." + WA_DATA.mkdir(parents=True, exist_ok=True) + log = open(WA_DATA / "bridge.log", "a") + _proc = subprocess.Popen([node, str(BRIDGE_DIR / "index.js"), "--data", str(WA_DATA), "--port", str(PORT), "--me", me_name or "io"], + stdout=log, stderr=subprocess.STDOUT, cwd=str(BRIDGE_DIR)) + threading.Thread(target=lambda: _safe_sync(), daemon=True).start() + for _ in range(30): + time.sleep(0.5) + try: + status() + return "Ponte WhatsApp avviato." + except Exception: + if _proc.poll() is not None: + return "Il ponte WhatsApp si è chiuso subito: controlla data/whatsapp/bridge.log." + return "Il ponte WhatsApp non risponde." + + +def _safe_sync() -> None: + try: + time.sleep(3) + sync_contacts() + except Exception as err: + print(f"[whatsapp] sincronizzazione contatti fallita: {err}") + + +def stop() -> None: + global _proc + with _lock: + if _proc and _proc.poll() is None: + _proc.terminate() + try: + _proc.wait(5) + except Exception: + _proc.kill() + _proc = None + + +def _get(path: str, **params) -> dict: + r = requests.get(f"http://127.0.0.1:{PORT}{path}", params=params, timeout=8) + r.raise_for_status() + return r.json() + + +def status() -> dict: + return _get("/status") + + +def status_text() -> str: + if not running(): + return "Ponte non avviato." + (" Sessione salvata: si collegherà all'avvio." if is_linked() else "") + try: + st = status() + except Exception as err: + return f"Ponte non raggiungibile: {err}" + c = st.get("connection") + if c == "open": + me = st.get("me") or {} + return f"WhatsApp collegato come {me.get('name') or me.get('id') or '?'} · messaggi ricevuti in questa sessione: {st.get('received', 0)}" + if c == "qr": + return "In attesa della scansione del QR." + return f"Non collegato. {st.get('error') or ''}".strip() + + +def qr() -> str | None: + try: + return status().get("qr") + except Exception: + return None + + +def qr_png() -> bytes | None: + code = qr() + if not code: + return None + import io + import qrcode + buf = io.BytesIO() + qrcode.make(code).save(buf, format="PNG") + return buf.getvalue() + + +def logout() -> str: + try: + _get("/logout") + except Exception: + pass + shutil.rmtree(AUTH_DIR, ignore_errors=True) + return "WhatsApp scollegato." + + +def resolve(to: str) -> dict: + return _get("/resolve", to=to) + + +def send(to: str, text: str) -> dict: + r = requests.post(f"http://127.0.0.1:{PORT}/send", json={"to": to, "text": text}, timeout=30) + if r.status_code != 200: + raise RuntimeError(r.json().get("error", r.text)) + return r.json() diff --git a/avatar3d/app.js b/avatar3d/app.js new file mode 100644 index 0000000..c00ce1a --- /dev/null +++ b/avatar3d/app.js @@ -0,0 +1,215 @@ +import * as THREE from 'three'; +import { GLTFLoader } from './vendor/GLTFLoader.js'; + +const COLORS = { LISTENING: '#00ff88', THINKING: '#ffcc00', PROCESSING: '#ffcc00', SPEAKING: '#ff6b00', SLEEPING: '#3a8a9a', MUTED: '#ff3366' }; +const canvas = document.getElementById('scene'); +const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, alpha: true }); +renderer.setPixelRatio(Math.min(2, window.devicePixelRatio || 1)); +renderer.outputColorSpace = THREE.SRGBColorSpace; +renderer.toneMapping = THREE.ACESFilmicToneMapping; +const scene = new THREE.Scene(); +scene.background = new THREE.Color('#00060a'); +const camera = new THREE.PerspectiveCamera(28, 1, 0.05, 50); + +const hemi = new THREE.HemisphereLight('#bfe8ff', '#0a1a2a', 1.2); +const key = new THREE.DirectionalLight('#ffffff', 2.2); key.position.set(1.2, 2.4, 2.0); +const fill = new THREE.DirectionalLight('#9fd8ff', 0.8); fill.position.set(-1.5, 1.0, 1.5); +const rim = new THREE.DirectionalLight('#00d4ff', 1.6); rim.position.set(-2, 1.5, -2); +scene.add(hemi, key, fill, rim); + +const state = { name: 'LISTENING', level: 0, open: 0, width: 0, framing: 'bust' }; +const smooth = { open: 0, width: 0, nod: 0, yaw: 0, pitch: 0, glanceX: 0, glanceY: 0, glanceUntil: 0, light: 1 }; +let model = null, mixer = null, head = null; +const eyes = []; +const restQ = new Map(); // orientamento nello spazio della posa neutra, per testa e occhi +const headPos = new THREE.Vector3(0, 1.6, 0); +const morphMeshes = []; +const mouth = { hasShapes: false, map: {} }; +const blink = { next: 2, until: 0 }; +const levels = new Array(36).fill(0); +const clock = new THREE.Clock(); +let modelHeight = 1.7; +const modelCenter = new THREE.Vector3(); + +function resize() { + const w = window.innerWidth || canvas.clientWidth, h = window.innerHeight || canvas.clientHeight; + renderer.setSize(w, h, false); + camera.aspect = w / h; + camera.updateProjectionMatrix(); +} +window.addEventListener('resize', resize); +resize(); + +function findMorphs(root) { + root.traverse((o) => { + if (o.isMesh && o.morphTargetDictionary && o.morphTargetInfluences) morphMeshes.push(o); + }); + const names = new Set(); + for (const m of morphMeshes) for (const k of Object.keys(m.morphTargetDictionary)) names.add(k); + const pick = (...cands) => cands.find((c) => names.has(c)); + mouth.map = { + open: pick('jawOpen', 'JawOpen', 'mouthOpen', 'MouthOpen', 'viseme_aa', 'mouth_open', 'A'), + aa: pick('viseme_aa'), + smile: pick('mouthSmileLeft', 'mouthSmile', 'mouthSmile_L'), + smileR: pick('mouthSmileRight', 'mouthSmile_R'), + wide: pick('viseme_I', 'viseme_E'), + round: pick('viseme_O', 'mouthFunnel', 'mouthPucker', 'O'), + pucker: pick('mouthPucker'), + blinkL: pick('eyeBlinkLeft', 'eyesClosed'), + blinkR: pick('eyeBlinkRight'), + browUp: pick('browInnerUp'), + close: pick('mouthClose'), + }; + mouth.hasShapes = Boolean(mouth.map.open); + document.getElementById('hint').textContent = (mouth.hasShapes ? 'labiale: attiva' : 'labiale: modello senza blend shape') + ' · clic: busto / figura intera'; +} + +function setMorph(name, value) { + if (!name) return; + for (const m of morphMeshes) { + const i = m.morphTargetDictionary[name]; + if (i !== undefined) m.morphTargetInfluences[i] = value; + } +} + +function measure() { + const box = new THREE.Box3().setFromObject(model); + modelHeight = Math.max(0.1, box.max.y - box.min.y); + box.getCenter(modelCenter); +} + +function frame() { + if (!model) return; + if (head) head.getWorldPosition(headPos); + const h = modelHeight; + if (state.framing === 'bust') { + camera.position.set(headPos.x, headPos.y + h * 0.02, headPos.z + h * 0.56); + camera.lookAt(headPos.x, headPos.y - h * 0.015, headPos.z); + } else { + camera.position.set(modelCenter.x, modelCenter.y + h * 0.05, modelCenter.z + h * 1.9); + camera.lookAt(modelCenter.x, modelCenter.y, modelCenter.z); + } +} +canvas.addEventListener('click', () => { state.framing = state.framing === 'bust' ? 'full' : 'bust'; frame(); }); + +const MODEL = new URLSearchParams(location.search).get('model') || 'allegra_2'; +new GLTFLoader().load(`./models/${encodeURIComponent(MODEL)}.glb`, (gltf) => { + model = gltf.scene; + scene.add(model); + model.traverse((o) => { + if (o.isBone) { + if (o.name === 'Head') head = o; + else if (o.name === 'LeftEye' || o.name === 'RightEye') eyes.push(o); + } + if (o.isMesh) o.frustumCulled = false; + }); + findMorphs(model); + model.updateMatrixWorld(true); + for (const b of [head, ...eyes]) if (b) restQ.set(b, b.getWorldQuaternion(new THREE.Quaternion())); + let clipTracks = 0; + if (gltf.animations.length) { + mixer = new THREE.AnimationMixer(model); + const clip = gltf.animations[0].clone(); + // Testa e occhi li orientiamo noi; il bacino resta fermo così il corpo guarda avanti. + clip.tracks = clip.tracks.filter((tr) => !/^(Head|Neck|Hips|LeftEye|RightEye)\./.test(tr.name)); + clipTracks = clip.tracks.length; + const action = mixer.clipAction(clip); + action.setLoop(THREE.LoopRepeat); action.play(); + } + document.getElementById('msg').remove(); + measure(); + if (head) head.getWorldPosition(headPos); + console.log('modello', MODEL, ': altezza', modelHeight.toFixed(3), 'testa', headPos.toArray().map((v) => v.toFixed(2)).join(','), 'blend shape', mouth.hasShapes, 'occhi', eyes.length, 'tracce', clipTracks); + frame(); +}, undefined, (err) => { + document.getElementById('msg').textContent = 'Modello non caricato: ' + (err.message || err); +}); + +const qOffset = new THREE.Quaternion(), qParent = new THREE.Quaternion(), euler = new THREE.Euler(); +/** Orienta un osso nello spazio: posa neutra + rotazione (pitch, yaw) in assi mondo. */ +function aimBone(bone, pitch, yaw, roll) { + const rest = restQ.get(bone); + if (!rest || !bone.parent) return; + bone.parent.updateWorldMatrix(true, false); + bone.parent.getWorldQuaternion(qParent).invert(); + euler.set(pitch, yaw, roll || 0, 'YXZ'); + qOffset.setFromEuler(euler); + bone.quaternion.copy(qParent).multiply(qOffset).multiply(rest); +} + +function render() { + requestAnimationFrame(render); + const dt = Math.min(0.05, clock.getDelta()); + const t = clock.elapsedTime; + if (mixer) mixer.update(dt); + + // Posa per stato (pitch positivo = guarda in basso) + let targetPitch = 0, targetYaw = 0, light = 1; + if (state.name === 'THINKING' || state.name === 'PROCESSING') { targetPitch = -0.14; targetYaw = 0.28 + Math.sin(t * 0.7) * 0.05; } + else if (state.name === 'SLEEPING') { targetPitch = 0.32; light = 0.45; } + else if (state.name === 'LISTENING') { targetYaw = Math.sin(t * 0.5) * 0.05; targetPitch = Math.sin(t * 0.8) * 0.02; } + else if (state.name === 'SPEAKING') { targetYaw = Math.sin(t * 0.9) * 0.04; } + if (t < smooth.glanceUntil) { targetYaw += smooth.glanceX; targetPitch += smooth.glanceY; } + const k = Math.min(1, dt * 4); + smooth.yaw += (targetYaw - smooth.yaw) * k; + smooth.pitch += (targetPitch - smooth.pitch) * k; + smooth.light += (light - smooth.light) * k; + hemi.intensity = 1.2 * smooth.light; key.intensity = 2.2 * smooth.light; fill.intensity = 0.8 * smooth.light; + + const nodTarget = state.name === 'SPEAKING' ? state.level * 0.07 : 0; + smooth.nod += (nodTarget - smooth.nod) * Math.min(1, dt * 12); + + if (head) aimBone(head, smooth.pitch + smooth.nod, smooth.yaw, Math.sin(t * 0.9) * 0.012); + for (const e of eyes) aimBone(e, smooth.pitch * 0.5 + Math.sin(t * 0.37) * 0.03, smooth.yaw * 0.6 + Math.sin(t * 0.23) * 0.04, 0); + + // Bocca e viso + const openTarget = state.name === 'SPEAKING' ? state.open : 0; + smooth.open += (openTarget - smooth.open) * Math.min(1, dt * 18); + smooth.width += ((state.name === 'SPEAKING' ? state.width : 0) - smooth.width) * Math.min(1, dt * 12); + if (mouth.hasShapes) { + const o = Math.min(1, smooth.open), w = smooth.width; + setMorph(mouth.map.open, o * 0.45); + setMorph(mouth.map.aa, o * 0.55 * (1 - Math.abs(w) * 0.5)); + setMorph(mouth.map.wide, Math.max(0, w) * o * 0.6); + setMorph(mouth.map.round, Math.max(0, -w) * o * 0.7); + setMorph(mouth.map.pucker, Math.max(0, -w) * o * 0.2); + const smileBase = state.name === 'LISTENING' ? 0.07 : 0.03; + setMorph(mouth.map.smile, smileBase + Math.max(0, w) * 0.2); + setMorph(mouth.map.smileR, smileBase + Math.max(0, w) * 0.2); + setMorph(mouth.map.close, 0); // usato da solo deforma le labbra: mai a riposo + setMorph(mouth.map.browUp, state.name === 'THINKING' || state.name === 'PROCESSING' ? 0.5 : (state.name === 'LISTENING' ? 0.15 : 0)); + if (t > blink.next) { blink.until = t + 0.13; blink.next = t + 2 + Math.random() * 4; } + const closed = state.name === 'SLEEPING' ? 1 : (t < blink.until ? 1 : 0); + setMorph(mouth.map.blinkL, closed); setMorph(mouth.map.blinkR, closed); + } + if (state.framing === 'bust' && head) frame(); + renderer.render(scene, camera); + drawOverlay(); +} + +const wave = document.getElementById('wave'), wctx = wave.getContext('2d'), stateEl = document.getElementById('state'); +let dispLevel = 0; +function drawOverlay() { + dispLevel += (state.level - dispLevel) * 0.3; + levels.push(dispLevel); levels.shift(); + const col = COLORS[state.name] || '#00d4ff'; + stateEl.style.color = col; stateEl.style.textShadow = `0 0 8px ${col}88`; + stateEl.textContent = '● ' + state.name; + wctx.clearRect(0, 0, wave.width, wave.height); + const n = levels.length, bw = wave.width / n; + for (let i = 0; i < n; i++) { + const h = 3 + levels[i] * (wave.height - 4) + Math.sin(i * 0.7 + performance.now() / 600) * 1.5; + wctx.fillStyle = col; wctx.globalAlpha = 0.35 + 0.65 * (i / n); + wctx.fillRect(i * bw + 1, (wave.height - h) / 2, bw - 3, h); + } + wctx.globalAlpha = 1; +} + +window.avatar3d = { + update(level, open, width, name) { state.level = level; state.open = open; state.width = width; if (name) state.name = name; }, + setState(name) { state.name = name; }, + glance(dx, dy, hold) { smooth.glanceX = dx * 0.3; smooth.glanceY = -dy * 0.2; smooth.glanceUntil = clock.elapsedTime + (hold || 1.1); }, + setFraming(f) { state.framing = f; frame(); }, + status() { return { loaded: Boolean(model), animation: Boolean(mixer), head: Boolean(head), blendShapes: mouth.hasShapes, morphs: morphMeshes.length, eyes: eyes.length }; }, +}; +render(); diff --git a/avatar3d/index.html b/avatar3d/index.html new file mode 100644 index 0000000..a79b159 --- /dev/null +++ b/avatar3d/index.html @@ -0,0 +1,27 @@ + + + + +Avatar 3D + + + + + +
Carico l'avatar…
+
clic: busto / figura intera
+
+
● LISTENING
+ +
+ + + diff --git a/avatar3d/models/README.md b/avatar3d/models/README.md new file mode 100644 index 0000000..2c654d1 --- /dev/null +++ b/avatar3d/models/README.md @@ -0,0 +1,2 @@ +Metti qui i modelli GLB degli avatar (per esempio esportati da Avaturn con i blend shape). +Il nome del file diventa il nome nel menu "Avatar 3D" delle impostazioni. diff --git a/avatar3d/utils/BufferGeometryUtils.js b/avatar3d/utils/BufferGeometryUtils.js new file mode 100644 index 0000000..cc3e4ef --- /dev/null +++ b/avatar3d/utils/BufferGeometryUtils.js @@ -0,0 +1,1373 @@ +import { + BufferAttribute, + BufferGeometry, + Float32BufferAttribute, + InstancedBufferAttribute, + InterleavedBuffer, + InterleavedBufferAttribute, + TriangleFanDrawMode, + TriangleStripDrawMode, + TrianglesDrawMode, + Vector3, +} from 'three'; + +function computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) { + + if ( ! MikkTSpace || ! MikkTSpace.isReady ) { + + throw new Error( 'BufferGeometryUtils: Initialized MikkTSpace library required.' ); + + } + + if ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) { + + throw new Error( 'BufferGeometryUtils: Tangents require "position", "normal", and "uv" attributes.' ); + + } + + function getAttributeArray( attribute ) { + + if ( attribute.normalized || attribute.isInterleavedBufferAttribute ) { + + const dstArray = new Float32Array( attribute.count * attribute.itemSize ); + + for ( let i = 0, j = 0; i < attribute.count; i ++ ) { + + dstArray[ j ++ ] = attribute.getX( i ); + dstArray[ j ++ ] = attribute.getY( i ); + + if ( attribute.itemSize > 2 ) { + + dstArray[ j ++ ] = attribute.getZ( i ); + + } + + } + + return dstArray; + + } + + if ( attribute.array instanceof Float32Array ) { + + return attribute.array; + + } + + return new Float32Array( attribute.array ); + + } + + // MikkTSpace algorithm requires non-indexed input. + + const _geometry = geometry.index ? geometry.toNonIndexed() : geometry; + + // Compute vertex tangents. + + const tangents = MikkTSpace.generateTangents( + + getAttributeArray( _geometry.attributes.position ), + getAttributeArray( _geometry.attributes.normal ), + getAttributeArray( _geometry.attributes.uv ) + + ); + + // Texture coordinate convention of glTF differs from the apparent + // default of the MikkTSpace library; .w component must be flipped. + + if ( negateSign ) { + + for ( let i = 3; i < tangents.length; i += 4 ) { + + tangents[ i ] *= - 1; + + } + + } + + // + + _geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) ); + + if ( geometry !== _geometry ) { + + geometry.copy( _geometry ); + + } + + return geometry; + +} + +/** + * @param {Array} geometries + * @param {Boolean} useGroups + * @return {BufferGeometry} + */ +function mergeGeometries( geometries, useGroups = false ) { + + const isIndexed = geometries[ 0 ].index !== null; + + const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) ); + const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) ); + + const attributes = {}; + const morphAttributes = {}; + + const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative; + + const mergedGeometry = new BufferGeometry(); + + let offset = 0; + + for ( let i = 0; i < geometries.length; ++ i ) { + + const geometry = geometries[ i ]; + let attributesCount = 0; + + // ensure that all geometries are indexed, or none + + if ( isIndexed !== ( geometry.index !== null ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' ); + return null; + + } + + // gather attributes, exit early if they're different + + for ( const name in geometry.attributes ) { + + if ( ! attributesUsed.has( name ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' ); + return null; + + } + + if ( attributes[ name ] === undefined ) attributes[ name ] = []; + + attributes[ name ].push( geometry.attributes[ name ] ); + + attributesCount ++; + + } + + // ensure geometries have the same number of attributes + + if ( attributesCount !== attributesUsed.size ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' ); + return null; + + } + + // gather morph attributes, exit early if they're different + + if ( morphTargetsRelative !== geometry.morphTargetsRelative ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' ); + return null; + + } + + for ( const name in geometry.morphAttributes ) { + + if ( ! morphAttributesUsed.has( name ) ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' ); + return null; + + } + + if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = []; + + morphAttributes[ name ].push( geometry.morphAttributes[ name ] ); + + } + + if ( useGroups ) { + + let count; + + if ( isIndexed ) { + + count = geometry.index.count; + + } else if ( geometry.attributes.position !== undefined ) { + + count = geometry.attributes.position.count; + + } else { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' ); + return null; + + } + + mergedGeometry.addGroup( offset, count, i ); + + offset += count; + + } + + } + + // merge indices + + if ( isIndexed ) { + + let indexOffset = 0; + const mergedIndex = []; + + for ( let i = 0; i < geometries.length; ++ i ) { + + const index = geometries[ i ].index; + + for ( let j = 0; j < index.count; ++ j ) { + + mergedIndex.push( index.getX( j ) + indexOffset ); + + } + + indexOffset += geometries[ i ].attributes.position.count; + + } + + mergedGeometry.setIndex( mergedIndex ); + + } + + // merge attributes + + for ( const name in attributes ) { + + const mergedAttribute = mergeAttributes( attributes[ name ] ); + + if ( ! mergedAttribute ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' ); + return null; + + } + + mergedGeometry.setAttribute( name, mergedAttribute ); + + } + + // merge morph attributes + + for ( const name in morphAttributes ) { + + const numMorphTargets = morphAttributes[ name ][ 0 ].length; + + if ( numMorphTargets === 0 ) break; + + mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {}; + mergedGeometry.morphAttributes[ name ] = []; + + for ( let i = 0; i < numMorphTargets; ++ i ) { + + const morphAttributesToMerge = []; + + for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) { + + morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] ); + + } + + const mergedMorphAttribute = mergeAttributes( morphAttributesToMerge ); + + if ( ! mergedMorphAttribute ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' ); + return null; + + } + + mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute ); + + } + + } + + return mergedGeometry; + +} + +/** + * @param {Array} attributes + * @return {BufferAttribute} + */ +function mergeAttributes( attributes ) { + + let TypedArray; + let itemSize; + let normalized; + let gpuType = - 1; + let arrayLength = 0; + + for ( let i = 0; i < attributes.length; ++ i ) { + + const attribute = attributes[ i ]; + + if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; + if ( TypedArray !== attribute.array.constructor ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' ); + return null; + + } + + if ( itemSize === undefined ) itemSize = attribute.itemSize; + if ( itemSize !== attribute.itemSize ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' ); + return null; + + } + + if ( normalized === undefined ) normalized = attribute.normalized; + if ( normalized !== attribute.normalized ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' ); + return null; + + } + + if ( gpuType === - 1 ) gpuType = attribute.gpuType; + if ( gpuType !== attribute.gpuType ) { + + console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' ); + return null; + + } + + arrayLength += attribute.count * itemSize; + + } + + const array = new TypedArray( arrayLength ); + const result = new BufferAttribute( array, itemSize, normalized ); + let offset = 0; + + for ( let i = 0; i < attributes.length; ++ i ) { + + const attribute = attributes[ i ]; + if ( attribute.isInterleavedBufferAttribute ) { + + const tupleOffset = offset / itemSize; + for ( let j = 0, l = attribute.count; j < l; j ++ ) { + + for ( let c = 0; c < itemSize; c ++ ) { + + const value = attribute.getComponent( j, c ); + result.setComponent( j + tupleOffset, c, value ); + + } + + } + + } else { + + array.set( attribute.array, offset ); + + } + + offset += attribute.count * itemSize; + + } + + if ( gpuType !== undefined ) { + + result.gpuType = gpuType; + + } + + return result; + +} + +/** + * @param {BufferAttribute} + * @return {BufferAttribute} + */ +export function deepCloneAttribute( attribute ) { + + if ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) { + + return deinterleaveAttribute( attribute ); + + } + + if ( attribute.isInstancedBufferAttribute ) { + + return new InstancedBufferAttribute().copy( attribute ); + + } + + return new BufferAttribute().copy( attribute ); + +} + +/** + * @param {Array} attributes + * @return {Array} + */ +function interleaveAttributes( attributes ) { + + // Interleaves the provided attributes into an InterleavedBuffer and returns + // a set of InterleavedBufferAttributes for each attribute + let TypedArray; + let arrayLength = 0; + let stride = 0; + + // calculate the length and type of the interleavedBuffer + for ( let i = 0, l = attributes.length; i < l; ++ i ) { + + const attribute = attributes[ i ]; + + if ( TypedArray === undefined ) TypedArray = attribute.array.constructor; + if ( TypedArray !== attribute.array.constructor ) { + + console.error( 'AttributeBuffers of different types cannot be interleaved' ); + return null; + + } + + arrayLength += attribute.array.length; + stride += attribute.itemSize; + + } + + // Create the set of buffer attributes + const interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride ); + let offset = 0; + const res = []; + const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; + const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; + + for ( let j = 0, l = attributes.length; j < l; j ++ ) { + + const attribute = attributes[ j ]; + const itemSize = attribute.itemSize; + const count = attribute.count; + const iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized ); + res.push( iba ); + + offset += itemSize; + + // Move the data for each attribute into the new interleavedBuffer + // at the appropriate offset + for ( let c = 0; c < count; c ++ ) { + + for ( let k = 0; k < itemSize; k ++ ) { + + iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) ); + + } + + } + + } + + return res; + +} + +// returns a new, non-interleaved version of the provided attribute +export function deinterleaveAttribute( attribute ) { + + const cons = attribute.data.array.constructor; + const count = attribute.count; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array = new cons( count * itemSize ); + let newAttribute; + if ( attribute.isInstancedInterleavedBufferAttribute ) { + + newAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute ); + + } else { + + newAttribute = new BufferAttribute( array, itemSize, normalized ); + + } + + for ( let i = 0; i < count; i ++ ) { + + newAttribute.setX( i, attribute.getX( i ) ); + + if ( itemSize >= 2 ) { + + newAttribute.setY( i, attribute.getY( i ) ); + + } + + if ( itemSize >= 3 ) { + + newAttribute.setZ( i, attribute.getZ( i ) ); + + } + + if ( itemSize >= 4 ) { + + newAttribute.setW( i, attribute.getW( i ) ); + + } + + } + + return newAttribute; + +} + +// deinterleaves all attributes on the geometry +export function deinterleaveGeometry( geometry ) { + + const attributes = geometry.attributes; + const morphTargets = geometry.morphTargets; + const attrMap = new Map(); + + for ( const key in attributes ) { + + const attr = attributes[ key ]; + if ( attr.isInterleavedBufferAttribute ) { + + if ( ! attrMap.has( attr ) ) { + + attrMap.set( attr, deinterleaveAttribute( attr ) ); + + } + + attributes[ key ] = attrMap.get( attr ); + + } + + } + + for ( const key in morphTargets ) { + + const attr = morphTargets[ key ]; + if ( attr.isInterleavedBufferAttribute ) { + + if ( ! attrMap.has( attr ) ) { + + attrMap.set( attr, deinterleaveAttribute( attr ) ); + + } + + morphTargets[ key ] = attrMap.get( attr ); + + } + + } + +} + +/** + * @param {BufferGeometry} geometry + * @return {number} + */ +function estimateBytesUsed( geometry ) { + + // Return the estimated memory used by this geometry in bytes + // Calculate using itemSize, count, and BYTES_PER_ELEMENT to account + // for InterleavedBufferAttributes. + let mem = 0; + for ( const name in geometry.attributes ) { + + const attr = geometry.getAttribute( name ); + mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT; + + } + + const indices = geometry.getIndex(); + mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0; + return mem; + +} + +/** + * @param {BufferGeometry} geometry + * @param {number} tolerance + * @return {BufferGeometry} + */ +function mergeVertices( geometry, tolerance = 1e-4 ) { + + tolerance = Math.max( tolerance, Number.EPSILON ); + + // Generate an index buffer if the geometry doesn't have one, or optimize it + // if it's already available. + const hashToIndex = {}; + const indices = geometry.getIndex(); + const positions = geometry.getAttribute( 'position' ); + const vertexCount = indices ? indices.count : positions.count; + + // next value for triangle indices + let nextIndex = 0; + + // attributes and new attribute arrays + const attributeNames = Object.keys( geometry.attributes ); + const tmpAttributes = {}; + const tmpMorphAttributes = {}; + const newIndices = []; + const getters = [ 'getX', 'getY', 'getZ', 'getW' ]; + const setters = [ 'setX', 'setY', 'setZ', 'setW' ]; + + // Initialize the arrays, allocating space conservatively. Extra + // space will be trimmed in the last step. + for ( let i = 0, l = attributeNames.length; i < l; i ++ ) { + + const name = attributeNames[ i ]; + const attr = geometry.attributes[ name ]; + + tmpAttributes[ name ] = new attr.constructor( + new attr.array.constructor( attr.count * attr.itemSize ), + attr.itemSize, + attr.normalized + ); + + const morphAttributes = geometry.morphAttributes[ name ]; + if ( morphAttributes ) { + + if ( ! tmpMorphAttributes[ name ] ) tmpMorphAttributes[ name ] = []; + morphAttributes.forEach( ( morphAttr, i ) => { + + const array = new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize ); + tmpMorphAttributes[ name ][ i ] = new morphAttr.constructor( array, morphAttr.itemSize, morphAttr.normalized ); + + } ); + + } + + } + + // convert the error tolerance to an amount of decimal places to truncate to + const halfTolerance = tolerance * 0.5; + const exponent = Math.log10( 1 / tolerance ); + const hashMultiplier = Math.pow( 10, exponent ); + const hashAdditive = halfTolerance * hashMultiplier; + for ( let i = 0; i < vertexCount; i ++ ) { + + const index = indices ? indices.getX( i ) : i; + + // Generate a hash for the vertex attributes at the current index 'i' + let hash = ''; + for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { + + const name = attributeNames[ j ]; + const attribute = geometry.getAttribute( name ); + const itemSize = attribute.itemSize; + + for ( let k = 0; k < itemSize; k ++ ) { + + // double tilde truncates the decimal value + hash += `${ ~ ~ ( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`; + + } + + } + + // Add another reference to the vertex if it's already + // used by another index + if ( hash in hashToIndex ) { + + newIndices.push( hashToIndex[ hash ] ); + + } else { + + // copy data to the new index in the temporary attributes + for ( let j = 0, l = attributeNames.length; j < l; j ++ ) { + + const name = attributeNames[ j ]; + const attribute = geometry.getAttribute( name ); + const morphAttributes = geometry.morphAttributes[ name ]; + const itemSize = attribute.itemSize; + const newArray = tmpAttributes[ name ]; + const newMorphArrays = tmpMorphAttributes[ name ]; + + for ( let k = 0; k < itemSize; k ++ ) { + + const getterFunc = getters[ k ]; + const setterFunc = setters[ k ]; + newArray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) ); + + if ( morphAttributes ) { + + for ( let m = 0, ml = morphAttributes.length; m < ml; m ++ ) { + + newMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttributes[ m ][ getterFunc ]( index ) ); + + } + + } + + } + + } + + hashToIndex[ hash ] = nextIndex; + newIndices.push( nextIndex ); + nextIndex ++; + + } + + } + + // generate result BufferGeometry + const result = geometry.clone(); + for ( const name in geometry.attributes ) { + + const tmpAttribute = tmpAttributes[ name ]; + + result.setAttribute( name, new tmpAttribute.constructor( + tmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ), + tmpAttribute.itemSize, + tmpAttribute.normalized, + ) ); + + if ( ! ( name in tmpMorphAttributes ) ) continue; + + for ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) { + + const tmpMorphAttribute = tmpMorphAttributes[ name ][ j ]; + + result.morphAttributes[ name ][ j ] = new tmpMorphAttribute.constructor( + tmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ), + tmpMorphAttribute.itemSize, + tmpMorphAttribute.normalized, + ); + + } + + } + + // indices + + result.setIndex( newIndices ); + + return result; + +} + +/** + * @param {BufferGeometry} geometry + * @param {number} drawMode + * @return {BufferGeometry} + */ +function toTrianglesDrawMode( geometry, drawMode ) { + + if ( drawMode === TrianglesDrawMode ) { + + console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' ); + return geometry; + + } + + if ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) { + + let index = geometry.getIndex(); + + // generate index if not present + + if ( index === null ) { + + const indices = []; + + const position = geometry.getAttribute( 'position' ); + + if ( position !== undefined ) { + + for ( let i = 0; i < position.count; i ++ ) { + + indices.push( i ); + + } + + geometry.setIndex( indices ); + index = geometry.getIndex(); + + } else { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' ); + return geometry; + + } + + } + + // + + const numberOfTriangles = index.count - 2; + const newIndices = []; + + if ( drawMode === TriangleFanDrawMode ) { + + // gl.TRIANGLE_FAN + + for ( let i = 1; i <= numberOfTriangles; i ++ ) { + + newIndices.push( index.getX( 0 ) ); + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + + } + + } else { + + // gl.TRIANGLE_STRIP + + for ( let i = 0; i < numberOfTriangles; i ++ ) { + + if ( i % 2 === 0 ) { + + newIndices.push( index.getX( i ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i + 2 ) ); + + } else { + + newIndices.push( index.getX( i + 2 ) ); + newIndices.push( index.getX( i + 1 ) ); + newIndices.push( index.getX( i ) ); + + } + + } + + } + + if ( ( newIndices.length / 3 ) !== numberOfTriangles ) { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' ); + + } + + // build final geometry + + const newGeometry = geometry.clone(); + newGeometry.setIndex( newIndices ); + newGeometry.clearGroups(); + + return newGeometry; + + } else { + + console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode ); + return geometry; + + } + +} + +/** + * Calculates the morphed attributes of a morphed/skinned BufferGeometry. + * Helpful for Raytracing or Decals. + * @param {Mesh | Line | Points} object An instance of Mesh, Line or Points. + * @return {Object} An Object with original position/normal attributes and morphed ones. + */ +function computeMorphedAttributes( object ) { + + const _vA = new Vector3(); + const _vB = new Vector3(); + const _vC = new Vector3(); + + const _tempA = new Vector3(); + const _tempB = new Vector3(); + const _tempC = new Vector3(); + + const _morphA = new Vector3(); + const _morphB = new Vector3(); + const _morphC = new Vector3(); + + function _calculateMorphedAttributeData( + object, + attribute, + morphAttribute, + morphTargetsRelative, + a, + b, + c, + modifiedAttributeArray + ) { + + _vA.fromBufferAttribute( attribute, a ); + _vB.fromBufferAttribute( attribute, b ); + _vC.fromBufferAttribute( attribute, c ); + + const morphInfluences = object.morphTargetInfluences; + + if ( morphAttribute && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + _morphB.set( 0, 0, 0 ); + _morphC.set( 0, 0, 0 ); + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morph = morphAttribute[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morph, a ); + _tempB.fromBufferAttribute( morph, b ); + _tempC.fromBufferAttribute( morph, c ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + _morphB.addScaledVector( _tempB, influence ); + _morphC.addScaledVector( _tempC, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( _vA ), influence ); + _morphB.addScaledVector( _tempB.sub( _vB ), influence ); + _morphC.addScaledVector( _tempC.sub( _vC ), influence ); + + } + + } + + _vA.add( _morphA ); + _vB.add( _morphB ); + _vC.add( _morphC ); + + } + + if ( object.isSkinnedMesh ) { + + object.applyBoneTransform( a, _vA ); + object.applyBoneTransform( b, _vB ); + object.applyBoneTransform( c, _vC ); + + } + + modifiedAttributeArray[ a * 3 + 0 ] = _vA.x; + modifiedAttributeArray[ a * 3 + 1 ] = _vA.y; + modifiedAttributeArray[ a * 3 + 2 ] = _vA.z; + modifiedAttributeArray[ b * 3 + 0 ] = _vB.x; + modifiedAttributeArray[ b * 3 + 1 ] = _vB.y; + modifiedAttributeArray[ b * 3 + 2 ] = _vB.z; + modifiedAttributeArray[ c * 3 + 0 ] = _vC.x; + modifiedAttributeArray[ c * 3 + 1 ] = _vC.y; + modifiedAttributeArray[ c * 3 + 2 ] = _vC.z; + + } + + const geometry = object.geometry; + const material = object.material; + + let a, b, c; + const index = geometry.index; + const positionAttribute = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + const normalAttribute = geometry.attributes.normal; + const morphNormal = geometry.morphAttributes.position; + + const groups = geometry.groups; + const drawRange = geometry.drawRange; + let i, j, il, jl; + let group; + let start, end; + + const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize ); + const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize ); + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = index.getX( j ); + b = index.getX( j + 1 ); + c = index.getX( j + 2 ); + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = index.getX( i ); + b = index.getX( i + 1 ); + c = index.getX( i + 2 ); + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( i = 0, il = groups.length; i < il; i ++ ) { + + group = groups[ i ]; + + start = Math.max( group.start, drawRange.start ); + end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ); + + for ( j = start, jl = end; j < jl; j += 3 ) { + + a = j; + b = j + 1; + c = j + 2; + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } else { + + start = Math.max( 0, drawRange.start ); + end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( i = start, il = end; i < il; i += 3 ) { + + a = i; + b = i + 1; + c = i + 2; + + _calculateMorphedAttributeData( + object, + positionAttribute, + morphPosition, + morphTargetsRelative, + a, b, c, + modifiedPosition + ); + + _calculateMorphedAttributeData( + object, + normalAttribute, + morphNormal, + morphTargetsRelative, + a, b, c, + modifiedNormal + ); + + } + + } + + } + + const morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 ); + const morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 ); + + return { + + positionAttribute: positionAttribute, + normalAttribute: normalAttribute, + morphedPositionAttribute: morphedPositionAttribute, + morphedNormalAttribute: morphedNormalAttribute + + }; + +} + +function mergeGroups( geometry ) { + + if ( geometry.groups.length === 0 ) { + + console.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' ); + return geometry; + + } + + let groups = geometry.groups; + + // sort groups by material index + + groups = groups.sort( ( a, b ) => { + + if ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex; + + return a.start - b.start; + + } ); + + // create index for non-indexed geometries + + if ( geometry.getIndex() === null ) { + + const positionAttribute = geometry.getAttribute( 'position' ); + const indices = []; + + for ( let i = 0; i < positionAttribute.count; i += 3 ) { + + indices.push( i, i + 1, i + 2 ); + + } + + geometry.setIndex( indices ); + + } + + // sort index + + const index = geometry.getIndex(); + + const newIndices = []; + + for ( let i = 0; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + const groupStart = group.start; + const groupLength = groupStart + group.count; + + for ( let j = groupStart; j < groupLength; j ++ ) { + + newIndices.push( index.getX( j ) ); + + } + + } + + geometry.dispose(); // Required to force buffer recreation + geometry.setIndex( newIndices ); + + // update groups indices + + let start = 0; + + for ( let i = 0; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + group.start = start; + start += group.count; + + } + + // merge groups + + let currentGroup = groups[ 0 ]; + + geometry.groups = [ currentGroup ]; + + for ( let i = 1; i < groups.length; i ++ ) { + + const group = groups[ i ]; + + if ( currentGroup.materialIndex === group.materialIndex ) { + + currentGroup.count += group.count; + + } else { + + currentGroup = group; + geometry.groups.push( currentGroup ); + + } + + } + + return geometry; + +} + + +/** + * Modifies the supplied geometry if it is non-indexed, otherwise creates a new, + * non-indexed geometry. Returns the geometry with smooth normals everywhere except + * faces that meet at an angle greater than the crease angle. + * + * @param {BufferGeometry} geometry + * @param {number} [creaseAngle] + * @return {BufferGeometry} + */ +function toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) { + + const creaseDot = Math.cos( creaseAngle ); + const hashMultiplier = ( 1 + 1e-10 ) * 1e2; + + // reusable vectors + const verts = [ new Vector3(), new Vector3(), new Vector3() ]; + const tempVec1 = new Vector3(); + const tempVec2 = new Vector3(); + const tempNorm = new Vector3(); + const tempNorm2 = new Vector3(); + + // hashes a vector + function hashVertex( v ) { + + const x = ~ ~ ( v.x * hashMultiplier ); + const y = ~ ~ ( v.y * hashMultiplier ); + const z = ~ ~ ( v.z * hashMultiplier ); + return `${x},${y},${z}`; + + } + + // BufferGeometry.toNonIndexed() warns if the geometry is non-indexed + // and returns the original geometry + const resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry; + const posAttr = resultGeometry.attributes.position; + const vertexMap = {}; + + // find all the normals shared by commonly located vertices + for ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) { + + const i3 = 3 * i; + const a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 ); + const b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 ); + const c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 ); + + tempVec1.subVectors( c, b ); + tempVec2.subVectors( a, b ); + + // add the normal to the map for all vertices + const normal = new Vector3().crossVectors( tempVec1, tempVec2 ).normalize(); + for ( let n = 0; n < 3; n ++ ) { + + const vert = verts[ n ]; + const hash = hashVertex( vert ); + if ( ! ( hash in vertexMap ) ) { + + vertexMap[ hash ] = []; + + } + + vertexMap[ hash ].push( normal ); + + } + + } + + // average normals from all vertices that share a common location if they are within the + // provided crease threshold + const normalArray = new Float32Array( posAttr.count * 3 ); + const normAttr = new BufferAttribute( normalArray, 3, false ); + for ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) { + + // get the face normal for this vertex + const i3 = 3 * i; + const a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 ); + const b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 ); + const c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 ); + + tempVec1.subVectors( c, b ); + tempVec2.subVectors( a, b ); + + tempNorm.crossVectors( tempVec1, tempVec2 ).normalize(); + + // average all normals that meet the threshold and set the normal value + for ( let n = 0; n < 3; n ++ ) { + + const vert = verts[ n ]; + const hash = hashVertex( vert ); + const otherNormals = vertexMap[ hash ]; + tempNorm2.set( 0, 0, 0 ); + + for ( let k = 0, lk = otherNormals.length; k < lk; k ++ ) { + + const otherNorm = otherNormals[ k ]; + if ( tempNorm.dot( otherNorm ) > creaseDot ) { + + tempNorm2.add( otherNorm ); + + } + + } + + tempNorm2.normalize(); + normAttr.setXYZ( i3 + n, tempNorm2.x, tempNorm2.y, tempNorm2.z ); + + } + + } + + resultGeometry.setAttribute( 'normal', normAttr ); + return resultGeometry; + +} + +export { + computeMikkTSpaceTangents, + mergeGeometries, + mergeAttributes, + interleaveAttributes, + estimateBytesUsed, + mergeVertices, + toTrianglesDrawMode, + computeMorphedAttributes, + mergeGroups, + toCreasedNormals +}; diff --git a/avatar3d/vendor/GLTFLoader.js b/avatar3d/vendor/GLTFLoader.js new file mode 100644 index 0000000..af826a5 --- /dev/null +++ b/avatar3d/vendor/GLTFLoader.js @@ -0,0 +1,4727 @@ +import { + AnimationClip, + Bone, + Box3, + BufferAttribute, + BufferGeometry, + ClampToEdgeWrapping, + Color, + ColorManagement, + DirectionalLight, + DoubleSide, + FileLoader, + FrontSide, + Group, + ImageBitmapLoader, + InstancedMesh, + InterleavedBuffer, + InterleavedBufferAttribute, + Interpolant, + InterpolateDiscrete, + InterpolateLinear, + Line, + LineBasicMaterial, + LineLoop, + LineSegments, + LinearFilter, + LinearMipmapLinearFilter, + LinearMipmapNearestFilter, + LinearSRGBColorSpace, + Loader, + LoaderUtils, + Material, + MathUtils, + Matrix4, + Mesh, + MeshBasicMaterial, + MeshPhysicalMaterial, + MeshStandardMaterial, + MirroredRepeatWrapping, + NearestFilter, + NearestMipmapLinearFilter, + NearestMipmapNearestFilter, + NumberKeyframeTrack, + Object3D, + OrthographicCamera, + PerspectiveCamera, + PointLight, + Points, + PointsMaterial, + PropertyBinding, + Quaternion, + QuaternionKeyframeTrack, + RepeatWrapping, + Skeleton, + SkinnedMesh, + Sphere, + SpotLight, + Texture, + TextureLoader, + TriangleFanDrawMode, + TriangleStripDrawMode, + Vector2, + Vector3, + VectorKeyframeTrack, + SRGBColorSpace, + InstancedBufferAttribute +} from 'three'; +import { toTrianglesDrawMode } from '../utils/BufferGeometryUtils.js'; + +class GLTFLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + this.dracoLoader = null; + this.ktx2Loader = null; + this.meshoptDecoder = null; + + this.pluginCallbacks = []; + + this.register( function ( parser ) { + + return new GLTFMaterialsClearcoatExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsDispersionExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureBasisUExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureWebPExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFTextureAVIFExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsSheenExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsTransmissionExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsVolumeExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsIorExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsEmissiveStrengthExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsSpecularExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsIridescenceExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsAnisotropyExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMaterialsBumpExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFLightsExtension( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshoptCompression( parser ); + + } ); + + this.register( function ( parser ) { + + return new GLTFMeshGpuInstancing( parser ); + + } ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + let resourcePath; + + if ( this.resourcePath !== '' ) { + + resourcePath = this.resourcePath; + + } else if ( this.path !== '' ) { + + // If a base path is set, resources will be relative paths from that plus the relative path of the gltf file + // Example path = 'https://my-cnd-server.com/', url = 'assets/models/model.gltf' + // resourcePath = 'https://my-cnd-server.com/assets/models/' + // referenced resource 'model.bin' will be loaded from 'https://my-cnd-server.com/assets/models/model.bin' + // referenced resource '../textures/texture.png' will be loaded from 'https://my-cnd-server.com/assets/textures/texture.png' + const relativeUrl = LoaderUtils.extractUrlBase( url ); + resourcePath = LoaderUtils.resolveURL( relativeUrl, this.path ); + + } else { + + resourcePath = LoaderUtils.extractUrlBase( url ); + + } + + // Tells the LoadingManager to track an extra item, which resolves after + // the model is fully loaded. This means the count of items loaded will + // be incorrect, but ensures manager.onLoad() does not fire early. + this.manager.itemStart( url ); + + const _onError = function ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + }; + + const loader = new FileLoader( this.manager ); + + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + loader.load( url, function ( data ) { + + try { + + scope.parse( data, resourcePath, function ( gltf ) { + + onLoad( gltf ); + + scope.manager.itemEnd( url ); + + }, _onError ); + + } catch ( e ) { + + _onError( e ); + + } + + }, onProgress, _onError ); + + } + + setDRACOLoader( dracoLoader ) { + + this.dracoLoader = dracoLoader; + return this; + + } + + setKTX2Loader( ktx2Loader ) { + + this.ktx2Loader = ktx2Loader; + return this; + + } + + setMeshoptDecoder( meshoptDecoder ) { + + this.meshoptDecoder = meshoptDecoder; + return this; + + } + + register( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) === - 1 ) { + + this.pluginCallbacks.push( callback ); + + } + + return this; + + } + + unregister( callback ) { + + if ( this.pluginCallbacks.indexOf( callback ) !== - 1 ) { + + this.pluginCallbacks.splice( this.pluginCallbacks.indexOf( callback ), 1 ); + + } + + return this; + + } + + parse( data, path, onLoad, onError ) { + + let json; + const extensions = {}; + const plugins = {}; + const textDecoder = new TextDecoder(); + + if ( typeof data === 'string' ) { + + json = JSON.parse( data ); + + } else if ( data instanceof ArrayBuffer ) { + + const magic = textDecoder.decode( new Uint8Array( data, 0, 4 ) ); + + if ( magic === BINARY_EXTENSION_HEADER_MAGIC ) { + + try { + + extensions[ EXTENSIONS.KHR_BINARY_GLTF ] = new GLTFBinaryExtension( data ); + + } catch ( error ) { + + if ( onError ) onError( error ); + return; + + } + + json = JSON.parse( extensions[ EXTENSIONS.KHR_BINARY_GLTF ].content ); + + } else { + + json = JSON.parse( textDecoder.decode( data ) ); + + } + + } else { + + json = data; + + } + + if ( json.asset === undefined || json.asset.version[ 0 ] < 2 ) { + + if ( onError ) onError( new Error( 'THREE.GLTFLoader: Unsupported asset. glTF versions >=2.0 are supported.' ) ); + return; + + } + + const parser = new GLTFParser( json, { + + path: path || this.resourcePath || '', + crossOrigin: this.crossOrigin, + requestHeader: this.requestHeader, + manager: this.manager, + ktx2Loader: this.ktx2Loader, + meshoptDecoder: this.meshoptDecoder + + } ); + + parser.fileLoader.setRequestHeader( this.requestHeader ); + + for ( let i = 0; i < this.pluginCallbacks.length; i ++ ) { + + const plugin = this.pluginCallbacks[ i ]( parser ); + + if ( ! plugin.name ) console.error( 'THREE.GLTFLoader: Invalid plugin found: missing name' ); + + plugins[ plugin.name ] = plugin; + + // Workaround to avoid determining as unknown extension + // in addUnknownExtensionsToUserData(). + // Remove this workaround if we move all the existing + // extension handlers to plugin system + extensions[ plugin.name ] = true; + + } + + if ( json.extensionsUsed ) { + + for ( let i = 0; i < json.extensionsUsed.length; ++ i ) { + + const extensionName = json.extensionsUsed[ i ]; + const extensionsRequired = json.extensionsRequired || []; + + switch ( extensionName ) { + + case EXTENSIONS.KHR_MATERIALS_UNLIT: + extensions[ extensionName ] = new GLTFMaterialsUnlitExtension(); + break; + + case EXTENSIONS.KHR_DRACO_MESH_COMPRESSION: + extensions[ extensionName ] = new GLTFDracoMeshCompressionExtension( json, this.dracoLoader ); + break; + + case EXTENSIONS.KHR_TEXTURE_TRANSFORM: + extensions[ extensionName ] = new GLTFTextureTransformExtension(); + break; + + case EXTENSIONS.KHR_MESH_QUANTIZATION: + extensions[ extensionName ] = new GLTFMeshQuantizationExtension(); + break; + + default: + + if ( extensionsRequired.indexOf( extensionName ) >= 0 && plugins[ extensionName ] === undefined ) { + + console.warn( 'THREE.GLTFLoader: Unknown extension "' + extensionName + '".' ); + + } + + } + + } + + } + + parser.setExtensions( extensions ); + parser.setPlugins( plugins ); + parser.parse( onLoad, onError ); + + } + + parseAsync( data, path ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.parse( data, path, resolve, reject ); + + } ); + + } + +} + +/* GLTFREGISTRY */ + +function GLTFRegistry() { + + let objects = {}; + + return { + + get: function ( key ) { + + return objects[ key ]; + + }, + + add: function ( key, object ) { + + objects[ key ] = object; + + }, + + remove: function ( key ) { + + delete objects[ key ]; + + }, + + removeAll: function () { + + objects = {}; + + } + + }; + +} + +/*********************************/ +/********** EXTENSIONS ***********/ +/*********************************/ + +const EXTENSIONS = { + KHR_BINARY_GLTF: 'KHR_binary_glTF', + KHR_DRACO_MESH_COMPRESSION: 'KHR_draco_mesh_compression', + KHR_LIGHTS_PUNCTUAL: 'KHR_lights_punctual', + KHR_MATERIALS_CLEARCOAT: 'KHR_materials_clearcoat', + KHR_MATERIALS_DISPERSION: 'KHR_materials_dispersion', + KHR_MATERIALS_IOR: 'KHR_materials_ior', + KHR_MATERIALS_SHEEN: 'KHR_materials_sheen', + KHR_MATERIALS_SPECULAR: 'KHR_materials_specular', + KHR_MATERIALS_TRANSMISSION: 'KHR_materials_transmission', + KHR_MATERIALS_IRIDESCENCE: 'KHR_materials_iridescence', + KHR_MATERIALS_ANISOTROPY: 'KHR_materials_anisotropy', + KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', + KHR_MATERIALS_VOLUME: 'KHR_materials_volume', + KHR_TEXTURE_BASISU: 'KHR_texture_basisu', + KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', + KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', + KHR_MATERIALS_EMISSIVE_STRENGTH: 'KHR_materials_emissive_strength', + EXT_MATERIALS_BUMP: 'EXT_materials_bump', + EXT_TEXTURE_WEBP: 'EXT_texture_webp', + EXT_TEXTURE_AVIF: 'EXT_texture_avif', + EXT_MESHOPT_COMPRESSION: 'EXT_meshopt_compression', + EXT_MESH_GPU_INSTANCING: 'EXT_mesh_gpu_instancing' +}; + +/** + * Punctual Lights Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_lights_punctual + */ +class GLTFLightsExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_LIGHTS_PUNCTUAL; + + // Object3D instance caches + this.cache = { refs: {}, uses: {} }; + + } + + _markDefs() { + + const parser = this.parser; + const nodeDefs = this.parser.json.nodes || []; + + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.extensions + && nodeDef.extensions[ this.name ] + && nodeDef.extensions[ this.name ].light !== undefined ) { + + parser._addNodeRef( this.cache, nodeDef.extensions[ this.name ].light ); + + } + + } + + } + + _loadLight( lightIndex ) { + + const parser = this.parser; + const cacheKey = 'light:' + lightIndex; + let dependency = parser.cache.get( cacheKey ); + + if ( dependency ) return dependency; + + const json = parser.json; + const extensions = ( json.extensions && json.extensions[ this.name ] ) || {}; + const lightDefs = extensions.lights || []; + const lightDef = lightDefs[ lightIndex ]; + let lightNode; + + const color = new Color( 0xffffff ); + + if ( lightDef.color !== undefined ) color.setRGB( lightDef.color[ 0 ], lightDef.color[ 1 ], lightDef.color[ 2 ], LinearSRGBColorSpace ); + + const range = lightDef.range !== undefined ? lightDef.range : 0; + + switch ( lightDef.type ) { + + case 'directional': + lightNode = new DirectionalLight( color ); + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + case 'point': + lightNode = new PointLight( color ); + lightNode.distance = range; + break; + + case 'spot': + lightNode = new SpotLight( color ); + lightNode.distance = range; + // Handle spotlight properties. + lightDef.spot = lightDef.spot || {}; + lightDef.spot.innerConeAngle = lightDef.spot.innerConeAngle !== undefined ? lightDef.spot.innerConeAngle : 0; + lightDef.spot.outerConeAngle = lightDef.spot.outerConeAngle !== undefined ? lightDef.spot.outerConeAngle : Math.PI / 4.0; + lightNode.angle = lightDef.spot.outerConeAngle; + lightNode.penumbra = 1.0 - lightDef.spot.innerConeAngle / lightDef.spot.outerConeAngle; + lightNode.target.position.set( 0, 0, - 1 ); + lightNode.add( lightNode.target ); + break; + + default: + throw new Error( 'THREE.GLTFLoader: Unexpected light type: ' + lightDef.type ); + + } + + // Some lights (e.g. spot) default to a position other than the origin. Reset the position + // here, because node-level parsing will only override position if explicitly specified. + lightNode.position.set( 0, 0, 0 ); + + lightNode.decay = 2; + + assignExtrasToUserData( lightNode, lightDef ); + + if ( lightDef.intensity !== undefined ) lightNode.intensity = lightDef.intensity; + + lightNode.name = parser.createUniqueName( lightDef.name || ( 'light_' + lightIndex ) ); + + dependency = Promise.resolve( lightNode ); + + parser.cache.add( cacheKey, dependency ); + + return dependency; + + } + + getDependency( type, index ) { + + if ( type !== 'light' ) return; + + return this._loadLight( index ); + + } + + createNodeAttachment( nodeIndex ) { + + const self = this; + const parser = this.parser; + const json = parser.json; + const nodeDef = json.nodes[ nodeIndex ]; + const lightDef = ( nodeDef.extensions && nodeDef.extensions[ this.name ] ) || {}; + const lightIndex = lightDef.light; + + if ( lightIndex === undefined ) return null; + + return this._loadLight( lightIndex ).then( function ( light ) { + + return parser._getNodeRef( self.cache, lightIndex, light ); + + } ); + + } + +} + +/** + * Unlit Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_unlit + */ +class GLTFMaterialsUnlitExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MATERIALS_UNLIT; + + } + + getMaterialType() { + + return MeshBasicMaterial; + + } + + extendParams( materialParams, materialDef, parser ) { + + const pending = []; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + const metallicRoughness = materialDef.pbrMetallicRoughness; + + if ( metallicRoughness ) { + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials Emissive Strength Extension + * + * Specification: https://github.com/KhronosGroup/glTF/blob/5768b3ce0ef32bc39cdf1bef10b948586635ead3/extensions/2.0/Khronos/KHR_materials_emissive_strength/README.md + */ +class GLTFMaterialsEmissiveStrengthExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_EMISSIVE_STRENGTH; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const emissiveStrength = materialDef.extensions[ this.name ].emissiveStrength; + + if ( emissiveStrength !== undefined ) { + + materialParams.emissiveIntensity = emissiveStrength; + + } + + return Promise.resolve(); + + } + +} + +/** + * Clearcoat Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_clearcoat + */ +class GLTFMaterialsClearcoatExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_CLEARCOAT; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + if ( extension.clearcoatFactor !== undefined ) { + + materialParams.clearcoat = extension.clearcoatFactor; + + } + + if ( extension.clearcoatTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'clearcoatMap', extension.clearcoatTexture ) ); + + } + + if ( extension.clearcoatRoughnessFactor !== undefined ) { + + materialParams.clearcoatRoughness = extension.clearcoatRoughnessFactor; + + } + + if ( extension.clearcoatRoughnessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'clearcoatRoughnessMap', extension.clearcoatRoughnessTexture ) ); + + } + + if ( extension.clearcoatNormalTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'clearcoatNormalMap', extension.clearcoatNormalTexture ) ); + + if ( extension.clearcoatNormalTexture.scale !== undefined ) { + + const scale = extension.clearcoatNormalTexture.scale; + + materialParams.clearcoatNormalScale = new Vector2( scale, scale ); + + } + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials dispersion Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_dispersion + */ +class GLTFMaterialsDispersionExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_DISPERSION; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const extension = materialDef.extensions[ this.name ]; + + materialParams.dispersion = extension.dispersion !== undefined ? extension.dispersion : 0; + + return Promise.resolve(); + + } + +} + +/** + * Iridescence Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_iridescence + */ +class GLTFMaterialsIridescenceExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_IRIDESCENCE; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + if ( extension.iridescenceFactor !== undefined ) { + + materialParams.iridescence = extension.iridescenceFactor; + + } + + if ( extension.iridescenceTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'iridescenceMap', extension.iridescenceTexture ) ); + + } + + if ( extension.iridescenceIor !== undefined ) { + + materialParams.iridescenceIOR = extension.iridescenceIor; + + } + + if ( materialParams.iridescenceThicknessRange === undefined ) { + + materialParams.iridescenceThicknessRange = [ 100, 400 ]; + + } + + if ( extension.iridescenceThicknessMinimum !== undefined ) { + + materialParams.iridescenceThicknessRange[ 0 ] = extension.iridescenceThicknessMinimum; + + } + + if ( extension.iridescenceThicknessMaximum !== undefined ) { + + materialParams.iridescenceThicknessRange[ 1 ] = extension.iridescenceThicknessMaximum; + + } + + if ( extension.iridescenceThicknessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'iridescenceThicknessMap', extension.iridescenceThicknessTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Sheen Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_sheen + */ +class GLTFMaterialsSheenExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_SHEEN; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + materialParams.sheenColor = new Color( 0, 0, 0 ); + materialParams.sheenRoughness = 0; + materialParams.sheen = 1; + + const extension = materialDef.extensions[ this.name ]; + + if ( extension.sheenColorFactor !== undefined ) { + + const colorFactor = extension.sheenColorFactor; + materialParams.sheenColor.setRGB( colorFactor[ 0 ], colorFactor[ 1 ], colorFactor[ 2 ], LinearSRGBColorSpace ); + + } + + if ( extension.sheenRoughnessFactor !== undefined ) { + + materialParams.sheenRoughness = extension.sheenRoughnessFactor; + + } + + if ( extension.sheenColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'sheenColorMap', extension.sheenColorTexture, SRGBColorSpace ) ); + + } + + if ( extension.sheenRoughnessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'sheenRoughnessMap', extension.sheenRoughnessTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Transmission Materials Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_transmission + * Draft: https://github.com/KhronosGroup/glTF/pull/1698 + */ +class GLTFMaterialsTransmissionExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_TRANSMISSION; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + if ( extension.transmissionFactor !== undefined ) { + + materialParams.transmission = extension.transmissionFactor; + + } + + if ( extension.transmissionTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'transmissionMap', extension.transmissionTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials Volume Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_volume + */ +class GLTFMaterialsVolumeExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_VOLUME; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + materialParams.thickness = extension.thicknessFactor !== undefined ? extension.thicknessFactor : 0; + + if ( extension.thicknessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'thicknessMap', extension.thicknessTexture ) ); + + } + + materialParams.attenuationDistance = extension.attenuationDistance || Infinity; + + const colorArray = extension.attenuationColor || [ 1, 1, 1 ]; + materialParams.attenuationColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); + + return Promise.all( pending ); + + } + +} + +/** + * Materials ior Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_ior + */ +class GLTFMaterialsIorExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_IOR; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const extension = materialDef.extensions[ this.name ]; + + materialParams.ior = extension.ior !== undefined ? extension.ior : 1.5; + + return Promise.resolve(); + + } + +} + +/** + * Materials specular Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_specular + */ +class GLTFMaterialsSpecularExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_SPECULAR; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + materialParams.specularIntensity = extension.specularFactor !== undefined ? extension.specularFactor : 1.0; + + if ( extension.specularTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'specularIntensityMap', extension.specularTexture ) ); + + } + + const colorArray = extension.specularColorFactor || [ 1, 1, 1 ]; + materialParams.specularColor = new Color().setRGB( colorArray[ 0 ], colorArray[ 1 ], colorArray[ 2 ], LinearSRGBColorSpace ); + + if ( extension.specularColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'specularColorMap', extension.specularColorTexture, SRGBColorSpace ) ); + + } + + return Promise.all( pending ); + + } + +} + + +/** + * Materials bump Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/EXT_materials_bump + */ +class GLTFMaterialsBumpExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_MATERIALS_BUMP; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + materialParams.bumpScale = extension.bumpFactor !== undefined ? extension.bumpFactor : 1.0; + + if ( extension.bumpTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'bumpMap', extension.bumpTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * Materials anisotropy Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_materials_anisotropy + */ +class GLTFMaterialsAnisotropyExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_MATERIALS_ANISOTROPY; + + } + + getMaterialType( materialIndex ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) return null; + + return MeshPhysicalMaterial; + + } + + extendMaterialParams( materialIndex, materialParams ) { + + const parser = this.parser; + const materialDef = parser.json.materials[ materialIndex ]; + + if ( ! materialDef.extensions || ! materialDef.extensions[ this.name ] ) { + + return Promise.resolve(); + + } + + const pending = []; + + const extension = materialDef.extensions[ this.name ]; + + if ( extension.anisotropyStrength !== undefined ) { + + materialParams.anisotropy = extension.anisotropyStrength; + + } + + if ( extension.anisotropyRotation !== undefined ) { + + materialParams.anisotropyRotation = extension.anisotropyRotation; + + } + + if ( extension.anisotropyTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'anisotropyMap', extension.anisotropyTexture ) ); + + } + + return Promise.all( pending ); + + } + +} + +/** + * BasisU Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_basisu + */ +class GLTFTextureBasisUExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.KHR_TEXTURE_BASISU; + + } + + loadTexture( textureIndex ) { + + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ this.name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ this.name ]; + const loader = parser.options.ktx2Loader; + + if ( ! loader ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures' ); + + } else { + + // Assumes that the extension is optional and that a fallback texture is present + return null; + + } + + } + + return parser.loadTextureImage( textureIndex, extension.source, loader ); + + } + +} + +/** + * WebP Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_webp + */ +class GLTFTextureWebPExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_TEXTURE_WEBP; + this.isSupported = null; + + } + + loadTexture( textureIndex ) { + + const name = this.name; + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ name ]; + const source = json.images[ extension.source ]; + + let loader = parser.textureLoader; + if ( source.uri ) { + + const handler = parser.options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return this.detectSupport().then( function ( isSupported ) { + + if ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader ); + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: WebP required by asset but unsupported.' ); + + } + + // Fall back to PNG or JPEG. + return parser.loadTexture( textureIndex ); + + } ); + + } + + detectSupport() { + + if ( ! this.isSupported ) { + + this.isSupported = new Promise( function ( resolve ) { + + const image = new Image(); + + // Lossy test image. Support for lossy images doesn't guarantee support for all + // WebP images, unfortunately. + image.src = 'data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA'; + + image.onload = image.onerror = function () { + + resolve( image.height === 1 ); + + }; + + } ); + + } + + return this.isSupported; + + } + +} + +/** + * AVIF Texture Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_texture_avif + */ +class GLTFTextureAVIFExtension { + + constructor( parser ) { + + this.parser = parser; + this.name = EXTENSIONS.EXT_TEXTURE_AVIF; + this.isSupported = null; + + } + + loadTexture( textureIndex ) { + + const name = this.name; + const parser = this.parser; + const json = parser.json; + + const textureDef = json.textures[ textureIndex ]; + + if ( ! textureDef.extensions || ! textureDef.extensions[ name ] ) { + + return null; + + } + + const extension = textureDef.extensions[ name ]; + const source = json.images[ extension.source ]; + + let loader = parser.textureLoader; + if ( source.uri ) { + + const handler = parser.options.manager.getHandler( source.uri ); + if ( handler !== null ) loader = handler; + + } + + return this.detectSupport().then( function ( isSupported ) { + + if ( isSupported ) return parser.loadTextureImage( textureIndex, extension.source, loader ); + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: AVIF required by asset but unsupported.' ); + + } + + // Fall back to PNG or JPEG. + return parser.loadTexture( textureIndex ); + + } ); + + } + + detectSupport() { + + if ( ! this.isSupported ) { + + this.isSupported = new Promise( function ( resolve ) { + + const image = new Image(); + + // Lossy test image. + image.src = 'data:image/avif;base64,AAAAIGZ0eXBhdmlmAAAAAGF2aWZtaWYxbWlhZk1BMUIAAADybWV0YQAAAAAAAAAoaGRscgAAAAAAAAAAcGljdAAAAAAAAAAAAAAAAGxpYmF2aWYAAAAADnBpdG0AAAAAAAEAAAAeaWxvYwAAAABEAAABAAEAAAABAAABGgAAABcAAAAoaWluZgAAAAAAAQAAABppbmZlAgAAAAABAABhdjAxQ29sb3IAAAAAamlwcnAAAABLaXBjbwAAABRpc3BlAAAAAAAAAAEAAAABAAAAEHBpeGkAAAAAAwgICAAAAAxhdjFDgQAMAAAAABNjb2xybmNseAACAAIABoAAAAAXaXBtYQAAAAAAAAABAAEEAQKDBAAAAB9tZGF0EgAKCBgABogQEDQgMgkQAAAAB8dSLfI='; + image.onload = image.onerror = function () { + + resolve( image.height === 1 ); + + }; + + } ); + + } + + return this.isSupported; + + } + +} + +/** + * meshopt BufferView Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_meshopt_compression + */ +class GLTFMeshoptCompression { + + constructor( parser ) { + + this.name = EXTENSIONS.EXT_MESHOPT_COMPRESSION; + this.parser = parser; + + } + + loadBufferView( index ) { + + const json = this.parser.json; + const bufferView = json.bufferViews[ index ]; + + if ( bufferView.extensions && bufferView.extensions[ this.name ] ) { + + const extensionDef = bufferView.extensions[ this.name ]; + + const buffer = this.parser.getDependency( 'buffer', extensionDef.buffer ); + const decoder = this.parser.options.meshoptDecoder; + + if ( ! decoder || ! decoder.supported ) { + + if ( json.extensionsRequired && json.extensionsRequired.indexOf( this.name ) >= 0 ) { + + throw new Error( 'THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files' ); + + } else { + + // Assumes that the extension is optional and that fallback buffer data is present + return null; + + } + + } + + return buffer.then( function ( res ) { + + const byteOffset = extensionDef.byteOffset || 0; + const byteLength = extensionDef.byteLength || 0; + + const count = extensionDef.count; + const stride = extensionDef.byteStride; + + const source = new Uint8Array( res, byteOffset, byteLength ); + + if ( decoder.decodeGltfBufferAsync ) { + + return decoder.decodeGltfBufferAsync( count, stride, source, extensionDef.mode, extensionDef.filter ).then( function ( res ) { + + return res.buffer; + + } ); + + } else { + + // Support for MeshoptDecoder 0.18 or earlier, without decodeGltfBufferAsync + return decoder.ready.then( function () { + + const result = new ArrayBuffer( count * stride ); + decoder.decodeGltfBuffer( new Uint8Array( result ), count, stride, source, extensionDef.mode, extensionDef.filter ); + return result; + + } ); + + } + + } ); + + } else { + + return null; + + } + + } + +} + +/** + * GPU Instancing Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Vendor/EXT_mesh_gpu_instancing + * + */ +class GLTFMeshGpuInstancing { + + constructor( parser ) { + + this.name = EXTENSIONS.EXT_MESH_GPU_INSTANCING; + this.parser = parser; + + } + + createNodeMesh( nodeIndex ) { + + const json = this.parser.json; + const nodeDef = json.nodes[ nodeIndex ]; + + if ( ! nodeDef.extensions || ! nodeDef.extensions[ this.name ] || + nodeDef.mesh === undefined ) { + + return null; + + } + + const meshDef = json.meshes[ nodeDef.mesh ]; + + // No Points or Lines + Instancing support yet + + for ( const primitive of meshDef.primitives ) { + + if ( primitive.mode !== WEBGL_CONSTANTS.TRIANGLES && + primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_STRIP && + primitive.mode !== WEBGL_CONSTANTS.TRIANGLE_FAN && + primitive.mode !== undefined ) { + + return null; + + } + + } + + const extensionDef = nodeDef.extensions[ this.name ]; + const attributesDef = extensionDef.attributes; + + // @TODO: Can we support InstancedMesh + SkinnedMesh? + + const pending = []; + const attributes = {}; + + for ( const key in attributesDef ) { + + pending.push( this.parser.getDependency( 'accessor', attributesDef[ key ] ).then( accessor => { + + attributes[ key ] = accessor; + return attributes[ key ]; + + } ) ); + + } + + if ( pending.length < 1 ) { + + return null; + + } + + pending.push( this.parser.createNodeMesh( nodeIndex ) ); + + return Promise.all( pending ).then( results => { + + const nodeObject = results.pop(); + const meshes = nodeObject.isGroup ? nodeObject.children : [ nodeObject ]; + const count = results[ 0 ].count; // All attribute counts should be same + const instancedMeshes = []; + + for ( const mesh of meshes ) { + + // Temporal variables + const m = new Matrix4(); + const p = new Vector3(); + const q = new Quaternion(); + const s = new Vector3( 1, 1, 1 ); + + const instancedMesh = new InstancedMesh( mesh.geometry, mesh.material, count ); + + for ( let i = 0; i < count; i ++ ) { + + if ( attributes.TRANSLATION ) { + + p.fromBufferAttribute( attributes.TRANSLATION, i ); + + } + + if ( attributes.ROTATION ) { + + q.fromBufferAttribute( attributes.ROTATION, i ); + + } + + if ( attributes.SCALE ) { + + s.fromBufferAttribute( attributes.SCALE, i ); + + } + + instancedMesh.setMatrixAt( i, m.compose( p, q, s ) ); + + } + + // Add instance attributes to the geometry, excluding TRS. + for ( const attributeName in attributes ) { + + if ( attributeName === '_COLOR_0' ) { + + const attr = attributes[ attributeName ]; + instancedMesh.instanceColor = new InstancedBufferAttribute( attr.array, attr.itemSize, attr.normalized ); + + } else if ( attributeName !== 'TRANSLATION' && + attributeName !== 'ROTATION' && + attributeName !== 'SCALE' ) { + + mesh.geometry.setAttribute( attributeName, attributes[ attributeName ] ); + + } + + } + + // Just in case + Object3D.prototype.copy.call( instancedMesh, mesh ); + + this.parser.assignFinalMaterial( instancedMesh ); + + instancedMeshes.push( instancedMesh ); + + } + + if ( nodeObject.isGroup ) { + + nodeObject.clear(); + + nodeObject.add( ... instancedMeshes ); + + return nodeObject; + + } + + return instancedMeshes[ 0 ]; + + } ); + + } + +} + +/* BINARY EXTENSION */ +const BINARY_EXTENSION_HEADER_MAGIC = 'glTF'; +const BINARY_EXTENSION_HEADER_LENGTH = 12; +const BINARY_EXTENSION_CHUNK_TYPES = { JSON: 0x4E4F534A, BIN: 0x004E4942 }; + +class GLTFBinaryExtension { + + constructor( data ) { + + this.name = EXTENSIONS.KHR_BINARY_GLTF; + this.content = null; + this.body = null; + + const headerView = new DataView( data, 0, BINARY_EXTENSION_HEADER_LENGTH ); + const textDecoder = new TextDecoder(); + + this.header = { + magic: textDecoder.decode( new Uint8Array( data.slice( 0, 4 ) ) ), + version: headerView.getUint32( 4, true ), + length: headerView.getUint32( 8, true ) + }; + + if ( this.header.magic !== BINARY_EXTENSION_HEADER_MAGIC ) { + + throw new Error( 'THREE.GLTFLoader: Unsupported glTF-Binary header.' ); + + } else if ( this.header.version < 2.0 ) { + + throw new Error( 'THREE.GLTFLoader: Legacy binary file detected.' ); + + } + + const chunkContentsLength = this.header.length - BINARY_EXTENSION_HEADER_LENGTH; + const chunkView = new DataView( data, BINARY_EXTENSION_HEADER_LENGTH ); + let chunkIndex = 0; + + while ( chunkIndex < chunkContentsLength ) { + + const chunkLength = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + const chunkType = chunkView.getUint32( chunkIndex, true ); + chunkIndex += 4; + + if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.JSON ) { + + const contentArray = new Uint8Array( data, BINARY_EXTENSION_HEADER_LENGTH + chunkIndex, chunkLength ); + this.content = textDecoder.decode( contentArray ); + + } else if ( chunkType === BINARY_EXTENSION_CHUNK_TYPES.BIN ) { + + const byteOffset = BINARY_EXTENSION_HEADER_LENGTH + chunkIndex; + this.body = data.slice( byteOffset, byteOffset + chunkLength ); + + } + + // Clients must ignore chunks with unknown types. + + chunkIndex += chunkLength; + + } + + if ( this.content === null ) { + + throw new Error( 'THREE.GLTFLoader: JSON content not found.' ); + + } + + } + +} + +/** + * DRACO Mesh Compression Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_draco_mesh_compression + */ +class GLTFDracoMeshCompressionExtension { + + constructor( json, dracoLoader ) { + + if ( ! dracoLoader ) { + + throw new Error( 'THREE.GLTFLoader: No DRACOLoader instance provided.' ); + + } + + this.name = EXTENSIONS.KHR_DRACO_MESH_COMPRESSION; + this.json = json; + this.dracoLoader = dracoLoader; + this.dracoLoader.preload(); + + } + + decodePrimitive( primitive, parser ) { + + const json = this.json; + const dracoLoader = this.dracoLoader; + const bufferViewIndex = primitive.extensions[ this.name ].bufferView; + const gltfAttributeMap = primitive.extensions[ this.name ].attributes; + const threeAttributeMap = {}; + const attributeNormalizedMap = {}; + const attributeTypeMap = {}; + + for ( const attributeName in gltfAttributeMap ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + threeAttributeMap[ threeAttributeName ] = gltfAttributeMap[ attributeName ]; + + } + + for ( const attributeName in primitive.attributes ) { + + const threeAttributeName = ATTRIBUTES[ attributeName ] || attributeName.toLowerCase(); + + if ( gltfAttributeMap[ attributeName ] !== undefined ) { + + const accessorDef = json.accessors[ primitive.attributes[ attributeName ] ]; + const componentType = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + attributeTypeMap[ threeAttributeName ] = componentType.name; + attributeNormalizedMap[ threeAttributeName ] = accessorDef.normalized === true; + + } + + } + + return parser.getDependency( 'bufferView', bufferViewIndex ).then( function ( bufferView ) { + + return new Promise( function ( resolve, reject ) { + + dracoLoader.decodeDracoFile( bufferView, function ( geometry ) { + + for ( const attributeName in geometry.attributes ) { + + const attribute = geometry.attributes[ attributeName ]; + const normalized = attributeNormalizedMap[ attributeName ]; + + if ( normalized !== undefined ) attribute.normalized = normalized; + + } + + resolve( geometry ); + + }, threeAttributeMap, attributeTypeMap, LinearSRGBColorSpace, reject ); + + } ); + + } ); + + } + +} + +/** + * Texture Transform Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_texture_transform + */ +class GLTFTextureTransformExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_TEXTURE_TRANSFORM; + + } + + extendTexture( texture, transform ) { + + if ( ( transform.texCoord === undefined || transform.texCoord === texture.channel ) + && transform.offset === undefined + && transform.rotation === undefined + && transform.scale === undefined ) { + + // See https://github.com/mrdoob/three.js/issues/21819. + return texture; + + } + + texture = texture.clone(); + + if ( transform.texCoord !== undefined ) { + + texture.channel = transform.texCoord; + + } + + if ( transform.offset !== undefined ) { + + texture.offset.fromArray( transform.offset ); + + } + + if ( transform.rotation !== undefined ) { + + texture.rotation = transform.rotation; + + } + + if ( transform.scale !== undefined ) { + + texture.repeat.fromArray( transform.scale ); + + } + + texture.needsUpdate = true; + + return texture; + + } + +} + +/** + * Mesh Quantization Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization + */ +class GLTFMeshQuantizationExtension { + + constructor() { + + this.name = EXTENSIONS.KHR_MESH_QUANTIZATION; + + } + +} + +/*********************************/ +/********** INTERPOLATION ********/ +/*********************************/ + +// Spline Interpolation +// Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#appendix-c-spline-interpolation +class GLTFCubicSplineInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + copySampleValue_( index ) { + + // Copies a sample value to the result buffer. See description of glTF + // CUBICSPLINE values layout in interpolate_() function below. + + const result = this.resultBuffer, + values = this.sampleValues, + valueSize = this.valueSize, + offset = index * valueSize * 3 + valueSize; + + for ( let i = 0; i !== valueSize; i ++ ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer; + const values = this.sampleValues; + const stride = this.valueSize; + + const stride2 = stride * 2; + const stride3 = stride * 3; + + const td = t1 - t0; + + const p = ( t - t0 ) / td; + const pp = p * p; + const ppp = pp * p; + + const offset1 = i1 * stride3; + const offset0 = offset1 - stride3; + + const s2 = - 2 * ppp + 3 * pp; + const s3 = ppp - pp; + const s0 = 1 - s2; + const s1 = s3 - pp + p; + + // Layout of keyframe output values for CUBICSPLINE animations: + // [ inTangent_1, splineVertex_1, outTangent_1, inTangent_2, splineVertex_2, ... ] + for ( let i = 0; i !== stride; i ++ ) { + + const p0 = values[ offset0 + i + stride ]; // splineVertex_k + const m0 = values[ offset0 + i + stride2 ] * td; // outTangent_k * (t_k+1 - t_k) + const p1 = values[ offset1 + i + stride ]; // splineVertex_k+1 + const m1 = values[ offset1 + i ] * td; // inTangent_k+1 * (t_k+1 - t_k) + + result[ i ] = s0 * p0 + s1 * m0 + s2 * p1 + s3 * m1; + + } + + return result; + + } + +} + +const _q = new Quaternion(); + +class GLTFCubicSplineQuaternionInterpolant extends GLTFCubicSplineInterpolant { + + interpolate_( i1, t0, t, t1 ) { + + const result = super.interpolate_( i1, t0, t, t1 ); + + _q.fromArray( result ).normalize().toArray( result ); + + return result; + + } + +} + + +/*********************************/ +/********** INTERNALS ************/ +/*********************************/ + +/* CONSTANTS */ + +const WEBGL_CONSTANTS = { + FLOAT: 5126, + //FLOAT_MAT2: 35674, + FLOAT_MAT3: 35675, + FLOAT_MAT4: 35676, + FLOAT_VEC2: 35664, + FLOAT_VEC3: 35665, + FLOAT_VEC4: 35666, + LINEAR: 9729, + REPEAT: 10497, + SAMPLER_2D: 35678, + POINTS: 0, + LINES: 1, + LINE_LOOP: 2, + LINE_STRIP: 3, + TRIANGLES: 4, + TRIANGLE_STRIP: 5, + TRIANGLE_FAN: 6, + UNSIGNED_BYTE: 5121, + UNSIGNED_SHORT: 5123 +}; + +const WEBGL_COMPONENT_TYPES = { + 5120: Int8Array, + 5121: Uint8Array, + 5122: Int16Array, + 5123: Uint16Array, + 5125: Uint32Array, + 5126: Float32Array +}; + +const WEBGL_FILTERS = { + 9728: NearestFilter, + 9729: LinearFilter, + 9984: NearestMipmapNearestFilter, + 9985: LinearMipmapNearestFilter, + 9986: NearestMipmapLinearFilter, + 9987: LinearMipmapLinearFilter +}; + +const WEBGL_WRAPPINGS = { + 33071: ClampToEdgeWrapping, + 33648: MirroredRepeatWrapping, + 10497: RepeatWrapping +}; + +const WEBGL_TYPE_SIZES = { + 'SCALAR': 1, + 'VEC2': 2, + 'VEC3': 3, + 'VEC4': 4, + 'MAT2': 4, + 'MAT3': 9, + 'MAT4': 16 +}; + +const ATTRIBUTES = { + POSITION: 'position', + NORMAL: 'normal', + TANGENT: 'tangent', + TEXCOORD_0: 'uv', + TEXCOORD_1: 'uv1', + TEXCOORD_2: 'uv2', + TEXCOORD_3: 'uv3', + COLOR_0: 'color', + WEIGHTS_0: 'skinWeight', + JOINTS_0: 'skinIndex', +}; + +const PATH_PROPERTIES = { + scale: 'scale', + translation: 'position', + rotation: 'quaternion', + weights: 'morphTargetInfluences' +}; + +const INTERPOLATION = { + CUBICSPLINE: undefined, // We use a custom interpolant (GLTFCubicSplineInterpolation) for CUBICSPLINE tracks. Each + // keyframe track will be initialized with a default interpolation type, then modified. + LINEAR: InterpolateLinear, + STEP: InterpolateDiscrete +}; + +const ALPHA_MODES = { + OPAQUE: 'OPAQUE', + MASK: 'MASK', + BLEND: 'BLEND' +}; + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#default-material + */ +function createDefaultMaterial( cache ) { + + if ( cache[ 'DefaultMaterial' ] === undefined ) { + + cache[ 'DefaultMaterial' ] = new MeshStandardMaterial( { + color: 0xFFFFFF, + emissive: 0x000000, + metalness: 1, + roughness: 1, + transparent: false, + depthTest: true, + side: FrontSide + } ); + + } + + return cache[ 'DefaultMaterial' ]; + +} + +function addUnknownExtensionsToUserData( knownExtensions, object, objectDef ) { + + // Add unknown glTF extensions to an object's userData. + + for ( const name in objectDef.extensions ) { + + if ( knownExtensions[ name ] === undefined ) { + + object.userData.gltfExtensions = object.userData.gltfExtensions || {}; + object.userData.gltfExtensions[ name ] = objectDef.extensions[ name ]; + + } + + } + +} + +/** + * @param {Object3D|Material|BufferGeometry} object + * @param {GLTF.definition} gltfDef + */ +function assignExtrasToUserData( object, gltfDef ) { + + if ( gltfDef.extras !== undefined ) { + + if ( typeof gltfDef.extras === 'object' ) { + + Object.assign( object.userData, gltfDef.extras ); + + } else { + + console.warn( 'THREE.GLTFLoader: Ignoring primitive type .extras, ' + gltfDef.extras ); + + } + + } + +} + +/** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#morph-targets + * + * @param {BufferGeometry} geometry + * @param {Array} targets + * @param {GLTFParser} parser + * @return {Promise} + */ +function addMorphTargets( geometry, targets, parser ) { + + let hasMorphPosition = false; + let hasMorphNormal = false; + let hasMorphColor = false; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) hasMorphPosition = true; + if ( target.NORMAL !== undefined ) hasMorphNormal = true; + if ( target.COLOR_0 !== undefined ) hasMorphColor = true; + + if ( hasMorphPosition && hasMorphNormal && hasMorphColor ) break; + + } + + if ( ! hasMorphPosition && ! hasMorphNormal && ! hasMorphColor ) return Promise.resolve( geometry ); + + const pendingPositionAccessors = []; + const pendingNormalAccessors = []; + const pendingColorAccessors = []; + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( hasMorphPosition ) { + + const pendingAccessor = target.POSITION !== undefined + ? parser.getDependency( 'accessor', target.POSITION ) + : geometry.attributes.position; + + pendingPositionAccessors.push( pendingAccessor ); + + } + + if ( hasMorphNormal ) { + + const pendingAccessor = target.NORMAL !== undefined + ? parser.getDependency( 'accessor', target.NORMAL ) + : geometry.attributes.normal; + + pendingNormalAccessors.push( pendingAccessor ); + + } + + if ( hasMorphColor ) { + + const pendingAccessor = target.COLOR_0 !== undefined + ? parser.getDependency( 'accessor', target.COLOR_0 ) + : geometry.attributes.color; + + pendingColorAccessors.push( pendingAccessor ); + + } + + } + + return Promise.all( [ + Promise.all( pendingPositionAccessors ), + Promise.all( pendingNormalAccessors ), + Promise.all( pendingColorAccessors ) + ] ).then( function ( accessors ) { + + const morphPositions = accessors[ 0 ]; + const morphNormals = accessors[ 1 ]; + const morphColors = accessors[ 2 ]; + + if ( hasMorphPosition ) geometry.morphAttributes.position = morphPositions; + if ( hasMorphNormal ) geometry.morphAttributes.normal = morphNormals; + if ( hasMorphColor ) geometry.morphAttributes.color = morphColors; + geometry.morphTargetsRelative = true; + + return geometry; + + } ); + +} + +/** + * @param {Mesh} mesh + * @param {GLTF.Mesh} meshDef + */ +function updateMorphTargets( mesh, meshDef ) { + + mesh.updateMorphTargets(); + + if ( meshDef.weights !== undefined ) { + + for ( let i = 0, il = meshDef.weights.length; i < il; i ++ ) { + + mesh.morphTargetInfluences[ i ] = meshDef.weights[ i ]; + + } + + } + + // .extras has user-defined data, so check that .extras.targetNames is an array. + if ( meshDef.extras && Array.isArray( meshDef.extras.targetNames ) ) { + + const targetNames = meshDef.extras.targetNames; + + if ( mesh.morphTargetInfluences.length === targetNames.length ) { + + mesh.morphTargetDictionary = {}; + + for ( let i = 0, il = targetNames.length; i < il; i ++ ) { + + mesh.morphTargetDictionary[ targetNames[ i ] ] = i; + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Invalid extras.targetNames length. Ignoring names.' ); + + } + + } + +} + +function createPrimitiveKey( primitiveDef ) { + + let geometryKey; + + const dracoExtension = primitiveDef.extensions && primitiveDef.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ]; + + if ( dracoExtension ) { + + geometryKey = 'draco:' + dracoExtension.bufferView + + ':' + dracoExtension.indices + + ':' + createAttributesKey( dracoExtension.attributes ); + + } else { + + geometryKey = primitiveDef.indices + ':' + createAttributesKey( primitiveDef.attributes ) + ':' + primitiveDef.mode; + + } + + if ( primitiveDef.targets !== undefined ) { + + for ( let i = 0, il = primitiveDef.targets.length; i < il; i ++ ) { + + geometryKey += ':' + createAttributesKey( primitiveDef.targets[ i ] ); + + } + + } + + return geometryKey; + +} + +function createAttributesKey( attributes ) { + + let attributesKey = ''; + + const keys = Object.keys( attributes ).sort(); + + for ( let i = 0, il = keys.length; i < il; i ++ ) { + + attributesKey += keys[ i ] + ':' + attributes[ keys[ i ] ] + ';'; + + } + + return attributesKey; + +} + +function getNormalizedComponentScale( constructor ) { + + // Reference: + // https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization#encoding-quantized-data + + switch ( constructor ) { + + case Int8Array: + return 1 / 127; + + case Uint8Array: + return 1 / 255; + + case Int16Array: + return 1 / 32767; + + case Uint16Array: + return 1 / 65535; + + default: + throw new Error( 'THREE.GLTFLoader: Unsupported normalized accessor component type.' ); + + } + +} + +function getImageURIMimeType( uri ) { + + if ( uri.search( /\.jpe?g($|\?)/i ) > 0 || uri.search( /^data\:image\/jpeg/ ) === 0 ) return 'image/jpeg'; + if ( uri.search( /\.webp($|\?)/i ) > 0 || uri.search( /^data\:image\/webp/ ) === 0 ) return 'image/webp'; + if ( uri.search( /\.ktx2($|\?)/i ) > 0 || uri.search( /^data\:image\/ktx2/ ) === 0 ) return 'image/ktx2'; + + return 'image/png'; + +} + +const _identityMatrix = new Matrix4(); + +/* GLTF PARSER */ + +class GLTFParser { + + constructor( json = {}, options = {} ) { + + this.json = json; + this.extensions = {}; + this.plugins = {}; + this.options = options; + + // loader object cache + this.cache = new GLTFRegistry(); + + // associations between Three.js objects and glTF elements + this.associations = new Map(); + + // BufferGeometry caching + this.primitiveCache = {}; + + // Node cache + this.nodeCache = {}; + + // Object3D instance caches + this.meshCache = { refs: {}, uses: {} }; + this.cameraCache = { refs: {}, uses: {} }; + this.lightCache = { refs: {}, uses: {} }; + + this.sourceCache = {}; + this.textureCache = {}; + + // Track node names, to ensure no duplicates + this.nodeNamesUsed = {}; + + // Use an ImageBitmapLoader if imageBitmaps are supported. Moves much of the + // expensive work of uploading a texture to the GPU off the main thread. + + let isSafari = false; + let safariVersion = - 1; + let isFirefox = false; + let firefoxVersion = - 1; + + if ( typeof navigator !== 'undefined' ) { + + const userAgent = navigator.userAgent; + + isSafari = /^((?!chrome|android).)*safari/i.test( userAgent ) === true; + const safariMatch = userAgent.match( /Version\/(\d+)/ ); + safariVersion = isSafari && safariMatch ? parseInt( safariMatch[ 1 ], 10 ) : - 1; + + isFirefox = userAgent.indexOf( 'Firefox' ) > - 1; + firefoxVersion = isFirefox ? userAgent.match( /Firefox\/([0-9]+)\./ )[ 1 ] : - 1; + + } + + if ( typeof createImageBitmap === 'undefined' || ( isSafari && safariVersion < 17 ) || ( isFirefox && firefoxVersion < 98 ) ) { + + this.textureLoader = new TextureLoader( this.options.manager ); + + } else { + + this.textureLoader = new ImageBitmapLoader( this.options.manager ); + + } + + this.textureLoader.setCrossOrigin( this.options.crossOrigin ); + this.textureLoader.setRequestHeader( this.options.requestHeader ); + + this.fileLoader = new FileLoader( this.options.manager ); + this.fileLoader.setResponseType( 'arraybuffer' ); + + if ( this.options.crossOrigin === 'use-credentials' ) { + + this.fileLoader.setWithCredentials( true ); + + } + + } + + setExtensions( extensions ) { + + this.extensions = extensions; + + } + + setPlugins( plugins ) { + + this.plugins = plugins; + + } + + parse( onLoad, onError ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + // Clear the loader cache + this.cache.removeAll(); + this.nodeCache = {}; + + // Mark the special nodes/meshes in json for efficient parse + this._invokeAll( function ( ext ) { + + return ext._markDefs && ext._markDefs(); + + } ); + + Promise.all( this._invokeAll( function ( ext ) { + + return ext.beforeRoot && ext.beforeRoot(); + + } ) ).then( function () { + + return Promise.all( [ + + parser.getDependencies( 'scene' ), + parser.getDependencies( 'animation' ), + parser.getDependencies( 'camera' ), + + ] ); + + } ).then( function ( dependencies ) { + + const result = { + scene: dependencies[ 0 ][ json.scene || 0 ], + scenes: dependencies[ 0 ], + animations: dependencies[ 1 ], + cameras: dependencies[ 2 ], + asset: json.asset, + parser: parser, + userData: {} + }; + + addUnknownExtensionsToUserData( extensions, result, json ); + + assignExtrasToUserData( result, json ); + + return Promise.all( parser._invokeAll( function ( ext ) { + + return ext.afterRoot && ext.afterRoot( result ); + + } ) ).then( function () { + + for ( const scene of result.scenes ) { + + scene.updateMatrixWorld(); + + } + + onLoad( result ); + + } ); + + } ).catch( onError ); + + } + + /** + * Marks the special nodes/meshes in json for efficient parse. + */ + _markDefs() { + + const nodeDefs = this.json.nodes || []; + const skinDefs = this.json.skins || []; + const meshDefs = this.json.meshes || []; + + // Nothing in the node definition indicates whether it is a Bone or an + // Object3D. Use the skins' joint references to mark bones. + for ( let skinIndex = 0, skinLength = skinDefs.length; skinIndex < skinLength; skinIndex ++ ) { + + const joints = skinDefs[ skinIndex ].joints; + + for ( let i = 0, il = joints.length; i < il; i ++ ) { + + nodeDefs[ joints[ i ] ].isBone = true; + + } + + } + + // Iterate over all nodes, marking references to shared resources, + // as well as skeleton joints. + for ( let nodeIndex = 0, nodeLength = nodeDefs.length; nodeIndex < nodeLength; nodeIndex ++ ) { + + const nodeDef = nodeDefs[ nodeIndex ]; + + if ( nodeDef.mesh !== undefined ) { + + this._addNodeRef( this.meshCache, nodeDef.mesh ); + + // Nothing in the mesh definition indicates whether it is + // a SkinnedMesh or Mesh. Use the node's mesh reference + // to mark SkinnedMesh if node has skin. + if ( nodeDef.skin !== undefined ) { + + meshDefs[ nodeDef.mesh ].isSkinnedMesh = true; + + } + + } + + if ( nodeDef.camera !== undefined ) { + + this._addNodeRef( this.cameraCache, nodeDef.camera ); + + } + + } + + } + + /** + * Counts references to shared node / Object3D resources. These resources + * can be reused, or "instantiated", at multiple nodes in the scene + * hierarchy. Mesh, Camera, and Light instances are instantiated and must + * be marked. Non-scenegraph resources (like Materials, Geometries, and + * Textures) can be reused directly and are not marked here. + * + * Example: CesiumMilkTruck sample model reuses "Wheel" meshes. + */ + _addNodeRef( cache, index ) { + + if ( index === undefined ) return; + + if ( cache.refs[ index ] === undefined ) { + + cache.refs[ index ] = cache.uses[ index ] = 0; + + } + + cache.refs[ index ] ++; + + } + + /** Returns a reference to a shared resource, cloning it if necessary. */ + _getNodeRef( cache, index, object ) { + + if ( cache.refs[ index ] <= 1 ) return object; + + const ref = object.clone(); + + // Propagates mappings to the cloned object, prevents mappings on the + // original object from being lost. + const updateMappings = ( original, clone ) => { + + const mappings = this.associations.get( original ); + if ( mappings != null ) { + + this.associations.set( clone, mappings ); + + } + + for ( const [ i, child ] of original.children.entries() ) { + + updateMappings( child, clone.children[ i ] ); + + } + + }; + + updateMappings( object, ref ); + + ref.name += '_instance_' + ( cache.uses[ index ] ++ ); + + return ref; + + } + + _invokeOne( func ) { + + const extensions = Object.values( this.plugins ); + extensions.push( this ); + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) return result; + + } + + return null; + + } + + _invokeAll( func ) { + + const extensions = Object.values( this.plugins ); + extensions.unshift( this ); + + const pending = []; + + for ( let i = 0; i < extensions.length; i ++ ) { + + const result = func( extensions[ i ] ); + + if ( result ) pending.push( result ); + + } + + return pending; + + } + + /** + * Requests the specified dependency asynchronously, with caching. + * @param {string} type + * @param {number} index + * @return {Promise} + */ + getDependency( type, index ) { + + const cacheKey = type + ':' + index; + let dependency = this.cache.get( cacheKey ); + + if ( ! dependency ) { + + switch ( type ) { + + case 'scene': + dependency = this.loadScene( index ); + break; + + case 'node': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadNode && ext.loadNode( index ); + + } ); + break; + + case 'mesh': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMesh && ext.loadMesh( index ); + + } ); + break; + + case 'accessor': + dependency = this.loadAccessor( index ); + break; + + case 'bufferView': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadBufferView && ext.loadBufferView( index ); + + } ); + break; + + case 'buffer': + dependency = this.loadBuffer( index ); + break; + + case 'material': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadMaterial && ext.loadMaterial( index ); + + } ); + break; + + case 'texture': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadTexture && ext.loadTexture( index ); + + } ); + break; + + case 'skin': + dependency = this.loadSkin( index ); + break; + + case 'animation': + dependency = this._invokeOne( function ( ext ) { + + return ext.loadAnimation && ext.loadAnimation( index ); + + } ); + break; + + case 'camera': + dependency = this.loadCamera( index ); + break; + + default: + dependency = this._invokeOne( function ( ext ) { + + return ext != this && ext.getDependency && ext.getDependency( type, index ); + + } ); + + if ( ! dependency ) { + + throw new Error( 'Unknown type: ' + type ); + + } + + break; + + } + + this.cache.add( cacheKey, dependency ); + + } + + return dependency; + + } + + /** + * Requests all dependencies of the specified type asynchronously, with caching. + * @param {string} type + * @return {Promise>} + */ + getDependencies( type ) { + + let dependencies = this.cache.get( type ); + + if ( ! dependencies ) { + + const parser = this; + const defs = this.json[ type + ( type === 'mesh' ? 'es' : 's' ) ] || []; + + dependencies = Promise.all( defs.map( function ( def, index ) { + + return parser.getDependency( type, index ); + + } ) ); + + this.cache.add( type, dependencies ); + + } + + return dependencies; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * @param {number} bufferIndex + * @return {Promise} + */ + loadBuffer( bufferIndex ) { + + const bufferDef = this.json.buffers[ bufferIndex ]; + const loader = this.fileLoader; + + if ( bufferDef.type && bufferDef.type !== 'arraybuffer' ) { + + throw new Error( 'THREE.GLTFLoader: ' + bufferDef.type + ' buffer type is not supported.' ); + + } + + // If present, GLB container is required to be the first buffer. + if ( bufferDef.uri === undefined && bufferIndex === 0 ) { + + return Promise.resolve( this.extensions[ EXTENSIONS.KHR_BINARY_GLTF ].body ); + + } + + const options = this.options; + + return new Promise( function ( resolve, reject ) { + + loader.load( LoaderUtils.resolveURL( bufferDef.uri, options.path ), resolve, undefined, function () { + + reject( new Error( 'THREE.GLTFLoader: Failed to load buffer "' + bufferDef.uri + '".' ) ); + + } ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#buffers-and-buffer-views + * @param {number} bufferViewIndex + * @return {Promise} + */ + loadBufferView( bufferViewIndex ) { + + const bufferViewDef = this.json.bufferViews[ bufferViewIndex ]; + + return this.getDependency( 'buffer', bufferViewDef.buffer ).then( function ( buffer ) { + + const byteLength = bufferViewDef.byteLength || 0; + const byteOffset = bufferViewDef.byteOffset || 0; + return buffer.slice( byteOffset, byteOffset + byteLength ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#accessors + * @param {number} accessorIndex + * @return {Promise} + */ + loadAccessor( accessorIndex ) { + + const parser = this; + const json = this.json; + + const accessorDef = this.json.accessors[ accessorIndex ]; + + if ( accessorDef.bufferView === undefined && accessorDef.sparse === undefined ) { + + const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + const normalized = accessorDef.normalized === true; + + const array = new TypedArray( accessorDef.count * itemSize ); + return Promise.resolve( new BufferAttribute( array, itemSize, normalized ) ); + + } + + const pendingBufferViews = []; + + if ( accessorDef.bufferView !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.bufferView ) ); + + } else { + + pendingBufferViews.push( null ); + + } + + if ( accessorDef.sparse !== undefined ) { + + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.indices.bufferView ) ); + pendingBufferViews.push( this.getDependency( 'bufferView', accessorDef.sparse.values.bufferView ) ); + + } + + return Promise.all( pendingBufferViews ).then( function ( bufferViews ) { + + const bufferView = bufferViews[ 0 ]; + + const itemSize = WEBGL_TYPE_SIZES[ accessorDef.type ]; + const TypedArray = WEBGL_COMPONENT_TYPES[ accessorDef.componentType ]; + + // For VEC3: itemSize is 3, elementBytes is 4, itemBytes is 12. + const elementBytes = TypedArray.BYTES_PER_ELEMENT; + const itemBytes = elementBytes * itemSize; + const byteOffset = accessorDef.byteOffset || 0; + const byteStride = accessorDef.bufferView !== undefined ? json.bufferViews[ accessorDef.bufferView ].byteStride : undefined; + const normalized = accessorDef.normalized === true; + let array, bufferAttribute; + + // The buffer is not interleaved if the stride is the item size in bytes. + if ( byteStride && byteStride !== itemBytes ) { + + // Each "slice" of the buffer, as defined by 'count' elements of 'byteStride' bytes, gets its own InterleavedBuffer + // This makes sure that IBA.count reflects accessor.count properly + const ibSlice = Math.floor( byteOffset / byteStride ); + const ibCacheKey = 'InterleavedBuffer:' + accessorDef.bufferView + ':' + accessorDef.componentType + ':' + ibSlice + ':' + accessorDef.count; + let ib = parser.cache.get( ibCacheKey ); + + if ( ! ib ) { + + array = new TypedArray( bufferView, ibSlice * byteStride, accessorDef.count * byteStride / elementBytes ); + + // Integer parameters to IB/IBA are in array elements, not bytes. + ib = new InterleavedBuffer( array, byteStride / elementBytes ); + + parser.cache.add( ibCacheKey, ib ); + + } + + bufferAttribute = new InterleavedBufferAttribute( ib, itemSize, ( byteOffset % byteStride ) / elementBytes, normalized ); + + } else { + + if ( bufferView === null ) { + + array = new TypedArray( accessorDef.count * itemSize ); + + } else { + + array = new TypedArray( bufferView, byteOffset, accessorDef.count * itemSize ); + + } + + bufferAttribute = new BufferAttribute( array, itemSize, normalized ); + + } + + // https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#sparse-accessors + if ( accessorDef.sparse !== undefined ) { + + const itemSizeIndices = WEBGL_TYPE_SIZES.SCALAR; + const TypedArrayIndices = WEBGL_COMPONENT_TYPES[ accessorDef.sparse.indices.componentType ]; + + const byteOffsetIndices = accessorDef.sparse.indices.byteOffset || 0; + const byteOffsetValues = accessorDef.sparse.values.byteOffset || 0; + + const sparseIndices = new TypedArrayIndices( bufferViews[ 1 ], byteOffsetIndices, accessorDef.sparse.count * itemSizeIndices ); + const sparseValues = new TypedArray( bufferViews[ 2 ], byteOffsetValues, accessorDef.sparse.count * itemSize ); + + if ( bufferView !== null ) { + + // Avoid modifying the original ArrayBuffer, if the bufferView wasn't initialized with zeroes. + bufferAttribute = new BufferAttribute( bufferAttribute.array.slice(), bufferAttribute.itemSize, bufferAttribute.normalized ); + + } + + // Ignore normalized since we copy from sparse + bufferAttribute.normalized = false; + + for ( let i = 0, il = sparseIndices.length; i < il; i ++ ) { + + const index = sparseIndices[ i ]; + + bufferAttribute.setX( index, sparseValues[ i * itemSize ] ); + if ( itemSize >= 2 ) bufferAttribute.setY( index, sparseValues[ i * itemSize + 1 ] ); + if ( itemSize >= 3 ) bufferAttribute.setZ( index, sparseValues[ i * itemSize + 2 ] ); + if ( itemSize >= 4 ) bufferAttribute.setW( index, sparseValues[ i * itemSize + 3 ] ); + if ( itemSize >= 5 ) throw new Error( 'THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.' ); + + } + + bufferAttribute.normalized = normalized; + + } + + return bufferAttribute; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#textures + * @param {number} textureIndex + * @return {Promise} + */ + loadTexture( textureIndex ) { + + const json = this.json; + const options = this.options; + const textureDef = json.textures[ textureIndex ]; + const sourceIndex = textureDef.source; + const sourceDef = json.images[ sourceIndex ]; + + let loader = this.textureLoader; + + if ( sourceDef.uri ) { + + const handler = options.manager.getHandler( sourceDef.uri ); + if ( handler !== null ) loader = handler; + + } + + return this.loadTextureImage( textureIndex, sourceIndex, loader ); + + } + + loadTextureImage( textureIndex, sourceIndex, loader ) { + + const parser = this; + const json = this.json; + + const textureDef = json.textures[ textureIndex ]; + const sourceDef = json.images[ sourceIndex ]; + + const cacheKey = ( sourceDef.uri || sourceDef.bufferView ) + ':' + textureDef.sampler; + + if ( this.textureCache[ cacheKey ] ) { + + // See https://github.com/mrdoob/three.js/issues/21559. + return this.textureCache[ cacheKey ]; + + } + + const promise = this.loadImageSource( sourceIndex, loader ).then( function ( texture ) { + + texture.flipY = false; + + texture.name = textureDef.name || sourceDef.name || ''; + + if ( texture.name === '' && typeof sourceDef.uri === 'string' && sourceDef.uri.startsWith( 'data:image/' ) === false ) { + + texture.name = sourceDef.uri; + + } + + const samplers = json.samplers || {}; + const sampler = samplers[ textureDef.sampler ] || {}; + + texture.magFilter = WEBGL_FILTERS[ sampler.magFilter ] || LinearFilter; + texture.minFilter = WEBGL_FILTERS[ sampler.minFilter ] || LinearMipmapLinearFilter; + texture.wrapS = WEBGL_WRAPPINGS[ sampler.wrapS ] || RepeatWrapping; + texture.wrapT = WEBGL_WRAPPINGS[ sampler.wrapT ] || RepeatWrapping; + texture.generateMipmaps = ! texture.isCompressedTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter; + + parser.associations.set( texture, { textures: textureIndex } ); + + return texture; + + } ).catch( function () { + + return null; + + } ); + + this.textureCache[ cacheKey ] = promise; + + return promise; + + } + + loadImageSource( sourceIndex, loader ) { + + const parser = this; + const json = this.json; + const options = this.options; + + if ( this.sourceCache[ sourceIndex ] !== undefined ) { + + return this.sourceCache[ sourceIndex ].then( ( texture ) => texture.clone() ); + + } + + const sourceDef = json.images[ sourceIndex ]; + + const URL = self.URL || self.webkitURL; + + let sourceURI = sourceDef.uri || ''; + let isObjectURL = false; + + if ( sourceDef.bufferView !== undefined ) { + + // Load binary image data from bufferView, if provided. + + sourceURI = parser.getDependency( 'bufferView', sourceDef.bufferView ).then( function ( bufferView ) { + + isObjectURL = true; + const blob = new Blob( [ bufferView ], { type: sourceDef.mimeType } ); + sourceURI = URL.createObjectURL( blob ); + return sourceURI; + + } ); + + } else if ( sourceDef.uri === undefined ) { + + throw new Error( 'THREE.GLTFLoader: Image ' + sourceIndex + ' is missing URI and bufferView' ); + + } + + const promise = Promise.resolve( sourceURI ).then( function ( sourceURI ) { + + return new Promise( function ( resolve, reject ) { + + let onLoad = resolve; + + if ( loader.isImageBitmapLoader === true ) { + + onLoad = function ( imageBitmap ) { + + const texture = new Texture( imageBitmap ); + texture.needsUpdate = true; + + resolve( texture ); + + }; + + } + + loader.load( LoaderUtils.resolveURL( sourceURI, options.path ), onLoad, undefined, reject ); + + } ); + + } ).then( function ( texture ) { + + // Clean up resources and configure Texture. + + if ( isObjectURL === true ) { + + URL.revokeObjectURL( sourceURI ); + + } + + assignExtrasToUserData( texture, sourceDef ); + + texture.userData.mimeType = sourceDef.mimeType || getImageURIMimeType( sourceDef.uri ); + + return texture; + + } ).catch( function ( error ) { + + console.error( 'THREE.GLTFLoader: Couldn\'t load texture', sourceURI ); + throw error; + + } ); + + this.sourceCache[ sourceIndex ] = promise; + return promise; + + } + + /** + * Asynchronously assigns a texture to the given material parameters. + * @param {Object} materialParams + * @param {string} mapName + * @param {Object} mapDef + * @return {Promise} + */ + assignTexture( materialParams, mapName, mapDef, colorSpace ) { + + const parser = this; + + return this.getDependency( 'texture', mapDef.index ).then( function ( texture ) { + + if ( ! texture ) return null; + + if ( mapDef.texCoord !== undefined && mapDef.texCoord > 0 ) { + + texture = texture.clone(); + texture.channel = mapDef.texCoord; + + } + + if ( parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] ) { + + const transform = mapDef.extensions !== undefined ? mapDef.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ] : undefined; + + if ( transform ) { + + const gltfReference = parser.associations.get( texture ); + texture = parser.extensions[ EXTENSIONS.KHR_TEXTURE_TRANSFORM ].extendTexture( texture, transform ); + parser.associations.set( texture, gltfReference ); + + } + + } + + if ( colorSpace !== undefined ) { + + texture.colorSpace = colorSpace; + + } + + materialParams[ mapName ] = texture; + + return texture; + + } ); + + } + + /** + * Assigns final material to a Mesh, Line, or Points instance. The instance + * already has a material (generated from the glTF material options alone) + * but reuse of the same glTF material may require multiple threejs materials + * to accommodate different primitive types, defines, etc. New materials will + * be created if necessary, and reused from a cache. + * @param {Object3D} mesh Mesh, Line, or Points instance. + */ + assignFinalMaterial( mesh ) { + + const geometry = mesh.geometry; + let material = mesh.material; + + const useDerivativeTangents = geometry.attributes.tangent === undefined; + const useVertexColors = geometry.attributes.color !== undefined; + const useFlatShading = geometry.attributes.normal === undefined; + + if ( mesh.isPoints ) { + + const cacheKey = 'PointsMaterial:' + material.uuid; + + let pointsMaterial = this.cache.get( cacheKey ); + + if ( ! pointsMaterial ) { + + pointsMaterial = new PointsMaterial(); + Material.prototype.copy.call( pointsMaterial, material ); + pointsMaterial.color.copy( material.color ); + pointsMaterial.map = material.map; + pointsMaterial.sizeAttenuation = false; // glTF spec says points should be 1px + + this.cache.add( cacheKey, pointsMaterial ); + + } + + material = pointsMaterial; + + } else if ( mesh.isLine ) { + + const cacheKey = 'LineBasicMaterial:' + material.uuid; + + let lineMaterial = this.cache.get( cacheKey ); + + if ( ! lineMaterial ) { + + lineMaterial = new LineBasicMaterial(); + Material.prototype.copy.call( lineMaterial, material ); + lineMaterial.color.copy( material.color ); + lineMaterial.map = material.map; + + this.cache.add( cacheKey, lineMaterial ); + + } + + material = lineMaterial; + + } + + // Clone the material if it will be modified + if ( useDerivativeTangents || useVertexColors || useFlatShading ) { + + let cacheKey = 'ClonedMaterial:' + material.uuid + ':'; + + if ( useDerivativeTangents ) cacheKey += 'derivative-tangents:'; + if ( useVertexColors ) cacheKey += 'vertex-colors:'; + if ( useFlatShading ) cacheKey += 'flat-shading:'; + + let cachedMaterial = this.cache.get( cacheKey ); + + if ( ! cachedMaterial ) { + + cachedMaterial = material.clone(); + + if ( useVertexColors ) cachedMaterial.vertexColors = true; + if ( useFlatShading ) cachedMaterial.flatShading = true; + + if ( useDerivativeTangents ) { + + // https://github.com/mrdoob/three.js/issues/11438#issuecomment-507003995 + if ( cachedMaterial.normalScale ) cachedMaterial.normalScale.y *= - 1; + if ( cachedMaterial.clearcoatNormalScale ) cachedMaterial.clearcoatNormalScale.y *= - 1; + + } + + this.cache.add( cacheKey, cachedMaterial ); + + this.associations.set( cachedMaterial, this.associations.get( material ) ); + + } + + material = cachedMaterial; + + } + + mesh.material = material; + + } + + getMaterialType( /* materialIndex */ ) { + + return MeshStandardMaterial; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#materials + * @param {number} materialIndex + * @return {Promise} + */ + loadMaterial( materialIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + const materialDef = json.materials[ materialIndex ]; + + let materialType; + const materialParams = {}; + const materialExtensions = materialDef.extensions || {}; + + const pending = []; + + if ( materialExtensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ] ) { + + const kmuExtension = extensions[ EXTENSIONS.KHR_MATERIALS_UNLIT ]; + materialType = kmuExtension.getMaterialType(); + pending.push( kmuExtension.extendParams( materialParams, materialDef, parser ) ); + + } else { + + // Specification: + // https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#metallic-roughness-material + + const metallicRoughness = materialDef.pbrMetallicRoughness || {}; + + materialParams.color = new Color( 1.0, 1.0, 1.0 ); + materialParams.opacity = 1.0; + + if ( Array.isArray( metallicRoughness.baseColorFactor ) ) { + + const array = metallicRoughness.baseColorFactor; + + materialParams.color.setRGB( array[ 0 ], array[ 1 ], array[ 2 ], LinearSRGBColorSpace ); + materialParams.opacity = array[ 3 ]; + + } + + if ( metallicRoughness.baseColorTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'map', metallicRoughness.baseColorTexture, SRGBColorSpace ) ); + + } + + materialParams.metalness = metallicRoughness.metallicFactor !== undefined ? metallicRoughness.metallicFactor : 1.0; + materialParams.roughness = metallicRoughness.roughnessFactor !== undefined ? metallicRoughness.roughnessFactor : 1.0; + + if ( metallicRoughness.metallicRoughnessTexture !== undefined ) { + + pending.push( parser.assignTexture( materialParams, 'metalnessMap', metallicRoughness.metallicRoughnessTexture ) ); + pending.push( parser.assignTexture( materialParams, 'roughnessMap', metallicRoughness.metallicRoughnessTexture ) ); + + } + + materialType = this._invokeOne( function ( ext ) { + + return ext.getMaterialType && ext.getMaterialType( materialIndex ); + + } ); + + pending.push( Promise.all( this._invokeAll( function ( ext ) { + + return ext.extendMaterialParams && ext.extendMaterialParams( materialIndex, materialParams ); + + } ) ) ); + + } + + if ( materialDef.doubleSided === true ) { + + materialParams.side = DoubleSide; + + } + + const alphaMode = materialDef.alphaMode || ALPHA_MODES.OPAQUE; + + if ( alphaMode === ALPHA_MODES.BLEND ) { + + materialParams.transparent = true; + + // See: https://github.com/mrdoob/three.js/issues/17706 + materialParams.depthWrite = false; + + } else { + + materialParams.transparent = false; + + if ( alphaMode === ALPHA_MODES.MASK ) { + + materialParams.alphaTest = materialDef.alphaCutoff !== undefined ? materialDef.alphaCutoff : 0.5; + + } + + } + + if ( materialDef.normalTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'normalMap', materialDef.normalTexture ) ); + + materialParams.normalScale = new Vector2( 1, 1 ); + + if ( materialDef.normalTexture.scale !== undefined ) { + + const scale = materialDef.normalTexture.scale; + + materialParams.normalScale.set( scale, scale ); + + } + + } + + if ( materialDef.occlusionTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'aoMap', materialDef.occlusionTexture ) ); + + if ( materialDef.occlusionTexture.strength !== undefined ) { + + materialParams.aoMapIntensity = materialDef.occlusionTexture.strength; + + } + + } + + if ( materialDef.emissiveFactor !== undefined && materialType !== MeshBasicMaterial ) { + + const emissiveFactor = materialDef.emissiveFactor; + materialParams.emissive = new Color().setRGB( emissiveFactor[ 0 ], emissiveFactor[ 1 ], emissiveFactor[ 2 ], LinearSRGBColorSpace ); + + } + + if ( materialDef.emissiveTexture !== undefined && materialType !== MeshBasicMaterial ) { + + pending.push( parser.assignTexture( materialParams, 'emissiveMap', materialDef.emissiveTexture, SRGBColorSpace ) ); + + } + + return Promise.all( pending ).then( function () { + + const material = new materialType( materialParams ); + + if ( materialDef.name ) material.name = materialDef.name; + + assignExtrasToUserData( material, materialDef ); + + parser.associations.set( material, { materials: materialIndex } ); + + if ( materialDef.extensions ) addUnknownExtensionsToUserData( extensions, material, materialDef ); + + return material; + + } ); + + } + + /** When Object3D instances are targeted by animation, they need unique names. */ + createUniqueName( originalName ) { + + const sanitizedName = PropertyBinding.sanitizeNodeName( originalName || '' ); + + if ( sanitizedName in this.nodeNamesUsed ) { + + return sanitizedName + '_' + ( ++ this.nodeNamesUsed[ sanitizedName ] ); + + } else { + + this.nodeNamesUsed[ sanitizedName ] = 0; + + return sanitizedName; + + } + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#geometry + * + * Creates BufferGeometries from primitives. + * + * @param {Array} primitives + * @return {Promise>} + */ + loadGeometries( primitives ) { + + const parser = this; + const extensions = this.extensions; + const cache = this.primitiveCache; + + function createDracoPrimitive( primitive ) { + + return extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] + .decodePrimitive( primitive, parser ) + .then( function ( geometry ) { + + return addPrimitiveAttributes( geometry, primitive, parser ); + + } ); + + } + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const primitive = primitives[ i ]; + const cacheKey = createPrimitiveKey( primitive ); + + // See if we've already created this geometry + const cached = cache[ cacheKey ]; + + if ( cached ) { + + // Use the cached geometry if it exists + pending.push( cached.promise ); + + } else { + + let geometryPromise; + + if ( primitive.extensions && primitive.extensions[ EXTENSIONS.KHR_DRACO_MESH_COMPRESSION ] ) { + + // Use DRACO geometry if available + geometryPromise = createDracoPrimitive( primitive ); + + } else { + + // Otherwise create a new geometry + geometryPromise = addPrimitiveAttributes( new BufferGeometry(), primitive, parser ); + + } + + // Cache this geometry + cache[ cacheKey ] = { primitive: primitive, promise: geometryPromise }; + + pending.push( geometryPromise ); + + } + + } + + return Promise.all( pending ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#meshes + * @param {number} meshIndex + * @return {Promise} + */ + loadMesh( meshIndex ) { + + const parser = this; + const json = this.json; + const extensions = this.extensions; + + const meshDef = json.meshes[ meshIndex ]; + const primitives = meshDef.primitives; + + const pending = []; + + for ( let i = 0, il = primitives.length; i < il; i ++ ) { + + const material = primitives[ i ].material === undefined + ? createDefaultMaterial( this.cache ) + : this.getDependency( 'material', primitives[ i ].material ); + + pending.push( material ); + + } + + pending.push( parser.loadGeometries( primitives ) ); + + return Promise.all( pending ).then( function ( results ) { + + const materials = results.slice( 0, results.length - 1 ); + const geometries = results[ results.length - 1 ]; + + const meshes = []; + + for ( let i = 0, il = geometries.length; i < il; i ++ ) { + + const geometry = geometries[ i ]; + const primitive = primitives[ i ]; + + // 1. create Mesh + + let mesh; + + const material = materials[ i ]; + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLES || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP || + primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN || + primitive.mode === undefined ) { + + // .isSkinnedMesh isn't in glTF spec. See ._markDefs() + mesh = meshDef.isSkinnedMesh === true + ? new SkinnedMesh( geometry, material ) + : new Mesh( geometry, material ); + + if ( mesh.isSkinnedMesh === true ) { + + // normalize skin weights to fix malformed assets (see #15319) + mesh.normalizeSkinWeights(); + + } + + if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_STRIP ) { + + mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleStripDrawMode ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.TRIANGLE_FAN ) { + + mesh.geometry = toTrianglesDrawMode( mesh.geometry, TriangleFanDrawMode ); + + } + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINES ) { + + mesh = new LineSegments( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_STRIP ) { + + mesh = new Line( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.LINE_LOOP ) { + + mesh = new LineLoop( geometry, material ); + + } else if ( primitive.mode === WEBGL_CONSTANTS.POINTS ) { + + mesh = new Points( geometry, material ); + + } else { + + throw new Error( 'THREE.GLTFLoader: Primitive mode unsupported: ' + primitive.mode ); + + } + + if ( Object.keys( mesh.geometry.morphAttributes ).length > 0 ) { + + updateMorphTargets( mesh, meshDef ); + + } + + mesh.name = parser.createUniqueName( meshDef.name || ( 'mesh_' + meshIndex ) ); + + assignExtrasToUserData( mesh, meshDef ); + + if ( primitive.extensions ) addUnknownExtensionsToUserData( extensions, mesh, primitive ); + + parser.assignFinalMaterial( mesh ); + + meshes.push( mesh ); + + } + + for ( let i = 0, il = meshes.length; i < il; i ++ ) { + + parser.associations.set( meshes[ i ], { + meshes: meshIndex, + primitives: i + } ); + + } + + if ( meshes.length === 1 ) { + + if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, meshes[ 0 ], meshDef ); + + return meshes[ 0 ]; + + } + + const group = new Group(); + + if ( meshDef.extensions ) addUnknownExtensionsToUserData( extensions, group, meshDef ); + + parser.associations.set( group, { meshes: meshIndex } ); + + for ( let i = 0, il = meshes.length; i < il; i ++ ) { + + group.add( meshes[ i ] ); + + } + + return group; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#cameras + * @param {number} cameraIndex + * @return {Promise} + */ + loadCamera( cameraIndex ) { + + let camera; + const cameraDef = this.json.cameras[ cameraIndex ]; + const params = cameraDef[ cameraDef.type ]; + + if ( ! params ) { + + console.warn( 'THREE.GLTFLoader: Missing camera parameters.' ); + return; + + } + + if ( cameraDef.type === 'perspective' ) { + + camera = new PerspectiveCamera( MathUtils.radToDeg( params.yfov ), params.aspectRatio || 1, params.znear || 1, params.zfar || 2e6 ); + + } else if ( cameraDef.type === 'orthographic' ) { + + camera = new OrthographicCamera( - params.xmag, params.xmag, params.ymag, - params.ymag, params.znear, params.zfar ); + + } + + if ( cameraDef.name ) camera.name = this.createUniqueName( cameraDef.name ); + + assignExtrasToUserData( camera, cameraDef ); + + return Promise.resolve( camera ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins + * @param {number} skinIndex + * @return {Promise} + */ + loadSkin( skinIndex ) { + + const skinDef = this.json.skins[ skinIndex ]; + + const pending = []; + + for ( let i = 0, il = skinDef.joints.length; i < il; i ++ ) { + + pending.push( this._loadNodeShallow( skinDef.joints[ i ] ) ); + + } + + if ( skinDef.inverseBindMatrices !== undefined ) { + + pending.push( this.getDependency( 'accessor', skinDef.inverseBindMatrices ) ); + + } else { + + pending.push( null ); + + } + + return Promise.all( pending ).then( function ( results ) { + + const inverseBindMatrices = results.pop(); + const jointNodes = results; + + // Note that bones (joint nodes) may or may not be in the + // scene graph at this time. + + const bones = []; + const boneInverses = []; + + for ( let i = 0, il = jointNodes.length; i < il; i ++ ) { + + const jointNode = jointNodes[ i ]; + + if ( jointNode ) { + + bones.push( jointNode ); + + const mat = new Matrix4(); + + if ( inverseBindMatrices !== null ) { + + mat.fromArray( inverseBindMatrices.array, i * 16 ); + + } + + boneInverses.push( mat ); + + } else { + + console.warn( 'THREE.GLTFLoader: Joint "%s" could not be found.', skinDef.joints[ i ] ); + + } + + } + + return new Skeleton( bones, boneInverses ); + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#animations + * @param {number} animationIndex + * @return {Promise} + */ + loadAnimation( animationIndex ) { + + const json = this.json; + const parser = this; + + const animationDef = json.animations[ animationIndex ]; + const animationName = animationDef.name ? animationDef.name : 'animation_' + animationIndex; + + const pendingNodes = []; + const pendingInputAccessors = []; + const pendingOutputAccessors = []; + const pendingSamplers = []; + const pendingTargets = []; + + for ( let i = 0, il = animationDef.channels.length; i < il; i ++ ) { + + const channel = animationDef.channels[ i ]; + const sampler = animationDef.samplers[ channel.sampler ]; + const target = channel.target; + const name = target.node; + const input = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.input ] : sampler.input; + const output = animationDef.parameters !== undefined ? animationDef.parameters[ sampler.output ] : sampler.output; + + if ( target.node === undefined ) continue; + + pendingNodes.push( this.getDependency( 'node', name ) ); + pendingInputAccessors.push( this.getDependency( 'accessor', input ) ); + pendingOutputAccessors.push( this.getDependency( 'accessor', output ) ); + pendingSamplers.push( sampler ); + pendingTargets.push( target ); + + } + + return Promise.all( [ + + Promise.all( pendingNodes ), + Promise.all( pendingInputAccessors ), + Promise.all( pendingOutputAccessors ), + Promise.all( pendingSamplers ), + Promise.all( pendingTargets ) + + ] ).then( function ( dependencies ) { + + const nodes = dependencies[ 0 ]; + const inputAccessors = dependencies[ 1 ]; + const outputAccessors = dependencies[ 2 ]; + const samplers = dependencies[ 3 ]; + const targets = dependencies[ 4 ]; + + const tracks = []; + + for ( let i = 0, il = nodes.length; i < il; i ++ ) { + + const node = nodes[ i ]; + const inputAccessor = inputAccessors[ i ]; + const outputAccessor = outputAccessors[ i ]; + const sampler = samplers[ i ]; + const target = targets[ i ]; + + if ( node === undefined ) continue; + + if ( node.updateMatrix ) { + + node.updateMatrix(); + + } + + const createdTracks = parser._createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ); + + if ( createdTracks ) { + + for ( let k = 0; k < createdTracks.length; k ++ ) { + + tracks.push( createdTracks[ k ] ); + + } + + } + + } + + return new AnimationClip( animationName, undefined, tracks ); + + } ); + + } + + createNodeMesh( nodeIndex ) { + + const json = this.json; + const parser = this; + const nodeDef = json.nodes[ nodeIndex ]; + + if ( nodeDef.mesh === undefined ) return null; + + return parser.getDependency( 'mesh', nodeDef.mesh ).then( function ( mesh ) { + + const node = parser._getNodeRef( parser.meshCache, nodeDef.mesh, mesh ); + + // if weights are provided on the node, override weights on the mesh. + if ( nodeDef.weights !== undefined ) { + + node.traverse( function ( o ) { + + if ( ! o.isMesh ) return; + + for ( let i = 0, il = nodeDef.weights.length; i < il; i ++ ) { + + o.morphTargetInfluences[ i ] = nodeDef.weights[ i ]; + + } + + } ); + + } + + return node; + + } ); + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#nodes-and-hierarchy + * @param {number} nodeIndex + * @return {Promise} + */ + loadNode( nodeIndex ) { + + const json = this.json; + const parser = this; + + const nodeDef = json.nodes[ nodeIndex ]; + + const nodePending = parser._loadNodeShallow( nodeIndex ); + + const childPending = []; + const childrenDef = nodeDef.children || []; + + for ( let i = 0, il = childrenDef.length; i < il; i ++ ) { + + childPending.push( parser.getDependency( 'node', childrenDef[ i ] ) ); + + } + + const skeletonPending = nodeDef.skin === undefined + ? Promise.resolve( null ) + : parser.getDependency( 'skin', nodeDef.skin ); + + return Promise.all( [ + nodePending, + Promise.all( childPending ), + skeletonPending + ] ).then( function ( results ) { + + const node = results[ 0 ]; + const children = results[ 1 ]; + const skeleton = results[ 2 ]; + + if ( skeleton !== null ) { + + // This full traverse should be fine because + // child glTF nodes have not been added to this node yet. + node.traverse( function ( mesh ) { + + if ( ! mesh.isSkinnedMesh ) return; + + mesh.bind( skeleton, _identityMatrix ); + + } ); + + } + + for ( let i = 0, il = children.length; i < il; i ++ ) { + + node.add( children[ i ] ); + + } + + return node; + + } ); + + } + + // ._loadNodeShallow() parses a single node. + // skin and child nodes are created and added in .loadNode() (no '_' prefix). + _loadNodeShallow( nodeIndex ) { + + const json = this.json; + const extensions = this.extensions; + const parser = this; + + // This method is called from .loadNode() and .loadSkin(). + // Cache a node to avoid duplication. + + if ( this.nodeCache[ nodeIndex ] !== undefined ) { + + return this.nodeCache[ nodeIndex ]; + + } + + const nodeDef = json.nodes[ nodeIndex ]; + + // reserve node's name before its dependencies, so the root has the intended name. + const nodeName = nodeDef.name ? parser.createUniqueName( nodeDef.name ) : ''; + + const pending = []; + + const meshPromise = parser._invokeOne( function ( ext ) { + + return ext.createNodeMesh && ext.createNodeMesh( nodeIndex ); + + } ); + + if ( meshPromise ) { + + pending.push( meshPromise ); + + } + + if ( nodeDef.camera !== undefined ) { + + pending.push( parser.getDependency( 'camera', nodeDef.camera ).then( function ( camera ) { + + return parser._getNodeRef( parser.cameraCache, nodeDef.camera, camera ); + + } ) ); + + } + + parser._invokeAll( function ( ext ) { + + return ext.createNodeAttachment && ext.createNodeAttachment( nodeIndex ); + + } ).forEach( function ( promise ) { + + pending.push( promise ); + + } ); + + this.nodeCache[ nodeIndex ] = Promise.all( pending ).then( function ( objects ) { + + let node; + + // .isBone isn't in glTF spec. See ._markDefs + if ( nodeDef.isBone === true ) { + + node = new Bone(); + + } else if ( objects.length > 1 ) { + + node = new Group(); + + } else if ( objects.length === 1 ) { + + node = objects[ 0 ]; + + } else { + + node = new Object3D(); + + } + + if ( node !== objects[ 0 ] ) { + + for ( let i = 0, il = objects.length; i < il; i ++ ) { + + node.add( objects[ i ] ); + + } + + } + + if ( nodeDef.name ) { + + node.userData.name = nodeDef.name; + node.name = nodeName; + + } + + assignExtrasToUserData( node, nodeDef ); + + if ( nodeDef.extensions ) addUnknownExtensionsToUserData( extensions, node, nodeDef ); + + if ( nodeDef.matrix !== undefined ) { + + const matrix = new Matrix4(); + matrix.fromArray( nodeDef.matrix ); + node.applyMatrix4( matrix ); + + } else { + + if ( nodeDef.translation !== undefined ) { + + node.position.fromArray( nodeDef.translation ); + + } + + if ( nodeDef.rotation !== undefined ) { + + node.quaternion.fromArray( nodeDef.rotation ); + + } + + if ( nodeDef.scale !== undefined ) { + + node.scale.fromArray( nodeDef.scale ); + + } + + } + + if ( ! parser.associations.has( node ) ) { + + parser.associations.set( node, {} ); + + } + + parser.associations.get( node ).nodes = nodeIndex; + + return node; + + } ); + + return this.nodeCache[ nodeIndex ]; + + } + + /** + * Specification: https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#scenes + * @param {number} sceneIndex + * @return {Promise} + */ + loadScene( sceneIndex ) { + + const extensions = this.extensions; + const sceneDef = this.json.scenes[ sceneIndex ]; + const parser = this; + + // Loader returns Group, not Scene. + // See: https://github.com/mrdoob/three.js/issues/18342#issuecomment-578981172 + const scene = new Group(); + if ( sceneDef.name ) scene.name = parser.createUniqueName( sceneDef.name ); + + assignExtrasToUserData( scene, sceneDef ); + + if ( sceneDef.extensions ) addUnknownExtensionsToUserData( extensions, scene, sceneDef ); + + const nodeIds = sceneDef.nodes || []; + + const pending = []; + + for ( let i = 0, il = nodeIds.length; i < il; i ++ ) { + + pending.push( parser.getDependency( 'node', nodeIds[ i ] ) ); + + } + + return Promise.all( pending ).then( function ( nodes ) { + + for ( let i = 0, il = nodes.length; i < il; i ++ ) { + + scene.add( nodes[ i ] ); + + } + + // Removes dangling associations, associations that reference a node that + // didn't make it into the scene. + const reduceAssociations = ( node ) => { + + const reducedAssociations = new Map(); + + for ( const [ key, value ] of parser.associations ) { + + if ( key instanceof Material || key instanceof Texture ) { + + reducedAssociations.set( key, value ); + + } + + } + + node.traverse( ( node ) => { + + const mappings = parser.associations.get( node ); + + if ( mappings != null ) { + + reducedAssociations.set( node, mappings ); + + } + + } ); + + return reducedAssociations; + + }; + + parser.associations = reduceAssociations( scene ); + + return scene; + + } ); + + } + + _createAnimationTracks( node, inputAccessor, outputAccessor, sampler, target ) { + + const tracks = []; + + const targetName = node.name ? node.name : node.uuid; + const targetNames = []; + + if ( PATH_PROPERTIES[ target.path ] === PATH_PROPERTIES.weights ) { + + node.traverse( function ( object ) { + + if ( object.morphTargetInfluences ) { + + targetNames.push( object.name ? object.name : object.uuid ); + + } + + } ); + + } else { + + targetNames.push( targetName ); + + } + + let TypedKeyframeTrack; + + switch ( PATH_PROPERTIES[ target.path ] ) { + + case PATH_PROPERTIES.weights: + + TypedKeyframeTrack = NumberKeyframeTrack; + break; + + case PATH_PROPERTIES.rotation: + + TypedKeyframeTrack = QuaternionKeyframeTrack; + break; + + case PATH_PROPERTIES.position: + case PATH_PROPERTIES.scale: + + TypedKeyframeTrack = VectorKeyframeTrack; + break; + + default: + + switch ( outputAccessor.itemSize ) { + + case 1: + TypedKeyframeTrack = NumberKeyframeTrack; + break; + case 2: + case 3: + default: + TypedKeyframeTrack = VectorKeyframeTrack; + break; + + } + + break; + + } + + const interpolation = sampler.interpolation !== undefined ? INTERPOLATION[ sampler.interpolation ] : InterpolateLinear; + + + const outputArray = this._getArrayFromAccessor( outputAccessor ); + + for ( let j = 0, jl = targetNames.length; j < jl; j ++ ) { + + const track = new TypedKeyframeTrack( + targetNames[ j ] + '.' + PATH_PROPERTIES[ target.path ], + inputAccessor.array, + outputArray, + interpolation + ); + + // Override interpolation with custom factory method. + if ( sampler.interpolation === 'CUBICSPLINE' ) { + + this._createCubicSplineTrackInterpolant( track ); + + } + + tracks.push( track ); + + } + + return tracks; + + } + + _getArrayFromAccessor( accessor ) { + + let outputArray = accessor.array; + + if ( accessor.normalized ) { + + const scale = getNormalizedComponentScale( outputArray.constructor ); + const scaled = new Float32Array( outputArray.length ); + + for ( let j = 0, jl = outputArray.length; j < jl; j ++ ) { + + scaled[ j ] = outputArray[ j ] * scale; + + } + + outputArray = scaled; + + } + + return outputArray; + + } + + _createCubicSplineTrackInterpolant( track ) { + + track.createInterpolant = function InterpolantFactoryMethodGLTFCubicSpline( result ) { + + // A CUBICSPLINE keyframe in glTF has three output values for each input value, + // representing inTangent, splineVertex, and outTangent. As a result, track.getValueSize() + // must be divided by three to get the interpolant's sampleSize argument. + + const interpolantType = ( this instanceof QuaternionKeyframeTrack ) ? GLTFCubicSplineQuaternionInterpolant : GLTFCubicSplineInterpolant; + + return new interpolantType( this.times, this.values, this.getValueSize() / 3, result ); + + }; + + // Mark as CUBICSPLINE. `track.getInterpolation()` doesn't support custom interpolants. + track.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline = true; + + } + +} + +/** + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + */ +function computeBounds( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const box = new Box3(); + + if ( attributes.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ attributes.POSITION ]; + + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + box.set( + new Vector3( min[ 0 ], min[ 1 ], min[ 2 ] ), + new Vector3( max[ 0 ], max[ 1 ], max[ 2 ] ) + ); + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + box.min.multiplyScalar( boxScale ); + box.max.multiplyScalar( boxScale ); + + } + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + return; + + } + + } else { + + return; + + } + + const targets = primitiveDef.targets; + + if ( targets !== undefined ) { + + const maxDisplacement = new Vector3(); + const vector = new Vector3(); + + for ( let i = 0, il = targets.length; i < il; i ++ ) { + + const target = targets[ i ]; + + if ( target.POSITION !== undefined ) { + + const accessor = parser.json.accessors[ target.POSITION ]; + const min = accessor.min; + const max = accessor.max; + + // glTF requires 'min' and 'max', but VRM (which extends glTF) currently ignores that requirement. + + if ( min !== undefined && max !== undefined ) { + + // we need to get max of absolute components because target weight is [-1,1] + vector.setX( Math.max( Math.abs( min[ 0 ] ), Math.abs( max[ 0 ] ) ) ); + vector.setY( Math.max( Math.abs( min[ 1 ] ), Math.abs( max[ 1 ] ) ) ); + vector.setZ( Math.max( Math.abs( min[ 2 ] ), Math.abs( max[ 2 ] ) ) ); + + + if ( accessor.normalized ) { + + const boxScale = getNormalizedComponentScale( WEBGL_COMPONENT_TYPES[ accessor.componentType ] ); + vector.multiplyScalar( boxScale ); + + } + + // Note: this assumes that the sum of all weights is at most 1. This isn't quite correct - it's more conservative + // to assume that each target can have a max weight of 1. However, for some use cases - notably, when morph targets + // are used to implement key-frame animations and as such only two are active at a time - this results in very large + // boxes. So for now we make a box that's sometimes a touch too small but is hopefully mostly of reasonable size. + maxDisplacement.max( vector ); + + } else { + + console.warn( 'THREE.GLTFLoader: Missing min/max properties for accessor POSITION.' ); + + } + + } + + } + + // As per comment above this box isn't conservative, but has a reasonable size for a very large number of morph targets. + box.expandByVector( maxDisplacement ); + + } + + geometry.boundingBox = box; + + const sphere = new Sphere(); + + box.getCenter( sphere.center ); + sphere.radius = box.min.distanceTo( box.max ) / 2; + + geometry.boundingSphere = sphere; + +} + +/** + * @param {BufferGeometry} geometry + * @param {GLTF.Primitive} primitiveDef + * @param {GLTFParser} parser + * @return {Promise} + */ +function addPrimitiveAttributes( geometry, primitiveDef, parser ) { + + const attributes = primitiveDef.attributes; + + const pending = []; + + function assignAttributeAccessor( accessorIndex, attributeName ) { + + return parser.getDependency( 'accessor', accessorIndex ) + .then( function ( accessor ) { + + geometry.setAttribute( attributeName, accessor ); + + } ); + + } + + for ( const gltfAttributeName in attributes ) { + + const threeAttributeName = ATTRIBUTES[ gltfAttributeName ] || gltfAttributeName.toLowerCase(); + + // Skip attributes already provided by e.g. Draco extension. + if ( threeAttributeName in geometry.attributes ) continue; + + pending.push( assignAttributeAccessor( attributes[ gltfAttributeName ], threeAttributeName ) ); + + } + + if ( primitiveDef.indices !== undefined && ! geometry.index ) { + + const accessor = parser.getDependency( 'accessor', primitiveDef.indices ).then( function ( accessor ) { + + geometry.setIndex( accessor ); + + } ); + + pending.push( accessor ); + + } + + if ( ColorManagement.workingColorSpace !== LinearSRGBColorSpace && 'COLOR_0' in attributes ) { + + console.warn( `THREE.GLTFLoader: Converting vertex colors from "srgb-linear" to "${ColorManagement.workingColorSpace}" not supported.` ); + + } + + assignExtrasToUserData( geometry, primitiveDef ); + + computeBounds( geometry, primitiveDef, parser ); + + return Promise.all( pending ).then( function () { + + return primitiveDef.targets !== undefined + ? addMorphTargets( geometry, primitiveDef.targets, parser ) + : geometry; + + } ); + +} + +export { GLTFLoader }; diff --git a/avatar3d/vendor/three.module.js b/avatar3d/vendor/three.module.js new file mode 100644 index 0000000..6bc7814 --- /dev/null +++ b/avatar3d/vendor/three.module.js @@ -0,0 +1,54571 @@ +/** + * @license + * Copyright 2010-2024 Three.js Authors + * SPDX-License-Identifier: MIT + */ +const REVISION = '170'; + +const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 }; +const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 }; +const CullFaceNone = 0; +const CullFaceBack = 1; +const CullFaceFront = 2; +const CullFaceFrontBack = 3; +const BasicShadowMap = 0; +const PCFShadowMap = 1; +const PCFSoftShadowMap = 2; +const VSMShadowMap = 3; +const FrontSide = 0; +const BackSide = 1; +const DoubleSide = 2; +const NoBlending = 0; +const NormalBlending = 1; +const AdditiveBlending = 2; +const SubtractiveBlending = 3; +const MultiplyBlending = 4; +const CustomBlending = 5; +const AddEquation = 100; +const SubtractEquation = 101; +const ReverseSubtractEquation = 102; +const MinEquation = 103; +const MaxEquation = 104; +const ZeroFactor = 200; +const OneFactor = 201; +const SrcColorFactor = 202; +const OneMinusSrcColorFactor = 203; +const SrcAlphaFactor = 204; +const OneMinusSrcAlphaFactor = 205; +const DstAlphaFactor = 206; +const OneMinusDstAlphaFactor = 207; +const DstColorFactor = 208; +const OneMinusDstColorFactor = 209; +const SrcAlphaSaturateFactor = 210; +const ConstantColorFactor = 211; +const OneMinusConstantColorFactor = 212; +const ConstantAlphaFactor = 213; +const OneMinusConstantAlphaFactor = 214; +const NeverDepth = 0; +const AlwaysDepth = 1; +const LessDepth = 2; +const LessEqualDepth = 3; +const EqualDepth = 4; +const GreaterEqualDepth = 5; +const GreaterDepth = 6; +const NotEqualDepth = 7; +const MultiplyOperation = 0; +const MixOperation = 1; +const AddOperation = 2; +const NoToneMapping = 0; +const LinearToneMapping = 1; +const ReinhardToneMapping = 2; +const CineonToneMapping = 3; +const ACESFilmicToneMapping = 4; +const CustomToneMapping = 5; +const AgXToneMapping = 6; +const NeutralToneMapping = 7; +const AttachedBindMode = 'attached'; +const DetachedBindMode = 'detached'; + +const UVMapping = 300; +const CubeReflectionMapping = 301; +const CubeRefractionMapping = 302; +const EquirectangularReflectionMapping = 303; +const EquirectangularRefractionMapping = 304; +const CubeUVReflectionMapping = 306; +const RepeatWrapping = 1000; +const ClampToEdgeWrapping = 1001; +const MirroredRepeatWrapping = 1002; +const NearestFilter = 1003; +const NearestMipmapNearestFilter = 1004; +const NearestMipMapNearestFilter = 1004; +const NearestMipmapLinearFilter = 1005; +const NearestMipMapLinearFilter = 1005; +const LinearFilter = 1006; +const LinearMipmapNearestFilter = 1007; +const LinearMipMapNearestFilter = 1007; +const LinearMipmapLinearFilter = 1008; +const LinearMipMapLinearFilter = 1008; +const UnsignedByteType = 1009; +const ByteType = 1010; +const ShortType = 1011; +const UnsignedShortType = 1012; +const IntType = 1013; +const UnsignedIntType = 1014; +const FloatType = 1015; +const HalfFloatType = 1016; +const UnsignedShort4444Type = 1017; +const UnsignedShort5551Type = 1018; +const UnsignedInt248Type = 1020; +const UnsignedInt5999Type = 35902; +const AlphaFormat = 1021; +const RGBFormat = 1022; +const RGBAFormat = 1023; +const LuminanceFormat = 1024; +const LuminanceAlphaFormat = 1025; +const DepthFormat = 1026; +const DepthStencilFormat = 1027; +const RedFormat = 1028; +const RedIntegerFormat = 1029; +const RGFormat = 1030; +const RGIntegerFormat = 1031; +const RGBIntegerFormat = 1032; +const RGBAIntegerFormat = 1033; + +const RGB_S3TC_DXT1_Format = 33776; +const RGBA_S3TC_DXT1_Format = 33777; +const RGBA_S3TC_DXT3_Format = 33778; +const RGBA_S3TC_DXT5_Format = 33779; +const RGB_PVRTC_4BPPV1_Format = 35840; +const RGB_PVRTC_2BPPV1_Format = 35841; +const RGBA_PVRTC_4BPPV1_Format = 35842; +const RGBA_PVRTC_2BPPV1_Format = 35843; +const RGB_ETC1_Format = 36196; +const RGB_ETC2_Format = 37492; +const RGBA_ETC2_EAC_Format = 37496; +const RGBA_ASTC_4x4_Format = 37808; +const RGBA_ASTC_5x4_Format = 37809; +const RGBA_ASTC_5x5_Format = 37810; +const RGBA_ASTC_6x5_Format = 37811; +const RGBA_ASTC_6x6_Format = 37812; +const RGBA_ASTC_8x5_Format = 37813; +const RGBA_ASTC_8x6_Format = 37814; +const RGBA_ASTC_8x8_Format = 37815; +const RGBA_ASTC_10x5_Format = 37816; +const RGBA_ASTC_10x6_Format = 37817; +const RGBA_ASTC_10x8_Format = 37818; +const RGBA_ASTC_10x10_Format = 37819; +const RGBA_ASTC_12x10_Format = 37820; +const RGBA_ASTC_12x12_Format = 37821; +const RGBA_BPTC_Format = 36492; +const RGB_BPTC_SIGNED_Format = 36494; +const RGB_BPTC_UNSIGNED_Format = 36495; +const RED_RGTC1_Format = 36283; +const SIGNED_RED_RGTC1_Format = 36284; +const RED_GREEN_RGTC2_Format = 36285; +const SIGNED_RED_GREEN_RGTC2_Format = 36286; +const LoopOnce = 2200; +const LoopRepeat = 2201; +const LoopPingPong = 2202; +const InterpolateDiscrete = 2300; +const InterpolateLinear = 2301; +const InterpolateSmooth = 2302; +const ZeroCurvatureEnding = 2400; +const ZeroSlopeEnding = 2401; +const WrapAroundEnding = 2402; +const NormalAnimationBlendMode = 2500; +const AdditiveAnimationBlendMode = 2501; +const TrianglesDrawMode = 0; +const TriangleStripDrawMode = 1; +const TriangleFanDrawMode = 2; +const BasicDepthPacking = 3200; +const RGBADepthPacking = 3201; +const RGBDepthPacking = 3202; +const RGDepthPacking = 3203; +const TangentSpaceNormalMap = 0; +const ObjectSpaceNormalMap = 1; + +// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available. +const NoColorSpace = ''; +const SRGBColorSpace = 'srgb'; +const LinearSRGBColorSpace = 'srgb-linear'; + +const LinearTransfer = 'linear'; +const SRGBTransfer = 'srgb'; + +const ZeroStencilOp = 0; +const KeepStencilOp = 7680; +const ReplaceStencilOp = 7681; +const IncrementStencilOp = 7682; +const DecrementStencilOp = 7683; +const IncrementWrapStencilOp = 34055; +const DecrementWrapStencilOp = 34056; +const InvertStencilOp = 5386; + +const NeverStencilFunc = 512; +const LessStencilFunc = 513; +const EqualStencilFunc = 514; +const LessEqualStencilFunc = 515; +const GreaterStencilFunc = 516; +const NotEqualStencilFunc = 517; +const GreaterEqualStencilFunc = 518; +const AlwaysStencilFunc = 519; + +const NeverCompare = 512; +const LessCompare = 513; +const EqualCompare = 514; +const LessEqualCompare = 515; +const GreaterCompare = 516; +const NotEqualCompare = 517; +const GreaterEqualCompare = 518; +const AlwaysCompare = 519; + +const StaticDrawUsage = 35044; +const DynamicDrawUsage = 35048; +const StreamDrawUsage = 35040; +const StaticReadUsage = 35045; +const DynamicReadUsage = 35049; +const StreamReadUsage = 35041; +const StaticCopyUsage = 35046; +const DynamicCopyUsage = 35050; +const StreamCopyUsage = 35042; + +const GLSL1 = '100'; +const GLSL3 = '300 es'; + +const WebGLCoordinateSystem = 2000; +const WebGPUCoordinateSystem = 2001; + +/** + * https://github.com/mrdoob/eventdispatcher.js/ + */ + +class EventDispatcher { + + addEventListener( type, listener ) { + + if ( this._listeners === undefined ) this._listeners = {}; + + const listeners = this._listeners; + + if ( listeners[ type ] === undefined ) { + + listeners[ type ] = []; + + } + + if ( listeners[ type ].indexOf( listener ) === - 1 ) { + + listeners[ type ].push( listener ); + + } + + } + + hasEventListener( type, listener ) { + + if ( this._listeners === undefined ) return false; + + const listeners = this._listeners; + + return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1; + + } + + removeEventListener( type, listener ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ type ]; + + if ( listenerArray !== undefined ) { + + const index = listenerArray.indexOf( listener ); + + if ( index !== - 1 ) { + + listenerArray.splice( index, 1 ); + + } + + } + + } + + dispatchEvent( event ) { + + if ( this._listeners === undefined ) return; + + const listeners = this._listeners; + const listenerArray = listeners[ event.type ]; + + if ( listenerArray !== undefined ) { + + event.target = this; + + // Make a copy, in case listeners are removed while iterating. + const array = listenerArray.slice( 0 ); + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + array[ i ].call( this, event ); + + } + + event.target = null; + + } + + } + +} + +const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ]; + +let _seed = 1234567; + + +const DEG2RAD = Math.PI / 180; +const RAD2DEG = 180 / Math.PI; + +// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136 +function generateUUID() { + + const d0 = Math.random() * 0xffffffff | 0; + const d1 = Math.random() * 0xffffffff | 0; + const d2 = Math.random() * 0xffffffff | 0; + const d3 = Math.random() * 0xffffffff | 0; + const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' + + _lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' + + _lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] + + _lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ]; + + // .toLowerCase() here flattens concatenated strings to save heap memory space. + return uuid.toLowerCase(); + +} + +function clamp( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + +} + +// compute euclidean modulo of m % n +// https://en.wikipedia.org/wiki/Modulo_operation +function euclideanModulo( n, m ) { + + return ( ( n % m ) + m ) % m; + +} + +// Linear mapping from range to range +function mapLinear( x, a1, a2, b1, b2 ) { + + return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); + +} + +// https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/ +function inverseLerp( x, y, value ) { + + if ( x !== y ) { + + return ( value - x ) / ( y - x ); + + } else { + + return 0; + + } + +} + +// https://en.wikipedia.org/wiki/Linear_interpolation +function lerp( x, y, t ) { + + return ( 1 - t ) * x + t * y; + +} + +// http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/ +function damp( x, y, lambda, dt ) { + + return lerp( x, y, 1 - Math.exp( - lambda * dt ) ); + +} + +// https://www.desmos.com/calculator/vcsjnyz7x4 +function pingpong( x, length = 1 ) { + + return length - Math.abs( euclideanModulo( x, length * 2 ) - length ); + +} + +// http://en.wikipedia.org/wiki/Smoothstep +function smoothstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * ( 3 - 2 * x ); + +} + +function smootherstep( x, min, max ) { + + if ( x <= min ) return 0; + if ( x >= max ) return 1; + + x = ( x - min ) / ( max - min ); + + return x * x * x * ( x * ( x * 6 - 15 ) + 10 ); + +} + +// Random integer from interval +function randInt( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + +} + +// Random float from interval +function randFloat( low, high ) { + + return low + Math.random() * ( high - low ); + +} + +// Random float from <-range/2, range/2> interval +function randFloatSpread( range ) { + + return range * ( 0.5 - Math.random() ); + +} + +// Deterministic pseudo-random float in the interval [ 0, 1 ] +function seededRandom( s ) { + + if ( s !== undefined ) _seed = s; + + // Mulberry32 generator + + let t = _seed += 0x6D2B79F5; + + t = Math.imul( t ^ t >>> 15, t | 1 ); + + t ^= t + Math.imul( t ^ t >>> 7, t | 61 ); + + return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296; + +} + +function degToRad( degrees ) { + + return degrees * DEG2RAD; + +} + +function radToDeg( radians ) { + + return radians * RAD2DEG; + +} + +function isPowerOfTwo( value ) { + + return ( value & ( value - 1 ) ) === 0 && value !== 0; + +} + +function ceilPowerOfTwo( value ) { + + return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) ); + +} + +function floorPowerOfTwo( value ) { + + return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) ); + +} + +function setQuaternionFromProperEuler( q, a, b, c, order ) { + + // Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles + + // rotations are applied to the axes in the order specified by 'order' + // rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c' + // angles are in radians + + const cos = Math.cos; + const sin = Math.sin; + + const c2 = cos( b / 2 ); + const s2 = sin( b / 2 ); + + const c13 = cos( ( a + c ) / 2 ); + const s13 = sin( ( a + c ) / 2 ); + + const c1_3 = cos( ( a - c ) / 2 ); + const s1_3 = sin( ( a - c ) / 2 ); + + const c3_1 = cos( ( c - a ) / 2 ); + const s3_1 = sin( ( c - a ) / 2 ); + + switch ( order ) { + + case 'XYX': + q.set( c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13 ); + break; + + case 'YZY': + q.set( s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13 ); + break; + + case 'ZXZ': + q.set( s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13 ); + break; + + case 'XZX': + q.set( c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13 ); + break; + + case 'YXY': + q.set( s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13 ); + break; + + case 'ZYZ': + q.set( s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13 ); + break; + + default: + console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order ); + + } + +} + +function denormalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return value / 4294967295.0; + + case Uint16Array: + + return value / 65535.0; + + case Uint8Array: + + return value / 255.0; + + case Int32Array: + + return Math.max( value / 2147483647.0, - 1.0 ); + + case Int16Array: + + return Math.max( value / 32767.0, - 1.0 ); + + case Int8Array: + + return Math.max( value / 127.0, - 1.0 ); + + default: + + throw new Error( 'Invalid component type.' ); + + } + +} + +function normalize( value, array ) { + + switch ( array.constructor ) { + + case Float32Array: + + return value; + + case Uint32Array: + + return Math.round( value * 4294967295.0 ); + + case Uint16Array: + + return Math.round( value * 65535.0 ); + + case Uint8Array: + + return Math.round( value * 255.0 ); + + case Int32Array: + + return Math.round( value * 2147483647.0 ); + + case Int16Array: + + return Math.round( value * 32767.0 ); + + case Int8Array: + + return Math.round( value * 127.0 ); + + default: + + throw new Error( 'Invalid component type.' ); + + } + +} + +const MathUtils = { + DEG2RAD: DEG2RAD, + RAD2DEG: RAD2DEG, + generateUUID: generateUUID, + clamp: clamp, + euclideanModulo: euclideanModulo, + mapLinear: mapLinear, + inverseLerp: inverseLerp, + lerp: lerp, + damp: damp, + pingpong: pingpong, + smoothstep: smoothstep, + smootherstep: smootherstep, + randInt: randInt, + randFloat: randFloat, + randFloatSpread: randFloatSpread, + seededRandom: seededRandom, + degToRad: degToRad, + radToDeg: radToDeg, + isPowerOfTwo: isPowerOfTwo, + ceilPowerOfTwo: ceilPowerOfTwo, + floorPowerOfTwo: floorPowerOfTwo, + setQuaternionFromProperEuler: setQuaternionFromProperEuler, + normalize: normalize, + denormalize: denormalize +}; + +class Vector2 { + + constructor( x = 0, y = 0 ) { + + Vector2.prototype.isVector2 = true; + + this.x = x; + this.y = y; + + } + + get width() { + + return this.x; + + } + + set width( value ) { + + this.x = value; + + } + + get height() { + + return this.y; + + } + + set height( value ) { + + this.y = value; + + } + + set( x, y ) { + + this.x = x; + this.y = y; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + + return this; + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ]; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ]; + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + + return this; + + } + + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y; + + } + + cross( v ) { + + return this.x * v.y - this.y * v.x; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + angle() { + + // computes the angle in radians with respect to the positive x-axis + + const angle = Math.atan2( - this.y, - this.x ) + Math.PI; + + return angle; + + } + + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, - 1, 1 ) ); + + } + + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y; + return dx * dx + dy * dy; + + } + + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + + return this; + + } + + rotateAround( center, angle ) { + + const c = Math.cos( angle ), s = Math.sin( angle ); + + const x = this.x - center.x; + const y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + + } + +} + +class Matrix3 { + + constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + Matrix3.prototype.isMatrix3 = true; + + this.elements = [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ); + + } + + } + + set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; + te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; + te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ]; + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrix3Column( this, 0 ); + yAxis.setFromMatrix3Column( this, 1 ); + zAxis.setFromMatrix3Column( this, 2 ); + + return this; + + } + + setFromMatrix4( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + } + + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ]; + const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ]; + const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ]; + + const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ]; + const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ]; + const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31; + te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32; + te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31; + te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32; + te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31; + te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32; + te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s; + te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s; + te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ], + d = te[ 3 ], e = te[ 4 ], f = te[ 5 ], + g = te[ 6 ], h = te[ 7 ], i = te[ 8 ]; + + return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; + + } + + invert() { + + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], + n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ], + n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv; + te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv; + + te[ 3 ] = t12 * detInv; + te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv; + te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv; + + te[ 6 ] = t13 * detInv; + te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv; + te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv; + + return this; + + } + + transpose() { + + let tmp; + const m = this.elements; + + tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp; + tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp; + tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp; + + return this; + + } + + getNormalMatrix( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).invert().transpose(); + + } + + transposeIntoArray( r ) { + + const m = this.elements; + + r[ 0 ] = m[ 0 ]; + r[ 1 ] = m[ 3 ]; + r[ 2 ] = m[ 6 ]; + r[ 3 ] = m[ 1 ]; + r[ 4 ] = m[ 4 ]; + r[ 5 ] = m[ 7 ]; + r[ 6 ] = m[ 2 ]; + r[ 7 ] = m[ 5 ]; + r[ 8 ] = m[ 8 ]; + + return this; + + } + + setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) { + + const c = Math.cos( rotation ); + const s = Math.sin( rotation ); + + this.set( + sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx, + - sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty, + 0, 0, 1 + ); + + return this; + + } + + // + + scale( sx, sy ) { + + this.premultiply( _m3.makeScale( sx, sy ) ); + + return this; + + } + + rotate( theta ) { + + this.premultiply( _m3.makeRotation( - theta ) ); + + return this; + + } + + translate( tx, ty ) { + + this.premultiply( _m3.makeTranslation( tx, ty ) ); + + return this; + + } + + // for 2D Transforms + + makeTranslation( x, y ) { + + if ( x.isVector2 ) { + + this.set( + + 1, 0, x.x, + 0, 1, x.y, + 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, x, + 0, 1, y, + 0, 0, 1 + + ); + + } + + return this; + + } + + makeRotation( theta ) { + + // counterclockwise + + const c = Math.cos( theta ); + const s = Math.sin( theta ); + + this.set( + + c, - s, 0, + s, c, 0, + 0, 0, 1 + + ); + + return this; + + } + + makeScale( x, y ) { + + this.set( + + x, 0, 0, + 0, y, 0, + 0, 0, 1 + + ); + + return this; + + } + + // + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 9; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + + array[ offset + 3 ] = te[ 3 ]; + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + array[ offset + 8 ] = te[ 8 ]; + + return array; + + } + + clone() { + + return new this.constructor().fromArray( this.elements ); + + } + +} + +const _m3 = /*@__PURE__*/ new Matrix3(); + +function arrayNeedsUint32( array ) { + + // assumes larger values usually on last + + for ( let i = array.length - 1; i >= 0; -- i ) { + + if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565 + + } + + return false; + +} + +const TYPED_ARRAYS = { + Int8Array: Int8Array, + Uint8Array: Uint8Array, + Uint8ClampedArray: Uint8ClampedArray, + Int16Array: Int16Array, + Uint16Array: Uint16Array, + Int32Array: Int32Array, + Uint32Array: Uint32Array, + Float32Array: Float32Array, + Float64Array: Float64Array +}; + +function getTypedArray( type, buffer ) { + + return new TYPED_ARRAYS[ type ]( buffer ); + +} + +function createElementNS( name ) { + + return document.createElementNS( 'http://www.w3.org/1999/xhtml', name ); + +} + +function createCanvasElement() { + + const canvas = createElementNS( 'canvas' ); + canvas.style.display = 'block'; + return canvas; + +} + +const _cache = {}; + +function warnOnce( message ) { + + if ( message in _cache ) return; + + _cache[ message ] = true; + + console.warn( message ); + +} + +function probeAsync( gl, sync, interval ) { + + return new Promise( function ( resolve, reject ) { + + function probe() { + + switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) { + + case gl.WAIT_FAILED: + reject(); + break; + + case gl.TIMEOUT_EXPIRED: + setTimeout( probe, interval ); + break; + + default: + resolve(); + + } + + } + + setTimeout( probe, interval ); + + } ); + +} + +function toNormalizedProjectionMatrix( projectionMatrix ) { + + const m = projectionMatrix.elements; + + // Convert [-1, 1] to [0, 1] projection matrix + m[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ]; + m[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ]; + m[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ]; + m[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ]; + +} + +function toReversedProjectionMatrix( projectionMatrix ) { + + const m = projectionMatrix.elements; + const isPerspectiveMatrix = m[ 11 ] === - 1; + + // Reverse [0, 1] projection matrix + if ( isPerspectiveMatrix ) { + + m[ 10 ] = - m[ 10 ] - 1; + m[ 14 ] = - m[ 14 ]; + + } else { + + m[ 10 ] = - m[ 10 ]; + m[ 14 ] = - m[ 14 ] + 1; + + } + +} + +const ColorManagement = { + + enabled: true, + + workingColorSpace: LinearSRGBColorSpace, + + /** + * Implementations of supported color spaces. + * + * Required: + * - primaries: chromaticity coordinates [ rx ry gx gy bx by ] + * - whitePoint: reference white [ x y ] + * - transfer: transfer function (pre-defined) + * - toXYZ: Matrix3 RGB to XYZ transform + * - fromXYZ: Matrix3 XYZ to RGB transform + * - luminanceCoefficients: RGB luminance coefficients + * + * Optional: + * - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace } + * - workingColorSpaceConfig: { unpackColorSpace: ColorSpace } + * + * Reference: + * - https://www.russellcottrell.com/photo/matrixCalculator.htm + */ + spaces: {}, + + convert: function ( color, sourceColorSpace, targetColorSpace ) { + + if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) { + + return color; + + } + + if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) { + + color.r = SRGBToLinear( color.r ); + color.g = SRGBToLinear( color.g ); + color.b = SRGBToLinear( color.b ); + + } + + if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) { + + color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ ); + color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ ); + + } + + if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) { + + color.r = LinearToSRGB( color.r ); + color.g = LinearToSRGB( color.g ); + color.b = LinearToSRGB( color.b ); + + } + + return color; + + }, + + fromWorkingColorSpace: function ( color, targetColorSpace ) { + + return this.convert( color, this.workingColorSpace, targetColorSpace ); + + }, + + toWorkingColorSpace: function ( color, sourceColorSpace ) { + + return this.convert( color, sourceColorSpace, this.workingColorSpace ); + + }, + + getPrimaries: function ( colorSpace ) { + + return this.spaces[ colorSpace ].primaries; + + }, + + getTransfer: function ( colorSpace ) { + + if ( colorSpace === NoColorSpace ) return LinearTransfer; + + return this.spaces[ colorSpace ].transfer; + + }, + + getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) { + + return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients ); + + }, + + define: function ( colorSpaces ) { + + Object.assign( this.spaces, colorSpaces ); + + }, + + // Internal APIs + + _getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) { + + return targetMatrix + .copy( this.spaces[ sourceColorSpace ].toXYZ ) + .multiply( this.spaces[ targetColorSpace ].fromXYZ ); + + }, + + _getDrawingBufferColorSpace: function ( colorSpace ) { + + return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace; + + }, + + _getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) { + + return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace; + + } + +}; + +function SRGBToLinear( c ) { + + return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 ); + +} + +function LinearToSRGB( c ) { + + return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055; + +} + +/****************************************************************************** + * sRGB definitions + */ + +const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ]; +const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ]; +const D65 = [ 0.3127, 0.3290 ]; + +const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set( + 0.4123908, 0.3575843, 0.1804808, + 0.2126390, 0.7151687, 0.0721923, + 0.0193308, 0.1191948, 0.9505322 +); + +const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set( + 3.2409699, - 1.5373832, - 0.4986108, + - 0.9692436, 1.8759675, 0.0415551, + 0.0556301, - 0.2039770, 1.0569715 +); + +ColorManagement.define( { + + [ LinearSRGBColorSpace ]: { + primaries: REC709_PRIMARIES, + whitePoint: D65, + transfer: LinearTransfer, + toXYZ: LINEAR_REC709_TO_XYZ, + fromXYZ: XYZ_TO_LINEAR_REC709, + luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, + workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace }, + outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } + }, + + [ SRGBColorSpace ]: { + primaries: REC709_PRIMARIES, + whitePoint: D65, + transfer: SRGBTransfer, + toXYZ: LINEAR_REC709_TO_XYZ, + fromXYZ: XYZ_TO_LINEAR_REC709, + luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS, + outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace } + }, + +} ); + +let _canvas; + +class ImageUtils { + + static getDataURL( image ) { + + if ( /^data:/i.test( image.src ) ) { + + return image.src; + + } + + if ( typeof HTMLCanvasElement === 'undefined' ) { + + return image.src; + + } + + let canvas; + + if ( image instanceof HTMLCanvasElement ) { + + canvas = image; + + } else { + + if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' ); + + _canvas.width = image.width; + _canvas.height = image.height; + + const context = _canvas.getContext( '2d' ); + + if ( image instanceof ImageData ) { + + context.putImageData( image, 0, 0 ); + + } else { + + context.drawImage( image, 0, 0, image.width, image.height ); + + } + + canvas = _canvas; + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image ); + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + + static sRGBToLinear( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + const canvas = createElementNS( 'canvas' ); + + canvas.width = image.width; + canvas.height = image.height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, image.width, image.height ); + + const imageData = context.getImageData( 0, 0, image.width, image.height ); + const data = imageData.data; + + for ( let i = 0; i < data.length; i ++ ) { + + data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255; + + } + + context.putImageData( imageData, 0, 0 ); + + return canvas; + + } else if ( image.data ) { + + const data = image.data.slice( 0 ); + + for ( let i = 0; i < data.length; i ++ ) { + + if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) { + + data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 ); + + } else { + + // assuming float + + data[ i ] = SRGBToLinear( data[ i ] ); + + } + + } + + return { + data: data, + width: image.width, + height: image.height + }; + + } else { + + console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' ); + return image; + + } + + } + +} + +let _sourceId = 0; + +class Source { + + constructor( data = null ) { + + this.isSource = true; + + Object.defineProperty( this, 'id', { value: _sourceId ++ } ); + + this.uuid = generateUUID(); + + this.data = data; + this.dataReady = true; + + this.version = 0; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) { + + return meta.images[ this.uuid ]; + + } + + const output = { + uuid: this.uuid, + url: '' + }; + + const data = this.data; + + if ( data !== null ) { + + let url; + + if ( Array.isArray( data ) ) { + + // cube texture + + url = []; + + for ( let i = 0, l = data.length; i < l; i ++ ) { + + if ( data[ i ].isDataTexture ) { + + url.push( serializeImage( data[ i ].image ) ); + + } else { + + url.push( serializeImage( data[ i ] ) ); + + } + + } + + } else { + + // texture + + url = serializeImage( data ); + + } + + output.url = url; + + } + + if ( ! isRootObject ) { + + meta.images[ this.uuid ] = output; + + } + + return output; + + } + +} + +function serializeImage( image ) { + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) { + + // default images + + return ImageUtils.getDataURL( image ); + + } else { + + if ( image.data ) { + + // images of DataTexture + + return { + data: Array.from( image.data ), + width: image.width, + height: image.height, + type: image.data.constructor.name + }; + + } else { + + console.warn( 'THREE.Texture: Unable to serialize Texture.' ); + return {}; + + } + + } + +} + +let _textureId = 0; + +class Texture extends EventDispatcher { + + constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) { + + super(); + + this.isTexture = true; + + Object.defineProperty( this, 'id', { value: _textureId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + + this.source = new Source( image ); + this.mipmaps = []; + + this.mapping = mapping; + this.channel = 0; + + this.wrapS = wrapS; + this.wrapT = wrapT; + + this.magFilter = magFilter; + this.minFilter = minFilter; + + this.anisotropy = anisotropy; + + this.format = format; + this.internalFormat = null; + this.type = type; + + this.offset = new Vector2( 0, 0 ); + this.repeat = new Vector2( 1, 1 ); + this.center = new Vector2( 0, 0 ); + this.rotation = 0; + + this.matrixAutoUpdate = true; + this.matrix = new Matrix3(); + + this.generateMipmaps = true; + this.premultiplyAlpha = false; + this.flipY = true; + this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) + + this.colorSpace = colorSpace; + + this.userData = {}; + + this.version = 0; + this.onUpdate = null; + + this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not + this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures) + + } + + get image() { + + return this.source.data; + + } + + set image( value = null ) { + + this.source.data = value; + + } + + updateMatrix() { + + this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.name = source.name; + + this.source = source.source; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + this.channel = source.channel; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.internalFormat = source.internalFormat; + this.type = source.type; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + this.center.copy( source.center ); + this.rotation = source.rotation; + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrix.copy( source.matrix ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.colorSpace = source.colorSpace; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + this.needsUpdate = true; + + return this; + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + const output = { + + metadata: { + version: 4.6, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + image: this.source.toJSON( meta ).uuid, + + mapping: this.mapping, + channel: this.channel, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + center: [ this.center.x, this.center.y ], + rotation: this.rotation, + + wrap: [ this.wrapS, this.wrapT ], + + format: this.format, + internalFormat: this.internalFormat, + type: this.type, + colorSpace: this.colorSpace, + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy, + + flipY: this.flipY, + + generateMipmaps: this.generateMipmaps, + premultiplyAlpha: this.premultiplyAlpha, + unpackAlignment: this.unpackAlignment + + }; + + if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData; + + if ( ! isRootObject ) { + + meta.textures[ this.uuid ] = output; + + } + + return output; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + transformUv( uv ) { + + if ( this.mapping !== UVMapping ) return uv; + + uv.applyMatrix3( this.matrix ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + return uv; + + } + + set needsUpdate( value ) { + + if ( value === true ) { + + this.version ++; + this.source.needsUpdate = true; + + } + + } + + set needsPMREMUpdate( value ) { + + if ( value === true ) { + + this.pmremVersion ++; + + } + + } + +} + +Texture.DEFAULT_IMAGE = null; +Texture.DEFAULT_MAPPING = UVMapping; +Texture.DEFAULT_ANISOTROPY = 1; + +class Vector4 { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + Vector4.prototype.isVector4 = true; + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + } + + get width() { + + return this.z; + + } + + set width( value ) { + + this.z = value; + + } + + get height() { + + return this.w; + + } + + set height( value ) { + + this.w = value; + + } + + set( x, y, z, w ) { + + this.x = x; + this.y = y; + this.z = z; + this.w = w; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setW( w ) { + + this.w = w; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + case 3: this.w = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + case 3: return this.w; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + this.w = ( v.w !== undefined ) ? v.w : 1; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + this.w += v.w; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + this.w += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + this.w = a.w + b.w; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + this.w -= v.w; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + this.w -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + this.w = a.w - b.w; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + this.w *= v.w; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + return this; + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z, w = this.w; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; + this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; + + return this; + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + this.w /= v.w; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + setAxisAngleFromQuaternion( q ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm + + // q is assumed to be normalized + + this.w = 2 * Math.acos( q.w ); + + const s = Math.sqrt( 1 - q.w * q.w ); + + if ( s < 0.0001 ) { + + this.x = 1; + this.y = 0; + this.z = 0; + + } else { + + this.x = q.x / s; + this.y = q.y / s; + this.z = q.z / s; + + } + + return this; + + } + + setAxisAngleFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + let angle, x, y, z; // variables for result + const epsilon = 0.01, // margin to allow for rounding errors + epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees + + te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + if ( ( Math.abs( m12 - m21 ) < epsilon ) && + ( Math.abs( m13 - m31 ) < epsilon ) && + ( Math.abs( m23 - m32 ) < epsilon ) ) { + + // singularity found + // first check for identity matrix which must have +1 for all terms + // in leading diagonal and zero in other terms + + if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && + ( Math.abs( m13 + m31 ) < epsilon2 ) && + ( Math.abs( m23 + m32 ) < epsilon2 ) && + ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { + + // this singularity is identity matrix so angle = 0 + + this.set( 1, 0, 0, 0 ); + + return this; // zero angle, arbitrary axis + + } + + // otherwise this singularity is angle = 180 + + angle = Math.PI; + + const xx = ( m11 + 1 ) / 2; + const yy = ( m22 + 1 ) / 2; + const zz = ( m33 + 1 ) / 2; + const xy = ( m12 + m21 ) / 4; + const xz = ( m13 + m31 ) / 4; + const yz = ( m23 + m32 ) / 4; + + if ( ( xx > yy ) && ( xx > zz ) ) { + + // m11 is the largest diagonal term + + if ( xx < epsilon ) { + + x = 0; + y = 0.707106781; + z = 0.707106781; + + } else { + + x = Math.sqrt( xx ); + y = xy / x; + z = xz / x; + + } + + } else if ( yy > zz ) { + + // m22 is the largest diagonal term + + if ( yy < epsilon ) { + + x = 0.707106781; + y = 0; + z = 0.707106781; + + } else { + + y = Math.sqrt( yy ); + x = xy / y; + z = yz / y; + + } + + } else { + + // m33 is the largest diagonal term so base result on this + + if ( zz < epsilon ) { + + x = 0.707106781; + y = 0.707106781; + z = 0; + + } else { + + z = Math.sqrt( zz ); + x = xz / z; + y = yz / z; + + } + + } + + this.set( x, y, z, angle ); + + return this; // return 180 deg rotation + + } + + // as we have reached here there are no singularities so we can handle normally + + let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + + ( m13 - m31 ) * ( m13 - m31 ) + + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize + + if ( Math.abs( s ) < 0.001 ) s = 1; + + // prevent divide by zero, should not happen if matrix is orthogonal and should be + // caught by singularity test above, but I've left it in just in case + + this.x = ( m32 - m23 ) / s; + this.y = ( m13 - m31 ) / s; + this.z = ( m21 - m12 ) / s; + this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); + + return this; + + } + + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + this.w = e[ 15 ]; + + return this; + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( this.w, v.w ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + this.w = Math.max( minVal, Math.min( maxVal, this.w ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + this.w = Math.floor( this.w ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + this.w = Math.ceil( this.w ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + this.w = Math.round( this.w ); + + return this; + + } + + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + this.w = Math.trunc( this.w ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + this.w = - this.w; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; + + } + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + this.w += ( v.w - this.w ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + this.w = v1.w + ( v2.w - v1.w ) * alpha; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + this.w = array[ offset + 3 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + array[ offset + 3 ] = this.w; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + this.w = attribute.getW( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + this.w = Math.random(); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + yield this.w; + + } + +} + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers +*/ +class RenderTarget extends EventDispatcher { + + constructor( width = 1, height = 1, options = {} ) { + + super(); + + this.isRenderTarget = true; + + this.width = width; + this.height = height; + this.depth = 1; + + this.scissor = new Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new Vector4( 0, 0, width, height ); + + const image = { width: width, height: height, depth: 1 }; + + options = Object.assign( { + generateMipmaps: false, + internalFormat: null, + minFilter: LinearFilter, + depthBuffer: true, + stencilBuffer: false, + resolveDepthBuffer: true, + resolveStencilBuffer: true, + depthTexture: null, + samples: 0, + count: 1 + }, options ); + + const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); + + texture.flipY = false; + texture.generateMipmaps = options.generateMipmaps; + texture.internalFormat = options.internalFormat; + + this.textures = []; + + const count = options.count; + for ( let i = 0; i < count; i ++ ) { + + this.textures[ i ] = texture.clone(); + this.textures[ i ].isRenderTargetTexture = true; + + } + + this.depthBuffer = options.depthBuffer; + this.stencilBuffer = options.stencilBuffer; + + this.resolveDepthBuffer = options.resolveDepthBuffer; + this.resolveStencilBuffer = options.resolveStencilBuffer; + + this.depthTexture = options.depthTexture; + + this.samples = options.samples; + + } + + get texture() { + + return this.textures[ 0 ]; + + } + + set texture( value ) { + + this.textures[ 0 ] = value; + + } + + setSize( width, height, depth = 1 ) { + + if ( this.width !== width || this.height !== height || this.depth !== depth ) { + + this.width = width; + this.height = height; + this.depth = depth; + + for ( let i = 0, il = this.textures.length; i < il; i ++ ) { + + this.textures[ i ].image.width = width; + this.textures[ i ].image.height = height; + this.textures[ i ].image.depth = depth; + + } + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.width = source.width; + this.height = source.height; + this.depth = source.depth; + + this.scissor.copy( source.scissor ); + this.scissorTest = source.scissorTest; + + this.viewport.copy( source.viewport ); + + this.textures.length = 0; + + for ( let i = 0, il = source.textures.length; i < il; i ++ ) { + + this.textures[ i ] = source.textures[ i ].clone(); + this.textures[ i ].isRenderTargetTexture = true; + + } + + // ensure image object is not shared, see #20328 + + const image = Object.assign( {}, source.texture.image ); + this.texture.source = new Source( image ); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + this.resolveDepthBuffer = source.resolveDepthBuffer; + this.resolveStencilBuffer = source.resolveStencilBuffer; + + if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone(); + + this.samples = source.samples; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +class WebGLRenderTarget extends RenderTarget { + + constructor( width = 1, height = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGLRenderTarget = true; + + } + +} + +class DataArrayTexture extends Texture { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + super( null ); + + this.isDataArrayTexture = true; + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + this.layerUpdates = new Set(); + + } + + addLayerUpdate( layerIndex ) { + + this.layerUpdates.add( layerIndex ); + + } + + clearLayerUpdates() { + + this.layerUpdates.clear(); + + } + +} + +class WebGLArrayRenderTarget extends WebGLRenderTarget { + + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGLArrayRenderTarget = true; + + this.depth = depth; + + this.texture = new DataArrayTexture( null, width, height, depth ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +class Data3DTexture extends Texture { + + constructor( data = null, width = 1, height = 1, depth = 1 ) { + + // We're going to add .setXXX() methods for setting properties later. + // Users can still set in DataTexture3D directly. + // + // const texture = new THREE.DataTexture3D( data, width, height, depth ); + // texture.anisotropy = 16; + // + // See #14839 + + super( null ); + + this.isData3DTexture = true; + + this.image = { data, width, height, depth }; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.wrapR = ClampToEdgeWrapping; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + +} + +class WebGL3DRenderTarget extends WebGLRenderTarget { + + constructor( width = 1, height = 1, depth = 1, options = {} ) { + + super( width, height, options ); + + this.isWebGL3DRenderTarget = true; + + this.depth = depth; + + this.texture = new Data3DTexture( null, width, height, depth ); + + this.texture.isRenderTargetTexture = true; + + } + +} + +class Quaternion { + + constructor( x = 0, y = 0, z = 0, w = 1 ) { + + this.isQuaternion = true; + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + } + + static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + let x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( t === 0 ) { + + dst[ dstOffset + 0 ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + return; + + } + + if ( t === 1 ) { + + dst[ dstOffset + 0 ] = x1; + dst[ dstOffset + 1 ] = y1; + dst[ dstOffset + 2 ] = z1; + dst[ dstOffset + 3 ] = w1; + return; + + } + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + let s = 1 - t; + const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + const sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + const tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + + static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) { + + const x0 = src0[ srcOffset0 ]; + const y0 = src0[ srcOffset0 + 1 ]; + const z0 = src0[ srcOffset0 + 2 ]; + const w0 = src0[ srcOffset0 + 3 ]; + + const x1 = src1[ srcOffset1 ]; + const y1 = src1[ srcOffset1 + 1 ]; + const z1 = src1[ srcOffset1 + 2 ]; + const w1 = src1[ srcOffset1 + 3 ]; + + dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; + dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; + dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; + dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; + + return dst; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get w() { + + return this._w; + + } + + set w( value ) { + + this._w = value; + this._onChangeCallback(); + + } + + set( x, y, z, w ) { + + this._x = x; + this._y = y; + this._z = z; + this._w = w; + + this._onChangeCallback(); + + return this; + + } + + clone() { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + } + + copy( quaternion ) { + + this._x = quaternion.x; + this._y = quaternion.y; + this._z = quaternion.z; + this._w = quaternion.w; + + this._onChangeCallback(); + + return this; + + } + + setFromEuler( euler, update = true ) { + + const x = euler._x, y = euler._y, z = euler._z, order = euler._order; + + // http://www.mathworks.com/matlabcentral/fileexchange/ + // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ + // content/SpinCalc.m + + const cos = Math.cos; + const sin = Math.sin; + + const c1 = cos( x / 2 ); + const c2 = cos( y / 2 ); + const c3 = cos( z / 2 ); + + const s1 = sin( x / 2 ); + const s2 = sin( y / 2 ); + const s3 = sin( z / 2 ); + + switch ( order ) { + + case 'XYZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'YXZ': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'ZXY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'ZYX': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + case 'YZX': + this._x = s1 * c2 * c3 + c1 * s2 * s3; + this._y = c1 * s2 * c3 + s1 * c2 * s3; + this._z = c1 * c2 * s3 - s1 * s2 * c3; + this._w = c1 * c2 * c3 - s1 * s2 * s3; + break; + + case 'XZY': + this._x = s1 * c2 * c3 - c1 * s2 * s3; + this._y = c1 * s2 * c3 - s1 * c2 * s3; + this._z = c1 * c2 * s3 + s1 * s2 * c3; + this._w = c1 * c2 * c3 + s1 * s2 * s3; + break; + + default: + console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order ); + + } + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + setFromAxisAngle( axis, angle ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm + + // assumes axis is normalized + + const halfAngle = angle / 2, s = Math.sin( halfAngle ); + + this._x = axis.x * s; + this._y = axis.y * s; + this._z = axis.z * s; + this._w = Math.cos( halfAngle ); + + this._onChangeCallback(); + + return this; + + } + + setFromRotationMatrix( m ) { + + // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements, + + m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], + m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], + m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], + + trace = m11 + m22 + m33; + + if ( trace > 0 ) { + + const s = 0.5 / Math.sqrt( trace + 1.0 ); + + this._w = 0.25 / s; + this._x = ( m32 - m23 ) * s; + this._y = ( m13 - m31 ) * s; + this._z = ( m21 - m12 ) * s; + + } else if ( m11 > m22 && m11 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); + + this._w = ( m32 - m23 ) / s; + this._x = 0.25 * s; + this._y = ( m12 + m21 ) / s; + this._z = ( m13 + m31 ) / s; + + } else if ( m22 > m33 ) { + + const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); + + this._w = ( m13 - m31 ) / s; + this._x = ( m12 + m21 ) / s; + this._y = 0.25 * s; + this._z = ( m23 + m32 ) / s; + + } else { + + const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); + + this._w = ( m21 - m12 ) / s; + this._x = ( m13 + m31 ) / s; + this._y = ( m23 + m32 ) / s; + this._z = 0.25 * s; + + } + + this._onChangeCallback(); + + return this; + + } + + setFromUnitVectors( vFrom, vTo ) { + + // assumes direction vectors vFrom and vTo are normalized + + let r = vFrom.dot( vTo ) + 1; + + if ( r < Number.EPSILON ) { + + // vFrom and vTo point in opposite directions + + r = 0; + + if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { + + this._x = - vFrom.y; + this._y = vFrom.x; + this._z = 0; + this._w = r; + + } else { + + this._x = 0; + this._y = - vFrom.z; + this._z = vFrom.y; + this._w = r; + + } + + } else { + + // crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 + + this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; + this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; + this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; + this._w = r; + + } + + return this.normalize(); + + } + + angleTo( q ) { + + return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) ); + + } + + rotateTowards( q, step ) { + + const angle = this.angleTo( q ); + + if ( angle === 0 ) return this; + + const t = Math.min( 1, step / angle ); + + this.slerp( q, t ); + + return this; + + } + + identity() { + + return this.set( 0, 0, 0, 1 ); + + } + + invert() { + + // quaternion is assumed to have unit length + + return this.conjugate(); + + } + + conjugate() { + + this._x *= - 1; + this._y *= - 1; + this._z *= - 1; + + this._onChangeCallback(); + + return this; + + } + + dot( v ) { + + return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; + + } + + lengthSq() { + + return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; + + } + + length() { + + return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); + + } + + normalize() { + + let l = this.length(); + + if ( l === 0 ) { + + this._x = 0; + this._y = 0; + this._z = 0; + this._w = 1; + + } else { + + l = 1 / l; + + this._x = this._x * l; + this._y = this._y * l; + this._z = this._z * l; + this._w = this._w * l; + + } + + this._onChangeCallback(); + + return this; + + } + + multiply( q ) { + + return this.multiplyQuaternions( this, q ); + + } + + premultiply( q ) { + + return this.multiplyQuaternions( q, this ); + + } + + multiplyQuaternions( a, b ) { + + // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm + + const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; + const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; + + this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + this._onChangeCallback(); + + return this; + + } + + slerp( qb, t ) { + + if ( t === 0 ) return this; + if ( t === 1 ) return this.copy( qb ); + + const x = this._x, y = this._y, z = this._z, w = this._w; + + // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ + + let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; + + if ( cosHalfTheta < 0 ) { + + this._w = - qb._w; + this._x = - qb._x; + this._y = - qb._y; + this._z = - qb._z; + + cosHalfTheta = - cosHalfTheta; + + } else { + + this.copy( qb ); + + } + + if ( cosHalfTheta >= 1.0 ) { + + this._w = w; + this._x = x; + this._y = y; + this._z = z; + + return this; + + } + + const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; + + if ( sqrSinHalfTheta <= Number.EPSILON ) { + + const s = 1 - t; + this._w = s * w + t * this._w; + this._x = s * x + t * this._x; + this._y = s * y + t * this._y; + this._z = s * z + t * this._z; + + this.normalize(); // normalize calls _onChangeCallback() + + return this; + + } + + const sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); + const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, + ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; + + this._w = ( w * ratioA + this._w * ratioB ); + this._x = ( x * ratioA + this._x * ratioB ); + this._y = ( y * ratioA + this._y * ratioB ); + this._z = ( z * ratioA + this._z * ratioB ); + + this._onChangeCallback(); + + return this; + + } + + slerpQuaternions( qa, qb, t ) { + + return this.copy( qa ).slerp( qb, t ); + + } + + random() { + + // sets this quaternion to a uniform random unit quaternnion + + // Ken Shoemake + // Uniform random rotations + // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992. + + const theta1 = 2 * Math.PI * Math.random(); + const theta2 = 2 * Math.PI * Math.random(); + + const x0 = Math.random(); + const r1 = Math.sqrt( 1 - x0 ); + const r2 = Math.sqrt( x0 ); + + return this.set( + r1 * Math.sin( theta1 ), + r1 * Math.cos( theta1 ), + r2 * Math.sin( theta2 ), + r2 * Math.cos( theta2 ), + ); + + } + + equals( quaternion ) { + + return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); + + } + + fromArray( array, offset = 0 ) { + + this._x = array[ offset ]; + this._y = array[ offset + 1 ]; + this._z = array[ offset + 2 ]; + this._w = array[ offset + 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._w; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this._x = attribute.getX( index ); + this._y = attribute.getY( index ); + this._z = attribute.getZ( index ); + this._w = attribute.getW( index ); + + this._onChangeCallback(); + + return this; + + } + + toJSON() { + + return this.toArray(); + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._w; + + } + +} + +class Vector3 { + + constructor( x = 0, y = 0, z = 0 ) { + + Vector3.prototype.isVector3 = true; + + this.x = x; + this.y = y; + this.z = z; + + } + + set( x, y, z ) { + + if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) + + this.x = x; + this.y = y; + this.z = z; + + return this; + + } + + setScalar( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + return this; + + } + + setX( x ) { + + this.x = x; + + return this; + + } + + setY( y ) { + + this.y = y; + + return this; + + } + + setZ( z ) { + + this.z = z; + + return this; + + } + + setComponent( index, value ) { + + switch ( index ) { + + case 0: this.x = value; break; + case 1: this.y = value; break; + case 2: this.z = value; break; + default: throw new Error( 'index is out of range: ' + index ); + + } + + return this; + + } + + getComponent( index ) { + + switch ( index ) { + + case 0: return this.x; + case 1: return this.y; + case 2: return this.z; + default: throw new Error( 'index is out of range: ' + index ); + + } + + } + + clone() { + + return new this.constructor( this.x, this.y, this.z ); + + } + + copy( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + } + + add( v ) { + + this.x += v.x; + this.y += v.y; + this.z += v.z; + + return this; + + } + + addScalar( s ) { + + this.x += s; + this.y += s; + this.z += s; + + return this; + + } + + addVectors( a, b ) { + + this.x = a.x + b.x; + this.y = a.y + b.y; + this.z = a.z + b.z; + + return this; + + } + + addScaledVector( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + } + + sub( v ) { + + this.x -= v.x; + this.y -= v.y; + this.z -= v.z; + + return this; + + } + + subScalar( s ) { + + this.x -= s; + this.y -= s; + this.z -= s; + + return this; + + } + + subVectors( a, b ) { + + this.x = a.x - b.x; + this.y = a.y - b.y; + this.z = a.z - b.z; + + return this; + + } + + multiply( v ) { + + this.x *= v.x; + this.y *= v.y; + this.z *= v.z; + + return this; + + } + + multiplyScalar( scalar ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + return this; + + } + + multiplyVectors( a, b ) { + + this.x = a.x * b.x; + this.y = a.y * b.y; + this.z = a.z * b.z; + + return this; + + } + + applyEuler( euler ) { + + return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) ); + + } + + applyAxisAngle( axis, angle ) { + + return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) ); + + } + + applyMatrix3( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; + this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; + this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; + + return this; + + } + + applyNormalMatrix( m ) { + + return this.applyMatrix3( m ).normalize(); + + } + + applyMatrix4( m ) { + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); + + this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; + this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; + this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w; + + return this; + + } + + applyQuaternion( q ) { + + // quaternion q is assumed to have unit length + + const vx = this.x, vy = this.y, vz = this.z; + const qx = q.x, qy = q.y, qz = q.z, qw = q.w; + + // t = 2 * cross( q.xyz, v ); + const tx = 2 * ( qy * vz - qz * vy ); + const ty = 2 * ( qz * vx - qx * vz ); + const tz = 2 * ( qx * vy - qy * vx ); + + // v + q.w * t + cross( q.xyz, t ); + this.x = vx + qw * tx + qy * tz - qz * ty; + this.y = vy + qw * ty + qz * tx - qx * tz; + this.z = vz + qw * tz + qx * ty - qy * tx; + + return this; + + } + + project( camera ) { + + return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); + + } + + unproject( camera ) { + + return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); + + } + + transformDirection( m ) { + + // input: THREE.Matrix4 affine matrix + // vector interpreted as a direction + + const x = this.x, y = this.y, z = this.z; + const e = m.elements; + + this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; + this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; + this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; + + return this.normalize(); + + } + + divide( v ) { + + this.x /= v.x; + this.y /= v.y; + this.z /= v.z; + + return this; + + } + + divideScalar( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + } + + min( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + } + + max( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + + return this; + + } + + clamp( min, max ) { + + // assumes min < max, componentwise + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + } + + clampScalar( minVal, maxVal ) { + + this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); + this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); + this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); + + return this; + + } + + clampLength( min, max ) { + + const length = this.length(); + + return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); + + } + + floor() { + + this.x = Math.floor( this.x ); + this.y = Math.floor( this.y ); + this.z = Math.floor( this.z ); + + return this; + + } + + ceil() { + + this.x = Math.ceil( this.x ); + this.y = Math.ceil( this.y ); + this.z = Math.ceil( this.z ); + + return this; + + } + + round() { + + this.x = Math.round( this.x ); + this.y = Math.round( this.y ); + this.z = Math.round( this.z ); + + return this; + + } + + roundToZero() { + + this.x = Math.trunc( this.x ); + this.y = Math.trunc( this.y ); + this.z = Math.trunc( this.z ); + + return this; + + } + + negate() { + + this.x = - this.x; + this.y = - this.y; + this.z = - this.z; + + return this; + + } + + dot( v ) { + + return this.x * v.x + this.y * v.y + this.z * v.z; + + } + + // TODO lengthSquared? + + lengthSq() { + + return this.x * this.x + this.y * this.y + this.z * this.z; + + } + + length() { + + return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); + + } + + manhattanLength() { + + return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); + + } + + normalize() { + + return this.divideScalar( this.length() || 1 ); + + } + + setLength( length ) { + + return this.normalize().multiplyScalar( length ); + + } + + lerp( v, alpha ) { + + this.x += ( v.x - this.x ) * alpha; + this.y += ( v.y - this.y ) * alpha; + this.z += ( v.z - this.z ) * alpha; + + return this; + + } + + lerpVectors( v1, v2, alpha ) { + + this.x = v1.x + ( v2.x - v1.x ) * alpha; + this.y = v1.y + ( v2.y - v1.y ) * alpha; + this.z = v1.z + ( v2.z - v1.z ) * alpha; + + return this; + + } + + cross( v ) { + + return this.crossVectors( this, v ); + + } + + crossVectors( a, b ) { + + const ax = a.x, ay = a.y, az = a.z; + const bx = b.x, by = b.y, bz = b.z; + + this.x = ay * bz - az * by; + this.y = az * bx - ax * bz; + this.z = ax * by - ay * bx; + + return this; + + } + + projectOnVector( v ) { + + const denominator = v.lengthSq(); + + if ( denominator === 0 ) return this.set( 0, 0, 0 ); + + const scalar = v.dot( this ) / denominator; + + return this.copy( v ).multiplyScalar( scalar ); + + } + + projectOnPlane( planeNormal ) { + + _vector$c.copy( this ).projectOnVector( planeNormal ); + + return this.sub( _vector$c ); + + } + + reflect( normal ) { + + // reflect incident vector off plane orthogonal to normal + // normal is assumed to have unit length + + return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); + + } + + angleTo( v ) { + + const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); + + if ( denominator === 0 ) return Math.PI / 2; + + const theta = this.dot( v ) / denominator; + + // clamp, to handle numerical problems + + return Math.acos( clamp( theta, - 1, 1 ) ); + + } + + distanceTo( v ) { + + return Math.sqrt( this.distanceToSquared( v ) ); + + } + + distanceToSquared( v ) { + + const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; + + return dx * dx + dy * dy + dz * dz; + + } + + manhattanDistanceTo( v ) { + + return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); + + } + + setFromSpherical( s ) { + + return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); + + } + + setFromSphericalCoords( radius, phi, theta ) { + + const sinPhiRadius = Math.sin( phi ) * radius; + + this.x = sinPhiRadius * Math.sin( theta ); + this.y = Math.cos( phi ) * radius; + this.z = sinPhiRadius * Math.cos( theta ); + + return this; + + } + + setFromCylindrical( c ) { + + return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); + + } + + setFromCylindricalCoords( radius, theta, y ) { + + this.x = radius * Math.sin( theta ); + this.y = y; + this.z = radius * Math.cos( theta ); + + return this; + + } + + setFromMatrixPosition( m ) { + + const e = m.elements; + + this.x = e[ 12 ]; + this.y = e[ 13 ]; + this.z = e[ 14 ]; + + return this; + + } + + setFromMatrixScale( m ) { + + const sx = this.setFromMatrixColumn( m, 0 ).length(); + const sy = this.setFromMatrixColumn( m, 1 ).length(); + const sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + } + + setFromMatrixColumn( m, index ) { + + return this.fromArray( m.elements, index * 4 ); + + } + + setFromMatrix3Column( m, index ) { + + return this.fromArray( m.elements, index * 3 ); + + } + + setFromEuler( e ) { + + this.x = e._x; + this.y = e._y; + this.z = e._z; + + return this; + + } + + setFromColor( c ) { + + this.x = c.r; + this.y = c.g; + this.z = c.b; + + return this; + + } + + equals( v ) { + + return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); + + } + + fromArray( array, offset = 0 ) { + + this.x = array[ offset ]; + this.y = array[ offset + 1 ]; + this.z = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.x; + array[ offset + 1 ] = this.y; + array[ offset + 2 ] = this.z; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.x = attribute.getX( index ); + this.y = attribute.getY( index ); + this.z = attribute.getZ( index ); + + return this; + + } + + random() { + + this.x = Math.random(); + this.y = Math.random(); + this.z = Math.random(); + + return this; + + } + + randomDirection() { + + // https://mathworld.wolfram.com/SpherePointPicking.html + + const theta = Math.random() * Math.PI * 2; + const u = Math.random() * 2 - 1; + const c = Math.sqrt( 1 - u * u ); + + this.x = c * Math.cos( theta ); + this.y = u; + this.z = c * Math.sin( theta ); + + return this; + + } + + *[ Symbol.iterator ]() { + + yield this.x; + yield this.y; + yield this.z; + + } + +} + +const _vector$c = /*@__PURE__*/ new Vector3(); +const _quaternion$4 = /*@__PURE__*/ new Quaternion(); + +class Box3 { + + constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) { + + this.isBox3 = true; + + this.min = min; + this.max = max; + + } + + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + setFromArray( array ) { + + this.makeEmpty(); + + for ( let i = 0, il = array.length; i < il; i += 3 ) { + + this.expandByPoint( _vector$b.fromArray( array, i ) ); + + } + + return this; + + } + + setFromBufferAttribute( attribute ) { + + this.makeEmpty(); + + for ( let i = 0, il = attribute.count; i < il; i ++ ) { + + this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) ); + + } + + return this; + + } + + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 ); + + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + setFromObject( object, precise = false ) { + + this.makeEmpty(); + + return this.expandByObject( object, precise ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + makeEmpty() { + + this.min.x = this.min.y = this.min.z = + Infinity; + this.max.x = this.max.y = this.max.z = - Infinity; + + return this; + + } + + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z ); + + } + + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + expandByObject( object, precise = false ) { + + // Computes the world-axis-aligned bounding box of an object (including its children), + // accounting for both the object's, and children's, world transforms + + object.updateWorldMatrix( false, false ); + + const geometry = object.geometry; + + if ( geometry !== undefined ) { + + const positionAttribute = geometry.getAttribute( 'position' ); + + // precise AABB computation based on vertex data requires at least a position attribute. + // instancing isn't supported so far and uses the normal (conservative) code path. + + if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) { + + for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { + + if ( object.isMesh === true ) { + + object.getVertexPosition( i, _vector$b ); + + } else { + + _vector$b.fromBufferAttribute( positionAttribute, i ); + + } + + _vector$b.applyMatrix4( object.matrixWorld ); + this.expandByPoint( _vector$b ); + + } + + } else { + + if ( object.boundingBox !== undefined ) { + + // object-level bounding box + + if ( object.boundingBox === null ) { + + object.computeBoundingBox(); + + } + + _box$4.copy( object.boundingBox ); + + + } else { + + // geometry-level bounding box + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + _box$4.copy( geometry.boundingBox ); + + } + + _box$4.applyMatrix4( object.matrixWorld ); + + this.union( _box$4 ); + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + this.expandByObject( children[ i ], precise ); + + } + + return this; + + } + + containsPoint( point ) { + + return point.x >= this.min.x && point.x <= this.max.x && + point.y >= this.min.y && point.y <= this.max.y && + point.z >= this.min.z && point.z <= this.max.z; + + } + + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y && + this.min.z <= box.min.z && box.max.z <= this.max.z; + + } + + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ), + ( point.z - this.min.z ) / ( this.max.z - this.min.z ) + ); + + } + + intersectsBox( box ) { + + // using 6 splitting planes to rule out intersections. + return box.max.x >= this.min.x && box.min.x <= this.max.x && + box.max.y >= this.min.y && box.min.y <= this.max.y && + box.max.z >= this.min.z && box.min.z <= this.max.z; + + } + + intersectsSphere( sphere ) { + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, _vector$b ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + intersectsPlane( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + let min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= - plane.constant && max >= - plane.constant ); + + } + + intersectsTriangle( triangle ) { + + if ( this.isEmpty() ) { + + return false; + + } + + // compute box center and extents + this.getCenter( _center ); + _extents.subVectors( this.max, _center ); + + // translate triangle to aabb origin + _v0$3.subVectors( triangle.a, _center ); + _v1$7.subVectors( triangle.b, _center ); + _v2$4.subVectors( triangle.c, _center ); + + // compute edge vectors for triangle + _f0.subVectors( _v1$7, _v0$3 ); + _f1.subVectors( _v2$4, _v1$7 ); + _f2.subVectors( _v0$3, _v2$4 ); + + // test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb + // make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation + // axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned) + let axes = [ + 0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y, + _f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x, + - _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0 + ]; + if ( ! satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents ) ) { + + return false; + + } + + // test 3 face normals from the aabb + axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]; + if ( ! satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents ) ) { + + return false; + + } + + // finally testing the face normal of the triangle + // use already existing triangle edge vectors here + _triangleNormal.crossVectors( _f0, _f1 ); + axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ]; + + return satForAxes( axes, _v0$3, _v1$7, _v2$4, _extents ); + + } + + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$b ).distanceTo( point ); + + } + + getBoundingSphere( target ) { + + if ( this.isEmpty() ) { + + target.makeEmpty(); + + } else { + + this.getCenter( target.center ); + + target.radius = this.getSize( _vector$b ).length() * 0.5; + + } + + return target; + + } + + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + // ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values. + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + applyMatrix4( matrix ) { + + // transform of empty box is an empty box. + if ( this.isEmpty() ) return this; + + // NOTE: I am using a binary pattern to specify all 2^3 combinations below + _points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000 + _points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001 + _points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010 + _points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011 + _points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100 + _points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101 + _points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110 + _points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111 + + this.setFromPoints( _points ); + + return this; + + } + + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} + +const _points = [ + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3(), + /*@__PURE__*/ new Vector3() +]; + +const _vector$b = /*@__PURE__*/ new Vector3(); + +const _box$4 = /*@__PURE__*/ new Box3(); + +// triangle centered vertices + +const _v0$3 = /*@__PURE__*/ new Vector3(); +const _v1$7 = /*@__PURE__*/ new Vector3(); +const _v2$4 = /*@__PURE__*/ new Vector3(); + +// triangle edge vectors + +const _f0 = /*@__PURE__*/ new Vector3(); +const _f1 = /*@__PURE__*/ new Vector3(); +const _f2 = /*@__PURE__*/ new Vector3(); + +const _center = /*@__PURE__*/ new Vector3(); +const _extents = /*@__PURE__*/ new Vector3(); +const _triangleNormal = /*@__PURE__*/ new Vector3(); +const _testAxis = /*@__PURE__*/ new Vector3(); + +function satForAxes( axes, v0, v1, v2, extents ) { + + for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) { + + _testAxis.fromArray( axes, i ); + // project the aabb onto the separating axis + const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z ); + // project all 3 vertices of the triangle onto the separating axis + const p0 = v0.dot( _testAxis ); + const p1 = v1.dot( _testAxis ); + const p2 = v2.dot( _testAxis ); + // actual test, basically see if either of the most extreme of the triangle points intersects r + if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) { + + // points of the projected triangle are outside the projected half-length of the aabb + // the axis is separating and we can exit + return false; + + } + + } + + return true; + +} + +const _box$3 = /*@__PURE__*/ new Box3(); +const _v1$6 = /*@__PURE__*/ new Vector3(); +const _v2$3 = /*@__PURE__*/ new Vector3(); + +class Sphere { + + constructor( center = new Vector3(), radius = - 1 ) { + + this.isSphere = true; + + this.center = center; + this.radius = radius; + + } + + set( center, radius ) { + + this.center.copy( center ); + this.radius = radius; + + return this; + + } + + setFromPoints( points, optionalCenter ) { + + const center = this.center; + + if ( optionalCenter !== undefined ) { + + center.copy( optionalCenter ); + + } else { + + _box$3.setFromPoints( points ).getCenter( center ); + + } + + let maxRadiusSq = 0; + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) ); + + } + + this.radius = Math.sqrt( maxRadiusSq ); + + return this; + + } + + copy( sphere ) { + + this.center.copy( sphere.center ); + this.radius = sphere.radius; + + return this; + + } + + isEmpty() { + + return ( this.radius < 0 ); + + } + + makeEmpty() { + + this.center.set( 0, 0, 0 ); + this.radius = - 1; + + return this; + + } + + containsPoint( point ) { + + return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) ); + + } + + distanceToPoint( point ) { + + return ( point.distanceTo( this.center ) - this.radius ); + + } + + intersectsSphere( sphere ) { + + const radiusSum = this.radius + sphere.radius; + + return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum ); + + } + + intersectsBox( box ) { + + return box.intersectsSphere( this ); + + } + + intersectsPlane( plane ) { + + return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius; + + } + + clampPoint( point, target ) { + + const deltaLengthSq = this.center.distanceToSquared( point ); + + target.copy( point ); + + if ( deltaLengthSq > ( this.radius * this.radius ) ) { + + target.sub( this.center ).normalize(); + target.multiplyScalar( this.radius ).add( this.center ); + + } + + return target; + + } + + getBoundingBox( target ) { + + if ( this.isEmpty() ) { + + // Empty sphere produces empty bounding box + target.makeEmpty(); + return target; + + } + + target.set( this.center, this.center ); + target.expandByScalar( this.radius ); + + return target; + + } + + applyMatrix4( matrix ) { + + this.center.applyMatrix4( matrix ); + this.radius = this.radius * matrix.getMaxScaleOnAxis(); + + return this; + + } + + translate( offset ) { + + this.center.add( offset ); + + return this; + + } + + expandByPoint( point ) { + + if ( this.isEmpty() ) { + + this.center.copy( point ); + + this.radius = 0; + + return this; + + } + + _v1$6.subVectors( point, this.center ); + + const lengthSq = _v1$6.lengthSq(); + + if ( lengthSq > ( this.radius * this.radius ) ) { + + // calculate the minimal sphere + + const length = Math.sqrt( lengthSq ); + + const delta = ( length - this.radius ) * 0.5; + + this.center.addScaledVector( _v1$6, delta / length ); + + this.radius += delta; + + } + + return this; + + } + + union( sphere ) { + + if ( sphere.isEmpty() ) { + + return this; + + } + + if ( this.isEmpty() ) { + + this.copy( sphere ); + + return this; + + } + + if ( this.center.equals( sphere.center ) === true ) { + + this.radius = Math.max( this.radius, sphere.radius ); + + } else { + + _v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius ); + + this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) ); + + this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) ); + + } + + return this; + + } + + equals( sphere ) { + + return sphere.center.equals( this.center ) && ( sphere.radius === this.radius ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$a = /*@__PURE__*/ new Vector3(); +const _segCenter = /*@__PURE__*/ new Vector3(); +const _segDir = /*@__PURE__*/ new Vector3(); +const _diff = /*@__PURE__*/ new Vector3(); + +const _edge1 = /*@__PURE__*/ new Vector3(); +const _edge2 = /*@__PURE__*/ new Vector3(); +const _normal$1 = /*@__PURE__*/ new Vector3(); + +class Ray { + + constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) { + + this.origin = origin; + this.direction = direction; + + } + + set( origin, direction ) { + + this.origin.copy( origin ); + this.direction.copy( direction ); + + return this; + + } + + copy( ray ) { + + this.origin.copy( ray.origin ); + this.direction.copy( ray.direction ); + + return this; + + } + + at( t, target ) { + + return target.copy( this.origin ).addScaledVector( this.direction, t ); + + } + + lookAt( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + return this; + + } + + recast( t ) { + + this.origin.copy( this.at( t, _vector$a ) ); + + return this; + + } + + closestPointToPoint( point, target ) { + + target.subVectors( point, this.origin ); + + const directionDistance = target.dot( this.direction ); + + if ( directionDistance < 0 ) { + + return target.copy( this.origin ); + + } + + return target.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + } + + distanceToPoint( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + } + + distanceSqToPoint( point ) { + + const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction ); + + // point behind the ray + + if ( directionDistance < 0 ) { + + return this.origin.distanceToSquared( point ); + + } + + _vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance ); + + return _vector$a.distanceToSquared( point ); + + } + + distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) { + + // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h + // It returns the min distance between the ray and the segment + // defined by v0 and v1 + // It can also set two optional targets : + // - The closest point on the ray + // - The closest point on the segment + + _segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 ); + _segDir.copy( v1 ).sub( v0 ).normalize(); + _diff.copy( this.origin ).sub( _segCenter ); + + const segExtent = v0.distanceTo( v1 ) * 0.5; + const a01 = - this.direction.dot( _segDir ); + const b0 = _diff.dot( this.direction ); + const b1 = - _diff.dot( _segDir ); + const c = _diff.lengthSq(); + const det = Math.abs( 1 - a01 * a01 ); + let s0, s1, sqrDist, extDet; + + if ( det > 0 ) { + + // The ray and segment are not parallel. + + s0 = a01 * b1 - b0; + s1 = a01 * b0 - b1; + extDet = segExtent * det; + + if ( s0 >= 0 ) { + + if ( s1 >= - extDet ) { + + if ( s1 <= extDet ) { + + // region 0 + // Minimum at interior points of ray and segment. + + const invDet = 1 / det; + s0 *= invDet; + s1 *= invDet; + sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c; + + } else { + + // region 1 + + s1 = segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + // region 5 + + s1 = - segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } else { + + if ( s1 <= - extDet ) { + + // region 4 + + s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } else if ( s1 <= extDet ) { + + // region 3 + + s0 = 0; + s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = s1 * ( s1 + 2 * b1 ) + c; + + } else { + + // region 2 + + s0 = Math.max( 0, - ( a01 * segExtent + b0 ) ); + s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + } + + } else { + + // Ray and segment are parallel. + + s1 = ( a01 > 0 ) ? - segExtent : segExtent; + s0 = Math.max( 0, - ( a01 * s1 + b0 ) ); + sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c; + + } + + if ( optionalPointOnRay ) { + + optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 ); + + } + + if ( optionalPointOnSegment ) { + + optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 ); + + } + + return sqrDist; + + } + + intersectSphere( sphere, target ) { + + _vector$a.subVectors( sphere.center, this.origin ); + const tca = _vector$a.dot( this.direction ); + const d2 = _vector$a.dot( _vector$a ) - tca * tca; + const radius2 = sphere.radius * sphere.radius; + + if ( d2 > radius2 ) return null; + + const thc = Math.sqrt( radius2 - d2 ); + + // t0 = first intersect point - entrance on front of sphere + const t0 = tca - thc; + + // t1 = second intersect point - exit point on back of sphere + const t1 = tca + thc; + + // test to see if t1 is behind the ray - if so, return null + if ( t1 < 0 ) return null; + + // test to see if t0 is behind the ray: + // if it is, the ray is inside the sphere, so return the second exit point scaled by t1, + // in order to always return an intersect point that is in front of the ray. + if ( t0 < 0 ) return this.at( t1, target ); + + // else t0 is in front of the ray, so return the first collision point scaled by t0 + return this.at( t0, target ); + + } + + intersectsSphere( sphere ) { + + return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius ); + + } + + distanceToPlane( plane ) { + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( plane.distanceToPoint( this.origin ) === 0 ) { + + return 0; + + } + + // Null is preferable to undefined since undefined means.... it is undefined + + return null; + + } + + const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator; + + // Return if the ray never intersects the plane + + return t >= 0 ? t : null; + + } + + intersectPlane( plane, target ) { + + const t = this.distanceToPlane( plane ); + + if ( t === null ) { + + return null; + + } + + return this.at( t, target ); + + } + + intersectsPlane( plane ) { + + // check if the ray lies on the plane first + + const distToPoint = plane.distanceToPoint( this.origin ); + + if ( distToPoint === 0 ) { + + return true; + + } + + const denominator = plane.normal.dot( this.direction ); + + if ( denominator * distToPoint < 0 ) { + + return true; + + } + + // ray origin is behind the plane (and is pointing behind it) + + return false; + + } + + intersectBox( box, target ) { + + let tmin, tmax, tymin, tymax, tzmin, tzmax; + + const invdirx = 1 / this.direction.x, + invdiry = 1 / this.direction.y, + invdirz = 1 / this.direction.z; + + const origin = this.origin; + + if ( invdirx >= 0 ) { + + tmin = ( box.min.x - origin.x ) * invdirx; + tmax = ( box.max.x - origin.x ) * invdirx; + + } else { + + tmin = ( box.max.x - origin.x ) * invdirx; + tmax = ( box.min.x - origin.x ) * invdirx; + + } + + if ( invdiry >= 0 ) { + + tymin = ( box.min.y - origin.y ) * invdiry; + tymax = ( box.max.y - origin.y ) * invdiry; + + } else { + + tymin = ( box.max.y - origin.y ) * invdiry; + tymax = ( box.min.y - origin.y ) * invdiry; + + } + + if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null; + + if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin; + + if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax; + + if ( invdirz >= 0 ) { + + tzmin = ( box.min.z - origin.z ) * invdirz; + tzmax = ( box.max.z - origin.z ) * invdirz; + + } else { + + tzmin = ( box.max.z - origin.z ) * invdirz; + tzmax = ( box.min.z - origin.z ) * invdirz; + + } + + if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null; + + if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin; + + if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax; + + //return point closest to the ray (positive side) + + if ( tmax < 0 ) return null; + + return this.at( tmin >= 0 ? tmin : tmax, target ); + + } + + intersectsBox( box ) { + + return this.intersectBox( box, _vector$a ) !== null; + + } + + intersectTriangle( a, b, c, backfaceCulling, target ) { + + // Compute the offset origin, edges, and normal. + + // from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h + + _edge1.subVectors( b, a ); + _edge2.subVectors( c, a ); + _normal$1.crossVectors( _edge1, _edge2 ); + + // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction, + // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by + // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2)) + // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q)) + // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N) + let DdN = this.direction.dot( _normal$1 ); + let sign; + + if ( DdN > 0 ) { + + if ( backfaceCulling ) return null; + sign = 1; + + } else if ( DdN < 0 ) { + + sign = - 1; + DdN = - DdN; + + } else { + + return null; + + } + + _diff.subVectors( this.origin, a ); + const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) ); + + // b1 < 0, no intersection + if ( DdQxE2 < 0 ) { + + return null; + + } + + const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) ); + + // b2 < 0, no intersection + if ( DdE1xQ < 0 ) { + + return null; + + } + + // b1+b2 > 1, no intersection + if ( DdQxE2 + DdE1xQ > DdN ) { + + return null; + + } + + // Line intersects triangle, check if ray does. + const QdN = - sign * _diff.dot( _normal$1 ); + + // t < 0, no intersection + if ( QdN < 0 ) { + + return null; + + } + + // Ray intersects triangle. + return this.at( QdN / DdN, target ); + + } + + applyMatrix4( matrix4 ) { + + this.origin.applyMatrix4( matrix4 ); + this.direction.transformDirection( matrix4 ); + + return this; + + } + + equals( ray ) { + + return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +class Matrix4 { + + constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + Matrix4.prototype.isMatrix4 = true; + + this.elements = [ + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ); + + } + + } + + set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14; + te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24; + te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34; + te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44; + + return this; + + } + + identity() { + + this.set( + + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + clone() { + + return new Matrix4().fromArray( this.elements ); + + } + + copy( m ) { + + const te = this.elements; + const me = m.elements; + + te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ]; + te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; + te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ]; + te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ]; + + return this; + + } + + copyPosition( m ) { + + const te = this.elements, me = m.elements; + + te[ 12 ] = me[ 12 ]; + te[ 13 ] = me[ 13 ]; + te[ 14 ] = me[ 14 ]; + + return this; + + } + + setFromMatrix3( m ) { + + const me = m.elements; + + this.set( + + me[ 0 ], me[ 3 ], me[ 6 ], 0, + me[ 1 ], me[ 4 ], me[ 7 ], 0, + me[ 2 ], me[ 5 ], me[ 8 ], 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + extractBasis( xAxis, yAxis, zAxis ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + return this; + + } + + makeBasis( xAxis, yAxis, zAxis ) { + + this.set( + xAxis.x, yAxis.x, zAxis.x, 0, + xAxis.y, yAxis.y, zAxis.y, 0, + xAxis.z, yAxis.z, zAxis.z, 0, + 0, 0, 0, 1 + ); + + return this; + + } + + extractRotation( m ) { + + // this method does not support reflection matrices + + const te = this.elements; + const me = m.elements; + + const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length(); + const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length(); + const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length(); + + te[ 0 ] = me[ 0 ] * scaleX; + te[ 1 ] = me[ 1 ] * scaleX; + te[ 2 ] = me[ 2 ] * scaleX; + te[ 3 ] = 0; + + te[ 4 ] = me[ 4 ] * scaleY; + te[ 5 ] = me[ 5 ] * scaleY; + te[ 6 ] = me[ 6 ] * scaleY; + te[ 7 ] = 0; + + te[ 8 ] = me[ 8 ] * scaleZ; + te[ 9 ] = me[ 9 ] * scaleZ; + te[ 10 ] = me[ 10 ] * scaleZ; + te[ 11 ] = 0; + + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromEuler( euler ) { + + const te = this.elements; + + const x = euler.x, y = euler.y, z = euler.z; + const a = Math.cos( x ), b = Math.sin( x ); + const c = Math.cos( y ), d = Math.sin( y ); + const e = Math.cos( z ), f = Math.sin( z ); + + if ( euler.order === 'XYZ' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = - c * f; + te[ 8 ] = d; + + te[ 1 ] = af + be * d; + te[ 5 ] = ae - bf * d; + te[ 9 ] = - b * c; + + te[ 2 ] = bf - ae * d; + te[ 6 ] = be + af * d; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YXZ' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce + df * b; + te[ 4 ] = de * b - cf; + te[ 8 ] = a * d; + + te[ 1 ] = a * f; + te[ 5 ] = a * e; + te[ 9 ] = - b; + + te[ 2 ] = cf * b - de; + te[ 6 ] = df + ce * b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZXY' ) { + + const ce = c * e, cf = c * f, de = d * e, df = d * f; + + te[ 0 ] = ce - df * b; + te[ 4 ] = - a * f; + te[ 8 ] = de + cf * b; + + te[ 1 ] = cf + de * b; + te[ 5 ] = a * e; + te[ 9 ] = df - ce * b; + + te[ 2 ] = - a * d; + te[ 6 ] = b; + te[ 10 ] = a * c; + + } else if ( euler.order === 'ZYX' ) { + + const ae = a * e, af = a * f, be = b * e, bf = b * f; + + te[ 0 ] = c * e; + te[ 4 ] = be * d - af; + te[ 8 ] = ae * d + bf; + + te[ 1 ] = c * f; + te[ 5 ] = bf * d + ae; + te[ 9 ] = af * d - be; + + te[ 2 ] = - d; + te[ 6 ] = b * c; + te[ 10 ] = a * c; + + } else if ( euler.order === 'YZX' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = bd - ac * f; + te[ 8 ] = bc * f + ad; + + te[ 1 ] = f; + te[ 5 ] = a * e; + te[ 9 ] = - b * e; + + te[ 2 ] = - d * e; + te[ 6 ] = ad * f + bc; + te[ 10 ] = ac - bd * f; + + } else if ( euler.order === 'XZY' ) { + + const ac = a * c, ad = a * d, bc = b * c, bd = b * d; + + te[ 0 ] = c * e; + te[ 4 ] = - f; + te[ 8 ] = d * e; + + te[ 1 ] = ac * f + bd; + te[ 5 ] = a * e; + te[ 9 ] = ad * f - bc; + + te[ 2 ] = bc * f - ad; + te[ 6 ] = b * e; + te[ 10 ] = bd * f + ac; + + } + + // bottom row + te[ 3 ] = 0; + te[ 7 ] = 0; + te[ 11 ] = 0; + + // last column + te[ 12 ] = 0; + te[ 13 ] = 0; + te[ 14 ] = 0; + te[ 15 ] = 1; + + return this; + + } + + makeRotationFromQuaternion( q ) { + + return this.compose( _zero, q, _one ); + + } + + lookAt( eye, target, up ) { + + const te = this.elements; + + _z.subVectors( eye, target ); + + if ( _z.lengthSq() === 0 ) { + + // eye and target are in the same position + + _z.z = 1; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + if ( _x.lengthSq() === 0 ) { + + // up and z are parallel + + if ( Math.abs( up.z ) === 1 ) { + + _z.x += 0.0001; + + } else { + + _z.z += 0.0001; + + } + + _z.normalize(); + _x.crossVectors( up, _z ); + + } + + _x.normalize(); + _y.crossVectors( _z, _x ); + + te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x; + te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y; + te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z; + + return this; + + } + + multiply( m ) { + + return this.multiplyMatrices( this, m ); + + } + + premultiply( m ) { + + return this.multiplyMatrices( m, this ); + + } + + multiplyMatrices( a, b ) { + + const ae = a.elements; + const be = b.elements; + const te = this.elements; + + const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ]; + const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ]; + const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ]; + const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ]; + + const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ]; + const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ]; + const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ]; + const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ]; + + te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; + te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; + te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; + te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; + + te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; + te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; + te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; + te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; + + te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; + te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; + te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; + te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; + + te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; + te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; + te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; + te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; + + return this; + + } + + multiplyScalar( s ) { + + const te = this.elements; + + te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s; + te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s; + te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s; + te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s; + + return this; + + } + + determinant() { + + const te = this.elements; + + const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ]; + const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ]; + const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ]; + const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ]; + + //TODO: make this more efficient + //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm ) + + return ( + n41 * ( + + n14 * n23 * n32 + - n13 * n24 * n32 + - n14 * n22 * n33 + + n12 * n24 * n33 + + n13 * n22 * n34 + - n12 * n23 * n34 + ) + + n42 * ( + + n11 * n23 * n34 + - n11 * n24 * n33 + + n14 * n21 * n33 + - n13 * n21 * n34 + + n13 * n24 * n31 + - n14 * n23 * n31 + ) + + n43 * ( + + n11 * n24 * n32 + - n11 * n22 * n34 + - n14 * n21 * n32 + + n12 * n21 * n34 + + n14 * n22 * n31 + - n12 * n24 * n31 + ) + + n44 * ( + - n13 * n22 * n31 + - n11 * n23 * n32 + + n11 * n22 * n33 + + n13 * n21 * n32 + - n12 * n21 * n33 + + n12 * n23 * n31 + ) + + ); + + } + + transpose() { + + const te = this.elements; + let tmp; + + tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp; + tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp; + tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp; + + tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp; + tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp; + tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp; + + return this; + + } + + setPosition( x, y, z ) { + + const te = this.elements; + + if ( x.isVector3 ) { + + te[ 12 ] = x.x; + te[ 13 ] = x.y; + te[ 14 ] = x.z; + + } else { + + te[ 12 ] = x; + te[ 13 ] = y; + te[ 14 ] = z; + + } + + return this; + + } + + invert() { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + const te = this.elements, + + n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ], + n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ], + n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ], + n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 ); + + const detInv = 1 / det; + + te[ 0 ] = t11 * detInv; + te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv; + te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv; + te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv; + + te[ 4 ] = t12 * detInv; + te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv; + te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv; + te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv; + + te[ 8 ] = t13 * detInv; + te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv; + te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv; + te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv; + + te[ 12 ] = t14 * detInv; + te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv; + te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv; + te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv; + + return this; + + } + + scale( v ) { + + const te = this.elements; + const x = v.x, y = v.y, z = v.z; + + te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z; + te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z; + te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z; + te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z; + + return this; + + } + + getMaxScaleOnAxis() { + + const te = this.elements; + + const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ]; + const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ]; + const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ]; + + return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) ); + + } + + makeTranslation( x, y, z ) { + + if ( x.isVector3 ) { + + this.set( + + 1, 0, 0, x.x, + 0, 1, 0, x.y, + 0, 0, 1, x.z, + 0, 0, 0, 1 + + ); + + } else { + + this.set( + + 1, 0, 0, x, + 0, 1, 0, y, + 0, 0, 1, z, + 0, 0, 0, 1 + + ); + + } + + return this; + + } + + makeRotationX( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + 1, 0, 0, 0, + 0, c, - s, 0, + 0, s, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationY( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, 0, s, 0, + 0, 1, 0, 0, + - s, 0, c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationZ( theta ) { + + const c = Math.cos( theta ), s = Math.sin( theta ); + + this.set( + + c, - s, 0, 0, + s, c, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeRotationAxis( axis, angle ) { + + // Based on http://www.gamedev.net/reference/articles/article1199.asp + + const c = Math.cos( angle ); + const s = Math.sin( angle ); + const t = 1 - c; + const x = axis.x, y = axis.y, z = axis.z; + const tx = t * x, ty = t * y; + + this.set( + + tx * x + c, tx * y - s * z, tx * z + s * y, 0, + tx * y + s * z, ty * y + c, ty * z - s * x, 0, + tx * z - s * y, ty * z + s * x, t * z * z + c, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeScale( x, y, z ) { + + this.set( + + x, 0, 0, 0, + 0, y, 0, 0, + 0, 0, z, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + makeShear( xy, xz, yx, yz, zx, zy ) { + + this.set( + + 1, yx, zx, 0, + xy, 1, zy, 0, + xz, yz, 1, 0, + 0, 0, 0, 1 + + ); + + return this; + + } + + compose( position, quaternion, scale ) { + + const te = this.elements; + + const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w; + const x2 = x + x, y2 = y + y, z2 = z + z; + const xx = x * x2, xy = x * y2, xz = x * z2; + const yy = y * y2, yz = y * z2, zz = z * z2; + const wx = w * x2, wy = w * y2, wz = w * z2; + + const sx = scale.x, sy = scale.y, sz = scale.z; + + te[ 0 ] = ( 1 - ( yy + zz ) ) * sx; + te[ 1 ] = ( xy + wz ) * sx; + te[ 2 ] = ( xz - wy ) * sx; + te[ 3 ] = 0; + + te[ 4 ] = ( xy - wz ) * sy; + te[ 5 ] = ( 1 - ( xx + zz ) ) * sy; + te[ 6 ] = ( yz + wx ) * sy; + te[ 7 ] = 0; + + te[ 8 ] = ( xz + wy ) * sz; + te[ 9 ] = ( yz - wx ) * sz; + te[ 10 ] = ( 1 - ( xx + yy ) ) * sz; + te[ 11 ] = 0; + + te[ 12 ] = position.x; + te[ 13 ] = position.y; + te[ 14 ] = position.z; + te[ 15 ] = 1; + + return this; + + } + + decompose( position, quaternion, scale ) { + + const te = this.elements; + + let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length(); + const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length(); + const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length(); + + // if determine is negative, we need to invert one scale + const det = this.determinant(); + if ( det < 0 ) sx = - sx; + + position.x = te[ 12 ]; + position.y = te[ 13 ]; + position.z = te[ 14 ]; + + // scale the rotation part + _m1$4.copy( this ); + + const invSX = 1 / sx; + const invSY = 1 / sy; + const invSZ = 1 / sz; + + _m1$4.elements[ 0 ] *= invSX; + _m1$4.elements[ 1 ] *= invSX; + _m1$4.elements[ 2 ] *= invSX; + + _m1$4.elements[ 4 ] *= invSY; + _m1$4.elements[ 5 ] *= invSY; + _m1$4.elements[ 6 ] *= invSY; + + _m1$4.elements[ 8 ] *= invSZ; + _m1$4.elements[ 9 ] *= invSZ; + _m1$4.elements[ 10 ] *= invSZ; + + quaternion.setFromRotationMatrix( _m1$4 ); + + scale.x = sx; + scale.y = sy; + scale.z = sz; + + return this; + + } + + makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { + + const te = this.elements; + const x = 2 * near / ( right - left ); + const y = 2 * near / ( top - bottom ); + + const a = ( right + left ) / ( right - left ); + const b = ( top + bottom ) / ( top - bottom ); + + let c, d; + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + c = - ( far + near ) / ( far - near ); + d = ( - 2 * far * near ) / ( far - near ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + c = - far / ( far - near ); + d = ( - far * near ) / ( far - near ); + + } else { + + throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem ); + + } + + te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0; + te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0; + + return this; + + } + + makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) { + + const te = this.elements; + const w = 1.0 / ( right - left ); + const h = 1.0 / ( top - bottom ); + const p = 1.0 / ( far - near ); + + const x = ( right + left ) * w; + const y = ( top + bottom ) * h; + + let z, zInv; + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + z = ( far + near ) * p; + zInv = - 2 * p; + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + z = near * p; + zInv = - 1 * p; + + } else { + + throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem ); + + } + + te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x; + te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y; + te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z; + te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1; + + return this; + + } + + equals( matrix ) { + + const te = this.elements; + const me = matrix.elements; + + for ( let i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 16; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const te = this.elements; + + array[ offset ] = te[ 0 ]; + array[ offset + 1 ] = te[ 1 ]; + array[ offset + 2 ] = te[ 2 ]; + array[ offset + 3 ] = te[ 3 ]; + + array[ offset + 4 ] = te[ 4 ]; + array[ offset + 5 ] = te[ 5 ]; + array[ offset + 6 ] = te[ 6 ]; + array[ offset + 7 ] = te[ 7 ]; + + array[ offset + 8 ] = te[ 8 ]; + array[ offset + 9 ] = te[ 9 ]; + array[ offset + 10 ] = te[ 10 ]; + array[ offset + 11 ] = te[ 11 ]; + + array[ offset + 12 ] = te[ 12 ]; + array[ offset + 13 ] = te[ 13 ]; + array[ offset + 14 ] = te[ 14 ]; + array[ offset + 15 ] = te[ 15 ]; + + return array; + + } + +} + +const _v1$5 = /*@__PURE__*/ new Vector3(); +const _m1$4 = /*@__PURE__*/ new Matrix4(); +const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 ); +const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 ); +const _x = /*@__PURE__*/ new Vector3(); +const _y = /*@__PURE__*/ new Vector3(); +const _z = /*@__PURE__*/ new Vector3(); + +const _matrix$2 = /*@__PURE__*/ new Matrix4(); +const _quaternion$3 = /*@__PURE__*/ new Quaternion(); + +class Euler { + + constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { + + this.isEuler = true; + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + } + + get x() { + + return this._x; + + } + + set x( value ) { + + this._x = value; + this._onChangeCallback(); + + } + + get y() { + + return this._y; + + } + + set y( value ) { + + this._y = value; + this._onChangeCallback(); + + } + + get z() { + + return this._z; + + } + + set z( value ) { + + this._z = value; + this._onChangeCallback(); + + } + + get order() { + + return this._order; + + } + + set order( value ) { + + this._order = value; + this._onChangeCallback(); + + } + + set( x, y, z, order = this._order ) { + + this._x = x; + this._y = y; + this._z = z; + this._order = order; + + this._onChangeCallback(); + + return this; + + } + + clone() { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + } + + copy( euler ) { + + this._x = euler._x; + this._y = euler._y; + this._z = euler._z; + this._order = euler._order; + + this._onChangeCallback(); + + return this; + + } + + setFromRotationMatrix( m, order = this._order, update = true ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + const te = m.elements; + const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; + const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; + const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; + + switch ( order ) { + + case 'XYZ': + + this._y = Math.asin( clamp( m13, - 1, 1 ) ); + + if ( Math.abs( m13 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m33 ); + this._z = Math.atan2( - m12, m11 ); + + } else { + + this._x = Math.atan2( m32, m22 ); + this._z = 0; + + } + + break; + + case 'YXZ': + + this._x = Math.asin( - clamp( m23, - 1, 1 ) ); + + if ( Math.abs( m23 ) < 0.9999999 ) { + + this._y = Math.atan2( m13, m33 ); + this._z = Math.atan2( m21, m22 ); + + } else { + + this._y = Math.atan2( - m31, m11 ); + this._z = 0; + + } + + break; + + case 'ZXY': + + this._x = Math.asin( clamp( m32, - 1, 1 ) ); + + if ( Math.abs( m32 ) < 0.9999999 ) { + + this._y = Math.atan2( - m31, m33 ); + this._z = Math.atan2( - m12, m22 ); + + } else { + + this._y = 0; + this._z = Math.atan2( m21, m11 ); + + } + + break; + + case 'ZYX': + + this._y = Math.asin( - clamp( m31, - 1, 1 ) ); + + if ( Math.abs( m31 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m33 ); + this._z = Math.atan2( m21, m11 ); + + } else { + + this._x = 0; + this._z = Math.atan2( - m12, m22 ); + + } + + break; + + case 'YZX': + + this._z = Math.asin( clamp( m21, - 1, 1 ) ); + + if ( Math.abs( m21 ) < 0.9999999 ) { + + this._x = Math.atan2( - m23, m22 ); + this._y = Math.atan2( - m31, m11 ); + + } else { + + this._x = 0; + this._y = Math.atan2( m13, m33 ); + + } + + break; + + case 'XZY': + + this._z = Math.asin( - clamp( m12, - 1, 1 ) ); + + if ( Math.abs( m12 ) < 0.9999999 ) { + + this._x = Math.atan2( m32, m22 ); + this._y = Math.atan2( m13, m11 ); + + } else { + + this._x = Math.atan2( - m23, m33 ); + this._y = 0; + + } + + break; + + default: + + console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); + + } + + this._order = order; + + if ( update === true ) this._onChangeCallback(); + + return this; + + } + + setFromQuaternion( q, order, update ) { + + _matrix$2.makeRotationFromQuaternion( q ); + + return this.setFromRotationMatrix( _matrix$2, order, update ); + + } + + setFromVector3( v, order = this._order ) { + + return this.set( v.x, v.y, v.z, order ); + + } + + reorder( newOrder ) { + + // WARNING: this discards revolution information -bhouston + + _quaternion$3.setFromEuler( this ); + + return this.setFromQuaternion( _quaternion$3, newOrder ); + + } + + equals( euler ) { + + return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); + + } + + fromArray( array ) { + + this._x = array[ 0 ]; + this._y = array[ 1 ]; + this._z = array[ 2 ]; + if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; + + this._onChangeCallback(); + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this._x; + array[ offset + 1 ] = this._y; + array[ offset + 2 ] = this._z; + array[ offset + 3 ] = this._order; + + return array; + + } + + _onChange( callback ) { + + this._onChangeCallback = callback; + + return this; + + } + + _onChangeCallback() {} + + *[ Symbol.iterator ]() { + + yield this._x; + yield this._y; + yield this._z; + yield this._order; + + } + +} + +Euler.DEFAULT_ORDER = 'XYZ'; + +class Layers { + + constructor() { + + this.mask = 1 | 0; + + } + + set( channel ) { + + this.mask = ( 1 << channel | 0 ) >>> 0; + + } + + enable( channel ) { + + this.mask |= 1 << channel | 0; + + } + + enableAll() { + + this.mask = 0xffffffff | 0; + + } + + toggle( channel ) { + + this.mask ^= 1 << channel | 0; + + } + + disable( channel ) { + + this.mask &= ~ ( 1 << channel | 0 ); + + } + + disableAll() { + + this.mask = 0; + + } + + test( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + + isEnabled( channel ) { + + return ( this.mask & ( 1 << channel | 0 ) ) !== 0; + + } + +} + +let _object3DId = 0; + +const _v1$4 = /*@__PURE__*/ new Vector3(); +const _q1 = /*@__PURE__*/ new Quaternion(); +const _m1$3 = /*@__PURE__*/ new Matrix4(); +const _target = /*@__PURE__*/ new Vector3(); + +const _position$3 = /*@__PURE__*/ new Vector3(); +const _scale$2 = /*@__PURE__*/ new Vector3(); +const _quaternion$2 = /*@__PURE__*/ new Quaternion(); + +const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 ); +const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 ); +const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 ); + +const _addedEvent = { type: 'added' }; +const _removedEvent = { type: 'removed' }; + +const _childaddedEvent = { type: 'childadded', child: null }; +const _childremovedEvent = { type: 'childremoved', child: null }; + +class Object3D extends EventDispatcher { + + constructor() { + + super(); + + this.isObject3D = true; + + Object.defineProperty( this, 'id', { value: _object3DId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + this.children = []; + + this.up = Object3D.DEFAULT_UP.clone(); + + const position = new Vector3(); + const rotation = new Euler(); + const quaternion = new Quaternion(); + const scale = new Vector3( 1, 1, 1 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + rotation.setFromQuaternion( quaternion, undefined, false ); + + } + + rotation._onChange( onRotationChange ); + quaternion._onChange( onQuaternionChange ); + + Object.defineProperties( this, { + position: { + configurable: true, + enumerable: true, + value: position + }, + rotation: { + configurable: true, + enumerable: true, + value: rotation + }, + quaternion: { + configurable: true, + enumerable: true, + value: quaternion + }, + scale: { + configurable: true, + enumerable: true, + value: scale + }, + modelViewMatrix: { + value: new Matrix4() + }, + normalMatrix: { + value: new Matrix3() + } + } ); + + this.matrix = new Matrix4(); + this.matrixWorld = new Matrix4(); + + this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE; + + this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer + this.matrixWorldNeedsUpdate = false; + + this.layers = new Layers(); + this.visible = true; + + this.castShadow = false; + this.receiveShadow = false; + + this.frustumCulled = true; + this.renderOrder = 0; + + this.animations = []; + + this.userData = {}; + + } + + onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {} + + onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {} + + applyMatrix4( matrix ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + this.matrix.premultiply( matrix ); + + this.matrix.decompose( this.position, this.quaternion, this.scale ); + + } + + applyQuaternion( q ) { + + this.quaternion.premultiply( q ); + + return this; + + } + + setRotationFromAxisAngle( axis, angle ) { + + // assumes axis is normalized + + this.quaternion.setFromAxisAngle( axis, angle ); + + } + + setRotationFromEuler( euler ) { + + this.quaternion.setFromEuler( euler, true ); + + } + + setRotationFromMatrix( m ) { + + // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) + + this.quaternion.setFromRotationMatrix( m ); + + } + + setRotationFromQuaternion( q ) { + + // assumes q is normalized + + this.quaternion.copy( q ); + + } + + rotateOnAxis( axis, angle ) { + + // rotate object on axis in object space + // axis is assumed to be normalized + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.multiply( _q1 ); + + return this; + + } + + rotateOnWorldAxis( axis, angle ) { + + // rotate object on axis in world space + // axis is assumed to be normalized + // method assumes no rotated parent + + _q1.setFromAxisAngle( axis, angle ); + + this.quaternion.premultiply( _q1 ); + + return this; + + } + + rotateX( angle ) { + + return this.rotateOnAxis( _xAxis, angle ); + + } + + rotateY( angle ) { + + return this.rotateOnAxis( _yAxis, angle ); + + } + + rotateZ( angle ) { + + return this.rotateOnAxis( _zAxis, angle ); + + } + + translateOnAxis( axis, distance ) { + + // translate object by distance along axis in object space + // axis is assumed to be normalized + + _v1$4.copy( axis ).applyQuaternion( this.quaternion ); + + this.position.add( _v1$4.multiplyScalar( distance ) ); + + return this; + + } + + translateX( distance ) { + + return this.translateOnAxis( _xAxis, distance ); + + } + + translateY( distance ) { + + return this.translateOnAxis( _yAxis, distance ); + + } + + translateZ( distance ) { + + return this.translateOnAxis( _zAxis, distance ); + + } + + localToWorld( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( this.matrixWorld ); + + } + + worldToLocal( vector ) { + + this.updateWorldMatrix( true, false ); + + return vector.applyMatrix4( _m1$3.copy( this.matrixWorld ).invert() ); + + } + + lookAt( x, y, z ) { + + // This method does not support objects having non-uniformly-scaled parent(s) + + if ( x.isVector3 ) { + + _target.copy( x ); + + } else { + + _target.set( x, y, z ); + + } + + const parent = this.parent; + + this.updateWorldMatrix( true, false ); + + _position$3.setFromMatrixPosition( this.matrixWorld ); + + if ( this.isCamera || this.isLight ) { + + _m1$3.lookAt( _position$3, _target, this.up ); + + } else { + + _m1$3.lookAt( _target, _position$3, this.up ); + + } + + this.quaternion.setFromRotationMatrix( _m1$3 ); + + if ( parent ) { + + _m1$3.extractRotation( parent.matrixWorld ); + _q1.setFromRotationMatrix( _m1$3 ); + this.quaternion.premultiply( _q1.invert() ); + + } + + } + + add( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.add( arguments[ i ] ); + + } + + return this; + + } + + if ( object === this ) { + + console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object ); + return this; + + } + + if ( object && object.isObject3D ) { + + object.removeFromParent(); + object.parent = this; + this.children.push( object ); + + object.dispatchEvent( _addedEvent ); + + _childaddedEvent.child = object; + this.dispatchEvent( _childaddedEvent ); + _childaddedEvent.child = null; + + } else { + + console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object ); + + } + + return this; + + } + + remove( object ) { + + if ( arguments.length > 1 ) { + + for ( let i = 0; i < arguments.length; i ++ ) { + + this.remove( arguments[ i ] ); + + } + + return this; + + } + + const index = this.children.indexOf( object ); + + if ( index !== - 1 ) { + + object.parent = null; + this.children.splice( index, 1 ); + + object.dispatchEvent( _removedEvent ); + + _childremovedEvent.child = object; + this.dispatchEvent( _childremovedEvent ); + _childremovedEvent.child = null; + + } + + return this; + + } + + removeFromParent() { + + const parent = this.parent; + + if ( parent !== null ) { + + parent.remove( this ); + + } + + return this; + + } + + clear() { + + return this.remove( ... this.children ); + + } + + attach( object ) { + + // adds object as a child of this, while maintaining the object's world transform + + // Note: This method does not support scene graphs having non-uniformly-scaled nodes(s) + + this.updateWorldMatrix( true, false ); + + _m1$3.copy( this.matrixWorld ).invert(); + + if ( object.parent !== null ) { + + object.parent.updateWorldMatrix( true, false ); + + _m1$3.multiply( object.parent.matrixWorld ); + + } + + object.applyMatrix4( _m1$3 ); + + object.removeFromParent(); + object.parent = this; + this.children.push( object ); + + object.updateWorldMatrix( false, true ); + + object.dispatchEvent( _addedEvent ); + + _childaddedEvent.child = object; + this.dispatchEvent( _childaddedEvent ); + _childaddedEvent.child = null; + + return this; + + } + + getObjectById( id ) { + + return this.getObjectByProperty( 'id', id ); + + } + + getObjectByName( name ) { + + return this.getObjectByProperty( 'name', name ); + + } + + getObjectByProperty( name, value ) { + + if ( this[ name ] === value ) return this; + + for ( let i = 0, l = this.children.length; i < l; i ++ ) { + + const child = this.children[ i ]; + const object = child.getObjectByProperty( name, value ); + + if ( object !== undefined ) { + + return object; + + } + + } + + return undefined; + + } + + getObjectsByProperty( name, value, result = [] ) { + + if ( this[ name ] === value ) result.push( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].getObjectsByProperty( name, value, result ); + + } + + return result; + + } + + getWorldPosition( target ) { + + this.updateWorldMatrix( true, false ); + + return target.setFromMatrixPosition( this.matrixWorld ); + + } + + getWorldQuaternion( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, target, _scale$2 ); + + return target; + + } + + getWorldScale( target ) { + + this.updateWorldMatrix( true, false ); + + this.matrixWorld.decompose( _position$3, _quaternion$2, target ); + + return target; + + } + + getWorldDirection( target ) { + + this.updateWorldMatrix( true, false ); + + const e = this.matrixWorld.elements; + + return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize(); + + } + + raycast( /* raycaster, intersects */ ) {} + + traverse( callback ) { + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + } + + traverseVisible( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + } + + traverseAncestors( callback ) { + + const parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + parent.traverseAncestors( callback ); + + } + + } + + updateMatrix() { + + this.matrix.compose( this.position, this.quaternion, this.scale ); + + this.matrixWorldNeedsUpdate = true; + + } + + updateMatrixWorld( force ) { + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldNeedsUpdate || force ) { + + if ( this.matrixWorldAutoUpdate === true ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + } + + this.matrixWorldNeedsUpdate = false; + + force = true; + + } + + // make sure descendants are updated if required + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + child.updateMatrixWorld( force ); + + } + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + const parent = this.parent; + + if ( updateParents === true && parent !== null ) { + + parent.updateWorldMatrix( true, false ); + + } + + if ( this.matrixAutoUpdate ) this.updateMatrix(); + + if ( this.matrixWorldAutoUpdate === true ) { + + if ( this.parent === null ) { + + this.matrixWorld.copy( this.matrix ); + + } else { + + this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix ); + + } + + } + + // make sure descendants are updated + + if ( updateChildren === true ) { + + const children = this.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + const child = children[ i ]; + + child.updateWorldMatrix( false, true ); + + } + + } + + } + + toJSON( meta ) { + + // meta is a string when called from JSON.stringify + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + const output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {}, + shapes: {}, + skeletons: {}, + animations: {}, + nodes: {} + }; + + output.metadata = { + version: 4.6, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + const object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + if ( this.frustumCulled === false ) object.frustumCulled = false; + if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder; + if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData; + + object.layers = this.layers.mask; + object.matrix = this.matrix.toArray(); + object.up = this.up.toArray(); + + if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false; + + // object specific properties + + if ( this.isInstancedMesh ) { + + object.type = 'InstancedMesh'; + object.count = this.count; + object.instanceMatrix = this.instanceMatrix.toJSON(); + if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON(); + + } + + if ( this.isBatchedMesh ) { + + object.type = 'BatchedMesh'; + object.perObjectFrustumCulled = this.perObjectFrustumCulled; + object.sortObjects = this.sortObjects; + + object.drawRanges = this._drawRanges; + object.reservedRanges = this._reservedRanges; + + object.visibility = this._visibility; + object.active = this._active; + object.bounds = this._bounds.map( bound => ( { + boxInitialized: bound.boxInitialized, + boxMin: bound.box.min.toArray(), + boxMax: bound.box.max.toArray(), + + sphereInitialized: bound.sphereInitialized, + sphereRadius: bound.sphere.radius, + sphereCenter: bound.sphere.center.toArray() + } ) ); + + object.maxInstanceCount = this._maxInstanceCount; + object.maxVertexCount = this._maxVertexCount; + object.maxIndexCount = this._maxIndexCount; + + object.geometryInitialized = this._geometryInitialized; + object.geometryCount = this._geometryCount; + + object.matricesTexture = this._matricesTexture.toJSON( meta ); + + if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta ); + + if ( this.boundingSphere !== null ) { + + object.boundingSphere = { + center: object.boundingSphere.center.toArray(), + radius: object.boundingSphere.radius + }; + + } + + if ( this.boundingBox !== null ) { + + object.boundingBox = { + min: object.boundingBox.min.toArray(), + max: object.boundingBox.max.toArray() + }; + + } + + } + + // + + function serialize( library, element ) { + + if ( library[ element.uuid ] === undefined ) { + + library[ element.uuid ] = element.toJSON( meta ); + + } + + return element.uuid; + + } + + if ( this.isScene ) { + + if ( this.background ) { + + if ( this.background.isColor ) { + + object.background = this.background.toJSON(); + + } else if ( this.background.isTexture ) { + + object.background = this.background.toJSON( meta ).uuid; + + } + + } + + if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) { + + object.environment = this.environment.toJSON( meta ).uuid; + + } + + } else if ( this.isMesh || this.isLine || this.isPoints ) { + + object.geometry = serialize( meta.geometries, this.geometry ); + + const parameters = this.geometry.parameters; + + if ( parameters !== undefined && parameters.shapes !== undefined ) { + + const shapes = parameters.shapes; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + serialize( meta.shapes, shape ); + + } + + } else { + + serialize( meta.shapes, shapes ); + + } + + } + + } + + if ( this.isSkinnedMesh ) { + + object.bindMode = this.bindMode; + object.bindMatrix = this.bindMatrix.toArray(); + + if ( this.skeleton !== undefined ) { + + serialize( meta.skeletons, this.skeleton ); + + object.skeleton = this.skeleton.uuid; + + } + + } + + if ( this.material !== undefined ) { + + if ( Array.isArray( this.material ) ) { + + const uuids = []; + + for ( let i = 0, l = this.material.length; i < l; i ++ ) { + + uuids.push( serialize( meta.materials, this.material[ i ] ) ); + + } + + object.material = uuids; + + } else { + + object.material = serialize( meta.materials, this.material ); + + } + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( let i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + // + + if ( this.animations.length > 0 ) { + + object.animations = []; + + for ( let i = 0; i < this.animations.length; i ++ ) { + + const animation = this.animations[ i ]; + + object.animations.push( serialize( meta.animations, animation ) ); + + } + + } + + if ( isRootObject ) { + + const geometries = extractFromCache( meta.geometries ); + const materials = extractFromCache( meta.materials ); + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + const shapes = extractFromCache( meta.shapes ); + const skeletons = extractFromCache( meta.skeletons ); + const animations = extractFromCache( meta.animations ); + const nodes = extractFromCache( meta.nodes ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + if ( shapes.length > 0 ) output.shapes = shapes; + if ( skeletons.length > 0 ) output.skeletons = skeletons; + if ( animations.length > 0 ) output.animations = animations; + if ( nodes.length > 0 ) output.nodes = nodes; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache( cache ) { + + const values = []; + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + } + + clone( recursive ) { + + return new this.constructor().copy( this, recursive ); + + } + + copy( source, recursive = true ) { + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.rotation.order = source.rotation.order; + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.layers.mask = source.layers.mask; + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.animations = source.animations.slice(); + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( let i = 0; i < source.children.length; i ++ ) { + + const child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +} + +Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 ); +Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true; +Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true; + +const _v0$2 = /*@__PURE__*/ new Vector3(); +const _v1$3 = /*@__PURE__*/ new Vector3(); +const _v2$2 = /*@__PURE__*/ new Vector3(); +const _v3$2 = /*@__PURE__*/ new Vector3(); + +const _vab = /*@__PURE__*/ new Vector3(); +const _vac = /*@__PURE__*/ new Vector3(); +const _vbc = /*@__PURE__*/ new Vector3(); +const _vap = /*@__PURE__*/ new Vector3(); +const _vbp = /*@__PURE__*/ new Vector3(); +const _vcp = /*@__PURE__*/ new Vector3(); + +const _v40 = /*@__PURE__*/ new Vector4(); +const _v41 = /*@__PURE__*/ new Vector4(); +const _v42 = /*@__PURE__*/ new Vector4(); + +class Triangle { + + constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) { + + this.a = a; + this.b = b; + this.c = c; + + } + + static getNormal( a, b, c, target ) { + + target.subVectors( c, b ); + _v0$2.subVectors( a, b ); + target.cross( _v0$2 ); + + const targetLengthSq = target.lengthSq(); + if ( targetLengthSq > 0 ) { + + return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) ); + + } + + return target.set( 0, 0, 0 ); + + } + + // static/instance method to calculate barycentric coordinates + // based on: http://www.blackpawn.com/texts/pointinpoly/default.html + static getBarycoord( point, a, b, c, target ) { + + _v0$2.subVectors( c, a ); + _v1$3.subVectors( b, a ); + _v2$2.subVectors( point, a ); + + const dot00 = _v0$2.dot( _v0$2 ); + const dot01 = _v0$2.dot( _v1$3 ); + const dot02 = _v0$2.dot( _v2$2 ); + const dot11 = _v1$3.dot( _v1$3 ); + const dot12 = _v1$3.dot( _v2$2 ); + + const denom = ( dot00 * dot11 - dot01 * dot01 ); + + // collinear or singular triangle + if ( denom === 0 ) { + + target.set( 0, 0, 0 ); + return null; + + } + + const invDenom = 1 / denom; + const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; + const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; + + // barycentric coordinates must always sum to 1 + return target.set( 1 - u - v, v, u ); + + } + + static containsPoint( point, a, b, c ) { + + // if the triangle is degenerate then we can't contain a point + if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) { + + return false; + + } + + return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 ); + + } + + static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) { + + if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) { + + target.x = 0; + target.y = 0; + if ( 'z' in target ) target.z = 0; + if ( 'w' in target ) target.w = 0; + return null; + + } + + target.setScalar( 0 ); + target.addScaledVector( v1, _v3$2.x ); + target.addScaledVector( v2, _v3$2.y ); + target.addScaledVector( v3, _v3$2.z ); + + return target; + + } + + static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) { + + _v40.setScalar( 0 ); + _v41.setScalar( 0 ); + _v42.setScalar( 0 ); + + _v40.fromBufferAttribute( attr, i1 ); + _v41.fromBufferAttribute( attr, i2 ); + _v42.fromBufferAttribute( attr, i3 ); + + target.setScalar( 0 ); + target.addScaledVector( _v40, barycoord.x ); + target.addScaledVector( _v41, barycoord.y ); + target.addScaledVector( _v42, barycoord.z ); + + return target; + + } + + static isFrontFacing( a, b, c, direction ) { + + _v0$2.subVectors( c, b ); + _v1$3.subVectors( a, b ); + + // strictly front facing + return ( _v0$2.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false; + + } + + set( a, b, c ) { + + this.a.copy( a ); + this.b.copy( b ); + this.c.copy( c ); + + return this; + + } + + setFromPointsAndIndices( points, i0, i1, i2 ) { + + this.a.copy( points[ i0 ] ); + this.b.copy( points[ i1 ] ); + this.c.copy( points[ i2 ] ); + + return this; + + } + + setFromAttributeAndIndices( attribute, i0, i1, i2 ) { + + this.a.fromBufferAttribute( attribute, i0 ); + this.b.fromBufferAttribute( attribute, i1 ); + this.c.fromBufferAttribute( attribute, i2 ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( triangle ) { + + this.a.copy( triangle.a ); + this.b.copy( triangle.b ); + this.c.copy( triangle.c ); + + return this; + + } + + getArea() { + + _v0$2.subVectors( this.c, this.b ); + _v1$3.subVectors( this.a, this.b ); + + return _v0$2.cross( _v1$3 ).length() * 0.5; + + } + + getMidpoint( target ) { + + return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 ); + + } + + getNormal( target ) { + + return Triangle.getNormal( this.a, this.b, this.c, target ); + + } + + getPlane( target ) { + + return target.setFromCoplanarPoints( this.a, this.b, this.c ); + + } + + getBarycoord( point, target ) { + + return Triangle.getBarycoord( point, this.a, this.b, this.c, target ); + + } + + getInterpolation( point, v1, v2, v3, target ) { + + return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target ); + + } + + containsPoint( point ) { + + return Triangle.containsPoint( point, this.a, this.b, this.c ); + + } + + isFrontFacing( direction ) { + + return Triangle.isFrontFacing( this.a, this.b, this.c, direction ); + + } + + intersectsBox( box ) { + + return box.intersectsTriangle( this ); + + } + + closestPointToPoint( p, target ) { + + const a = this.a, b = this.b, c = this.c; + let v, w; + + // algorithm thanks to Real-Time Collision Detection by Christer Ericson, + // published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., + // under the accompanying license; see chapter 5.1.5 for detailed explanation. + // basically, we're distinguishing which of the voronoi regions of the triangle + // the point lies in with the minimum amount of redundant computation. + + _vab.subVectors( b, a ); + _vac.subVectors( c, a ); + _vap.subVectors( p, a ); + const d1 = _vab.dot( _vap ); + const d2 = _vac.dot( _vap ); + if ( d1 <= 0 && d2 <= 0 ) { + + // vertex region of A; barycentric coords (1, 0, 0) + return target.copy( a ); + + } + + _vbp.subVectors( p, b ); + const d3 = _vab.dot( _vbp ); + const d4 = _vac.dot( _vbp ); + if ( d3 >= 0 && d4 <= d3 ) { + + // vertex region of B; barycentric coords (0, 1, 0) + return target.copy( b ); + + } + + const vc = d1 * d4 - d3 * d2; + if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) { + + v = d1 / ( d1 - d3 ); + // edge region of AB; barycentric coords (1-v, v, 0) + return target.copy( a ).addScaledVector( _vab, v ); + + } + + _vcp.subVectors( p, c ); + const d5 = _vab.dot( _vcp ); + const d6 = _vac.dot( _vcp ); + if ( d6 >= 0 && d5 <= d6 ) { + + // vertex region of C; barycentric coords (0, 0, 1) + return target.copy( c ); + + } + + const vb = d5 * d2 - d1 * d6; + if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) { + + w = d2 / ( d2 - d6 ); + // edge region of AC; barycentric coords (1-w, 0, w) + return target.copy( a ).addScaledVector( _vac, w ); + + } + + const va = d3 * d6 - d5 * d4; + if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) { + + _vbc.subVectors( c, b ); + w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) ); + // edge region of BC; barycentric coords (0, 1-w, w) + return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC + + } + + // face region + const denom = 1 / ( va + vb + vc ); + // u = va * denom + v = vb * denom; + w = vc * denom; + + return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w ); + + } + + equals( triangle ) { + + return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c ); + + } + +} + +const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF, + 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2, + 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50, + 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B, + 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B, + 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F, + 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3, + 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222, + 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700, + 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4, + 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00, + 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3, + 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA, + 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32, + 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3, + 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC, + 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD, + 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6, + 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9, + 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F, + 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE, + 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA, + 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0, + 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 }; + +const _hslA = { h: 0, s: 0, l: 0 }; +const _hslB = { h: 0, s: 0, l: 0 }; + +function hue2rgb( p, q, t ) { + + if ( t < 0 ) t += 1; + if ( t > 1 ) t -= 1; + if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t; + if ( t < 1 / 2 ) return q; + if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t ); + return p; + +} + +class Color { + + constructor( r, g, b ) { + + this.isColor = true; + + this.r = 1; + this.g = 1; + this.b = 1; + + return this.set( r, g, b ); + + } + + set( r, g, b ) { + + if ( g === undefined && b === undefined ) { + + // r is THREE.Color, hex or string + + const value = r; + + if ( value && value.isColor ) { + + this.copy( value ); + + } else if ( typeof value === 'number' ) { + + this.setHex( value ); + + } else if ( typeof value === 'string' ) { + + this.setStyle( value ); + + } + + } else { + + this.setRGB( r, g, b ); + + } + + return this; + + } + + setScalar( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + return this; + + } + + setHex( hex, colorSpace = SRGBColorSpace ) { + + hex = Math.floor( hex ); + + this.r = ( hex >> 16 & 255 ) / 255; + this.g = ( hex >> 8 & 255 ) / 255; + this.b = ( hex & 255 ) / 255; + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) { + + this.r = r; + this.g = g; + this.b = b; + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = euclideanModulo( h, 1 ); + s = clamp( s, 0, 1 ); + l = clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s ); + const q = ( 2 * l ) - p; + + this.r = hue2rgb( q, p, h + 1 / 3 ); + this.g = hue2rgb( q, p, h ); + this.b = hue2rgb( q, p, h - 1 / 3 ); + + } + + ColorManagement.toWorkingColorSpace( this, colorSpace ); + + return this; + + } + + setStyle( style, colorSpace = SRGBColorSpace ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + let m; + + if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + let color; + const name = m[ 1 ]; + const components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255, + Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255, + colorSpace + ); + + } + + if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setRGB( + Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100, + Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100, + colorSpace + ); + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + + handleAlpha( color[ 4 ] ); + + return this.setHSL( + parseFloat( color[ 1 ] ) / 360, + parseFloat( color[ 2 ] ) / 100, + parseFloat( color[ 3 ] ) / 100, + colorSpace + ); + + } + + break; + + default: + + console.warn( 'THREE.Color: Unknown color model ' + style ); + + } + + } else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) { + + // hex color + + const hex = m[ 1 ]; + const size = hex.length; + + if ( size === 3 ) { + + // #ff0 + return this.setRGB( + parseInt( hex.charAt( 0 ), 16 ) / 15, + parseInt( hex.charAt( 1 ), 16 ) / 15, + parseInt( hex.charAt( 2 ), 16 ) / 15, + colorSpace + ); + + } else if ( size === 6 ) { + + // #ff0000 + return this.setHex( parseInt( hex, 16 ), colorSpace ); + + } else { + + console.warn( 'THREE.Color: Invalid hex color ' + style ); + + } + + } else if ( style && style.length > 0 ) { + + return this.setColorName( style, colorSpace ); + + } + + return this; + + } + + setColorName( style, colorSpace = SRGBColorSpace ) { + + // color keywords + const hex = _colorKeywords[ style.toLowerCase() ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex, colorSpace ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + return this; + + } + + clone() { + + return new this.constructor( this.r, this.g, this.b ); + + } + + copy( color ) { + + this.r = color.r; + this.g = color.g; + this.b = color.b; + + return this; + + } + + copySRGBToLinear( color ) { + + this.r = SRGBToLinear( color.r ); + this.g = SRGBToLinear( color.g ); + this.b = SRGBToLinear( color.b ); + + return this; + + } + + copyLinearToSRGB( color ) { + + this.r = LinearToSRGB( color.r ); + this.g = LinearToSRGB( color.g ); + this.b = LinearToSRGB( color.b ); + + return this; + + } + + convertSRGBToLinear() { + + this.copySRGBToLinear( this ); + + return this; + + } + + convertLinearToSRGB() { + + this.copyLinearToSRGB( this ); + + return this; + + } + + getHex( colorSpace = SRGBColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + return Math.round( clamp( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp( _color.b * 255, 0, 255 ) ); + + } + + getHexString( colorSpace = SRGBColorSpace ) { + + return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 ); + + } + + getHSL( target, colorSpace = ColorManagement.workingColorSpace ) { + + // h,s,l ranges are in 0.0 - 1.0 + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + const max = Math.max( r, g, b ); + const min = Math.min( r, g, b ); + + let hue, saturation; + const lightness = ( min + max ) / 2.0; + + if ( min === max ) { + + hue = 0; + saturation = 0; + + } else { + + const delta = max - min; + + saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min ); + + switch ( max ) { + + case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break; + case g: hue = ( b - r ) / delta + 2; break; + case b: hue = ( r - g ) / delta + 4; break; + + } + + hue /= 6; + + } + + target.h = hue; + target.s = saturation; + target.l = lightness; + + return target; + + } + + getRGB( target, colorSpace = ColorManagement.workingColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + target.r = _color.r; + target.g = _color.g; + target.b = _color.b; + + return target; + + } + + getStyle( colorSpace = SRGBColorSpace ) { + + ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace ); + + const r = _color.r, g = _color.g, b = _color.b; + + if ( colorSpace !== SRGBColorSpace ) { + + // Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/). + return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`; + + } + + return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`; + + } + + offsetHSL( h, s, l ) { + + this.getHSL( _hslA ); + + return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l ); + + } + + add( color ) { + + this.r += color.r; + this.g += color.g; + this.b += color.b; + + return this; + + } + + addColors( color1, color2 ) { + + this.r = color1.r + color2.r; + this.g = color1.g + color2.g; + this.b = color1.b + color2.b; + + return this; + + } + + addScalar( s ) { + + this.r += s; + this.g += s; + this.b += s; + + return this; + + } + + sub( color ) { + + this.r = Math.max( 0, this.r - color.r ); + this.g = Math.max( 0, this.g - color.g ); + this.b = Math.max( 0, this.b - color.b ); + + return this; + + } + + multiply( color ) { + + this.r *= color.r; + this.g *= color.g; + this.b *= color.b; + + return this; + + } + + multiplyScalar( s ) { + + this.r *= s; + this.g *= s; + this.b *= s; + + return this; + + } + + lerp( color, alpha ) { + + this.r += ( color.r - this.r ) * alpha; + this.g += ( color.g - this.g ) * alpha; + this.b += ( color.b - this.b ) * alpha; + + return this; + + } + + lerpColors( color1, color2, alpha ) { + + this.r = color1.r + ( color2.r - color1.r ) * alpha; + this.g = color1.g + ( color2.g - color1.g ) * alpha; + this.b = color1.b + ( color2.b - color1.b ) * alpha; + + return this; + + } + + lerpHSL( color, alpha ) { + + this.getHSL( _hslA ); + color.getHSL( _hslB ); + + const h = lerp( _hslA.h, _hslB.h, alpha ); + const s = lerp( _hslA.s, _hslB.s, alpha ); + const l = lerp( _hslA.l, _hslB.l, alpha ); + + this.setHSL( h, s, l ); + + return this; + + } + + setFromVector3( v ) { + + this.r = v.x; + this.g = v.y; + this.b = v.z; + + return this; + + } + + applyMatrix3( m ) { + + const r = this.r, g = this.g, b = this.b; + const e = m.elements; + + this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b; + this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b; + this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b; + + return this; + + } + + equals( c ) { + + return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b ); + + } + + fromArray( array, offset = 0 ) { + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 2 ]; + + return this; + + } + + toArray( array = [], offset = 0 ) { + + array[ offset ] = this.r; + array[ offset + 1 ] = this.g; + array[ offset + 2 ] = this.b; + + return array; + + } + + fromBufferAttribute( attribute, index ) { + + this.r = attribute.getX( index ); + this.g = attribute.getY( index ); + this.b = attribute.getZ( index ); + + return this; + + } + + toJSON() { + + return this.getHex(); + + } + + *[ Symbol.iterator ]() { + + yield this.r; + yield this.g; + yield this.b; + + } + +} + +const _color = /*@__PURE__*/ new Color(); + +Color.NAMES = _colorKeywords; + +let _materialId = 0; + +class Material extends EventDispatcher { + + static get type() { + + return 'Material'; + + } + + get type() { + + return this.constructor.type; + + } + + set type( _value ) { /* */ } + + constructor() { + + super(); + + this.isMaterial = true; + + Object.defineProperty( this, 'id', { value: _materialId ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + + this.blending = NormalBlending; + this.side = FrontSide; + this.vertexColors = false; + + this.opacity = 1; + this.transparent = false; + this.alphaHash = false; + + this.blendSrc = SrcAlphaFactor; + this.blendDst = OneMinusSrcAlphaFactor; + this.blendEquation = AddEquation; + this.blendSrcAlpha = null; + this.blendDstAlpha = null; + this.blendEquationAlpha = null; + this.blendColor = new Color( 0, 0, 0 ); + this.blendAlpha = 0; + + this.depthFunc = LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.stencilWriteMask = 0xff; + this.stencilFunc = AlwaysStencilFunc; + this.stencilRef = 0; + this.stencilFuncMask = 0xff; + this.stencilFail = KeepStencilOp; + this.stencilZFail = KeepStencilOp; + this.stencilZPass = KeepStencilOp; + this.stencilWrite = false; + + this.clippingPlanes = null; + this.clipIntersection = false; + this.clipShadows = false; + + this.shadowSide = null; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.dithering = false; + + this.alphaToCoverage = false; + this.premultipliedAlpha = false; + this.forceSinglePass = false; + + this.visible = true; + + this.toneMapped = true; + + this.userData = {}; + + this.version = 0; + + this._alphaTest = 0; + + } + + get alphaTest() { + + return this._alphaTest; + + } + + set alphaTest( value ) { + + if ( this._alphaTest > 0 !== value > 0 ) { + + this.version ++; + + } + + this._alphaTest = value; + + } + + // onBeforeRender and onBeforeCompile only supported in WebGLRenderer + + onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {} + + onBeforeCompile( /* shaderobject, renderer */ ) {} + + customProgramCacheKey() { + + return this.onBeforeCompile.toString(); + + } + + setValues( values ) { + + if ( values === undefined ) return; + + for ( const key in values ) { + + const newValue = values[ key ]; + + if ( newValue === undefined ) { + + console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` ); + continue; + + } + + const currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` ); + continue; + + } + + if ( currentValue && currentValue.isColor ) { + + currentValue.set( newValue ); + + } else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) { + + currentValue.copy( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + } + + toJSON( meta ) { + + const isRootObject = ( meta === undefined || typeof meta === 'string' ); + + if ( isRootObject ) { + + meta = { + textures: {}, + images: {} + }; + + } + + const data = { + metadata: { + version: 4.6, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + + if ( this.name !== '' ) data.name = this.name; + + if ( this.color && this.color.isColor ) data.color = this.color.getHex(); + + if ( this.roughness !== undefined ) data.roughness = this.roughness; + if ( this.metalness !== undefined ) data.metalness = this.metalness; + + if ( this.sheen !== undefined ) data.sheen = this.sheen; + if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex(); + if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness; + if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex(); + if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity; + + if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex(); + if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity; + if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat; + if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness; + + if ( this.clearcoatMap && this.clearcoatMap.isTexture ) { + + data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) { + + data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid; + + } + + if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) { + + data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid; + data.clearcoatNormalScale = this.clearcoatNormalScale.toArray(); + + } + + if ( this.dispersion !== undefined ) data.dispersion = this.dispersion; + + if ( this.iridescence !== undefined ) data.iridescence = this.iridescence; + if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR; + if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange; + + if ( this.iridescenceMap && this.iridescenceMap.isTexture ) { + + data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid; + + } + + if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) { + + data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid; + + } + + if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy; + if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation; + + if ( this.anisotropyMap && this.anisotropyMap.isTexture ) { + + data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid; + + } + + if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid; + if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + + if ( this.lightMap && this.lightMap.isTexture ) { + + data.lightMap = this.lightMap.toJSON( meta ).uuid; + data.lightMapIntensity = this.lightMapIntensity; + + } + + if ( this.aoMap && this.aoMap.isTexture ) { + + data.aoMap = this.aoMap.toJSON( meta ).uuid; + data.aoMapIntensity = this.aoMapIntensity; + + } + + if ( this.bumpMap && this.bumpMap.isTexture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + + if ( this.normalMap && this.normalMap.isTexture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalMapType = this.normalMapType; + data.normalScale = this.normalScale.toArray(); + + } + + if ( this.displacementMap && this.displacementMap.isTexture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + + if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid; + if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid; + + if ( this.envMap && this.envMap.isTexture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + + if ( this.combine !== undefined ) data.combine = this.combine; + + } + + if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray(); + if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity; + if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity; + if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio; + + if ( this.gradientMap && this.gradientMap.isTexture ) { + + data.gradientMap = this.gradientMap.toJSON( meta ).uuid; + + } + + if ( this.transmission !== undefined ) data.transmission = this.transmission; + if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid; + if ( this.thickness !== undefined ) data.thickness = this.thickness; + if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid; + if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance; + if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex(); + + if ( this.size !== undefined ) data.size = this.size; + if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.blending !== NormalBlending ) data.blending = this.blending; + if ( this.side !== FrontSide ) data.side = this.side; + if ( this.vertexColors === true ) data.vertexColors = true; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = true; + + if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc; + if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst; + if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation; + if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha; + if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha; + if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha; + if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex(); + if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha; + + if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc; + if ( this.depthTest === false ) data.depthTest = this.depthTest; + if ( this.depthWrite === false ) data.depthWrite = this.depthWrite; + if ( this.colorWrite === false ) data.colorWrite = this.colorWrite; + + if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask; + if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc; + if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef; + if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask; + if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail; + if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail; + if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass; + if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite; + + // rotation (SpriteMaterial) + if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation; + + if ( this.polygonOffset === true ) data.polygonOffset = true; + if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor; + if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits; + + if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth; + if ( this.dashSize !== undefined ) data.dashSize = this.dashSize; + if ( this.gapSize !== undefined ) data.gapSize = this.gapSize; + if ( this.scale !== undefined ) data.scale = this.scale; + + if ( this.dithering === true ) data.dithering = true; + + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.alphaHash === true ) data.alphaHash = true; + if ( this.alphaToCoverage === true ) data.alphaToCoverage = true; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true; + if ( this.forceSinglePass === true ) data.forceSinglePass = true; + + if ( this.wireframe === true ) data.wireframe = true; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap; + if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin; + + if ( this.flatShading === true ) data.flatShading = true; + + if ( this.visible === false ) data.visible = false; + + if ( this.toneMapped === false ) data.toneMapped = false; + + if ( this.fog === false ) data.fog = false; + + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache( cache ) { + + const values = []; + + for ( const key in cache ) { + + const data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRootObject ) { + + const textures = extractFromCache( meta.textures ); + const images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.name = source.name; + + this.blending = source.blending; + this.side = source.side; + this.vertexColors = source.vertexColors; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + this.blendColor.copy( source.blendColor ); + this.blendAlpha = source.blendAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.stencilWriteMask = source.stencilWriteMask; + this.stencilFunc = source.stencilFunc; + this.stencilRef = source.stencilRef; + this.stencilFuncMask = source.stencilFuncMask; + this.stencilFail = source.stencilFail; + this.stencilZFail = source.stencilZFail; + this.stencilZPass = source.stencilZPass; + this.stencilWrite = source.stencilWrite; + + const srcPlanes = source.clippingPlanes; + let dstPlanes = null; + + if ( srcPlanes !== null ) { + + const n = srcPlanes.length; + dstPlanes = new Array( n ); + + for ( let i = 0; i !== n; ++ i ) { + + dstPlanes[ i ] = srcPlanes[ i ].clone(); + + } + + } + + this.clippingPlanes = dstPlanes; + this.clipIntersection = source.clipIntersection; + this.clipShadows = source.clipShadows; + + this.shadowSide = source.shadowSide; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.dithering = source.dithering; + + this.alphaTest = source.alphaTest; + this.alphaHash = source.alphaHash; + this.alphaToCoverage = source.alphaToCoverage; + this.premultipliedAlpha = source.premultipliedAlpha; + this.forceSinglePass = source.forceSinglePass; + + this.visible = source.visible; + + this.toneMapped = source.toneMapped; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + onBuild( /* shaderobject, renderer */ ) { + + console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166 + + } + +} + +class MeshBasicMaterial extends Material { + + static get type() { + + return 'MeshBasicMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshBasicMaterial = true; + + this.color = new Color( 0xffffff ); // emissive + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapRotation = new Euler(); + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + +} + +// Fast Half Float Conversions, http://www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf + +const _tables = /*@__PURE__*/ _generateTables(); + +function _generateTables() { + + // float32 to float16 helpers + + const buffer = new ArrayBuffer( 4 ); + const floatView = new Float32Array( buffer ); + const uint32View = new Uint32Array( buffer ); + + const baseTable = new Uint32Array( 512 ); + const shiftTable = new Uint32Array( 512 ); + + for ( let i = 0; i < 256; ++ i ) { + + const e = i - 127; + + // very small number (0, -0) + + if ( e < - 27 ) { + + baseTable[ i ] = 0x0000; + baseTable[ i | 0x100 ] = 0x8000; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // small number (denorm) + + } else if ( e < - 14 ) { + + baseTable[ i ] = 0x0400 >> ( - e - 14 ); + baseTable[ i | 0x100 ] = ( 0x0400 >> ( - e - 14 ) ) | 0x8000; + shiftTable[ i ] = - e - 1; + shiftTable[ i | 0x100 ] = - e - 1; + + // normal number + + } else if ( e <= 15 ) { + + baseTable[ i ] = ( e + 15 ) << 10; + baseTable[ i | 0x100 ] = ( ( e + 15 ) << 10 ) | 0x8000; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + // large number (Infinity, -Infinity) + + } else if ( e < 128 ) { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 24; + shiftTable[ i | 0x100 ] = 24; + + // stay (NaN, Infinity, -Infinity) + + } else { + + baseTable[ i ] = 0x7c00; + baseTable[ i | 0x100 ] = 0xfc00; + shiftTable[ i ] = 13; + shiftTable[ i | 0x100 ] = 13; + + } + + } + + // float16 to float32 helpers + + const mantissaTable = new Uint32Array( 2048 ); + const exponentTable = new Uint32Array( 64 ); + const offsetTable = new Uint32Array( 64 ); + + for ( let i = 1; i < 1024; ++ i ) { + + let m = i << 13; // zero pad mantissa bits + let e = 0; // zero exponent + + // normalized + while ( ( m & 0x00800000 ) === 0 ) { + + m <<= 1; + e -= 0x00800000; // decrement exponent + + } + + m &= ~ 0x00800000; // clear leading 1 bit + e += 0x38800000; // adjust bias + + mantissaTable[ i ] = m | e; + + } + + for ( let i = 1024; i < 2048; ++ i ) { + + mantissaTable[ i ] = 0x38000000 + ( ( i - 1024 ) << 13 ); + + } + + for ( let i = 1; i < 31; ++ i ) { + + exponentTable[ i ] = i << 23; + + } + + exponentTable[ 31 ] = 0x47800000; + exponentTable[ 32 ] = 0x80000000; + + for ( let i = 33; i < 63; ++ i ) { + + exponentTable[ i ] = 0x80000000 + ( ( i - 32 ) << 23 ); + + } + + exponentTable[ 63 ] = 0xc7800000; + + for ( let i = 1; i < 64; ++ i ) { + + if ( i !== 32 ) { + + offsetTable[ i ] = 1024; + + } + + } + + return { + floatView: floatView, + uint32View: uint32View, + baseTable: baseTable, + shiftTable: shiftTable, + mantissaTable: mantissaTable, + exponentTable: exponentTable, + offsetTable: offsetTable + }; + +} + +// float32 to float16 + +function toHalfFloat( val ) { + + if ( Math.abs( val ) > 65504 ) console.warn( 'THREE.DataUtils.toHalfFloat(): Value out of range.' ); + + val = clamp( val, - 65504, 65504 ); + + _tables.floatView[ 0 ] = val; + const f = _tables.uint32View[ 0 ]; + const e = ( f >> 23 ) & 0x1ff; + return _tables.baseTable[ e ] + ( ( f & 0x007fffff ) >> _tables.shiftTable[ e ] ); + +} + +// float16 to float32 + +function fromHalfFloat( val ) { + + const m = val >> 10; + _tables.uint32View[ 0 ] = _tables.mantissaTable[ _tables.offsetTable[ m ] + ( val & 0x3ff ) ] + _tables.exponentTable[ m ]; + return _tables.floatView[ 0 ]; + +} + +const DataUtils = { + toHalfFloat: toHalfFloat, + fromHalfFloat: fromHalfFloat, +}; + +const _vector$9 = /*@__PURE__*/ new Vector3(); +const _vector2$1 = /*@__PURE__*/ new Vector2(); + +class BufferAttribute { + + constructor( array, itemSize, normalized = false ) { + + if ( Array.isArray( array ) ) { + + throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' ); + + } + + this.isBufferAttribute = true; + + this.name = ''; + + this.array = array; + this.itemSize = itemSize; + this.count = array !== undefined ? array.length / itemSize : 0; + this.normalized = normalized; + + this.usage = StaticDrawUsage; + this.updateRanges = []; + this.gpuType = FloatType; + + this.version = 0; + + } + + onUploadCallback() {} + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + copy( source ) { + + this.name = source.name; + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + this.count = source.count; + this.normalized = source.normalized; + + this.usage = source.usage; + this.gpuType = source.gpuType; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.itemSize; + index2 *= attribute.itemSize; + + for ( let i = 0, l = this.itemSize; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + copyArray( array ) { + + this.array.set( array ); + + return this; + + } + + applyMatrix3( m ) { + + if ( this.itemSize === 2 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector2$1.fromBufferAttribute( this, i ); + _vector2$1.applyMatrix3( m ); + + this.setXY( i, _vector2$1.x, _vector2$1.y ); + + } + + } else if ( this.itemSize === 3 ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + _vector$9.applyMatrix3( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + } + + return this; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + + _vector$9.applyMatrix4( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + + _vector$9.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$9.fromBufferAttribute( this, i ); + + _vector$9.transformDirection( m ); + + this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z ); + + } + + return this; + + } + + set( value, offset = 0 ) { + + // Matching BufferAttribute constructor, do not normalize the array. + this.array.set( value, offset ); + + return this; + + } + + getComponent( index, component ) { + + let value = this.array[ index * this.itemSize + component ]; + + if ( this.normalized ) value = denormalize( value, this.array ); + + return value; + + } + + setComponent( index, component, value ) { + + if ( this.normalized ) value = normalize( value, this.array ); + + this.array[ index * this.itemSize + component ] = value; + + return this; + + } + + getX( index ) { + + let x = this.array[ index * this.itemSize ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = x; + + return this; + + } + + getY( index ) { + + let y = this.array[ index * this.itemSize + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + } + + getZ( index ) { + + let z = this.array[ index * this.itemSize + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + } + + getW( index ) { + + let w = this.array[ index * this.itemSize + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + clone() { + + return new this.constructor( this.array, this.itemSize ).copy( this ); + + } + + toJSON() { + + const data = { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.from( this.array ), + normalized: this.normalized + }; + + if ( this.name !== '' ) data.name = this.name; + if ( this.usage !== StaticDrawUsage ) data.usage = this.usage; + + return data; + + } + +} + +// + +class Int8BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int8Array( array ), itemSize, normalized ); + + } + +} + +class Uint8BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint8Array( array ), itemSize, normalized ); + + } + +} + +class Uint8ClampedBufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint8ClampedArray( array ), itemSize, normalized ); + + } + +} + +class Int16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int16Array( array ), itemSize, normalized ); + + } + +} + +class Uint16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + } + +} + +class Int32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Int32Array( array ), itemSize, normalized ); + + } + +} + +class Uint32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint32Array( array ), itemSize, normalized ); + + } + +} + +class Float16BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Uint16Array( array ), itemSize, normalized ); + + this.isFloat16BufferAttribute = true; + + } + + getX( index ) { + + let x = fromHalfFloat( this.array[ index * this.itemSize ] ); + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.array[ index * this.itemSize ] = toHalfFloat( x ); + + return this; + + } + + getY( index ) { + + let y = fromHalfFloat( this.array[ index * this.itemSize + 1 ] ); + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.array[ index * this.itemSize + 1 ] = toHalfFloat( y ); + + return this; + + } + + getZ( index ) { + + let z = fromHalfFloat( this.array[ index * this.itemSize + 2 ] ); + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.array[ index * this.itemSize + 2 ] = toHalfFloat( z ); + + return this; + + } + + getW( index ) { + + let w = fromHalfFloat( this.array[ index * this.itemSize + 3 ] ); + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.array[ index * this.itemSize + 3 ] = toHalfFloat( w ); + + return this; + + } + + setXY( index, x, y ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + + return this; + + } + + setXYZ( index, x, y, z ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index *= this.itemSize; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.array[ index + 0 ] = toHalfFloat( x ); + this.array[ index + 1 ] = toHalfFloat( y ); + this.array[ index + 2 ] = toHalfFloat( z ); + this.array[ index + 3 ] = toHalfFloat( w ); + + return this; + + } + +} + + +class Float32BufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized ) { + + super( new Float32Array( array ), itemSize, normalized ); + + } + +} + +let _id$2 = 0; + +const _m1$2 = /*@__PURE__*/ new Matrix4(); +const _obj = /*@__PURE__*/ new Object3D(); +const _offset = /*@__PURE__*/ new Vector3(); +const _box$2 = /*@__PURE__*/ new Box3(); +const _boxMorphTargets = /*@__PURE__*/ new Box3(); +const _vector$8 = /*@__PURE__*/ new Vector3(); + +class BufferGeometry extends EventDispatcher { + + constructor() { + + super(); + + this.isBufferGeometry = true; + + Object.defineProperty( this, 'id', { value: _id$2 ++ } ); + + this.uuid = generateUUID(); + + this.name = ''; + this.type = 'BufferGeometry'; + + this.index = null; + this.indirect = null; + this.attributes = {}; + + this.morphAttributes = {}; + this.morphTargetsRelative = false; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + + this.userData = {}; + + } + + getIndex() { + + return this.index; + + } + + setIndex( index ) { + + if ( Array.isArray( index ) ) { + + this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 ); + + } else { + + this.index = index; + + } + + return this; + + } + + setIndirect( indirect ) { + + this.indirect = indirect; + + return this; + + } + + getIndirect() { + + return this.indirect; + + } + + getAttribute( name ) { + + return this.attributes[ name ]; + + } + + setAttribute( name, attribute ) { + + this.attributes[ name ] = attribute; + + return this; + + } + + deleteAttribute( name ) { + + delete this.attributes[ name ]; + + return this; + + } + + hasAttribute( name ) { + + return this.attributes[ name ] !== undefined; + + } + + addGroup( start, count, materialIndex = 0 ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex + + } ); + + } + + clearGroups() { + + this.groups = []; + + } + + setDrawRange( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + } + + applyMatrix4( matrix ) { + + const position = this.attributes.position; + + if ( position !== undefined ) { + + position.applyMatrix4( matrix ); + + position.needsUpdate = true; + + } + + const normal = this.attributes.normal; + + if ( normal !== undefined ) { + + const normalMatrix = new Matrix3().getNormalMatrix( matrix ); + + normal.applyNormalMatrix( normalMatrix ); + + normal.needsUpdate = true; + + } + + const tangent = this.attributes.tangent; + + if ( tangent !== undefined ) { + + tangent.transformDirection( matrix ); + + tangent.needsUpdate = true; + + } + + if ( this.boundingBox !== null ) { + + this.computeBoundingBox(); + + } + + if ( this.boundingSphere !== null ) { + + this.computeBoundingSphere(); + + } + + return this; + + } + + applyQuaternion( q ) { + + _m1$2.makeRotationFromQuaternion( q ); + + this.applyMatrix4( _m1$2 ); + + return this; + + } + + rotateX( angle ) { + + // rotate geometry around world x-axis + + _m1$2.makeRotationX( angle ); + + this.applyMatrix4( _m1$2 ); + + return this; + + } + + rotateY( angle ) { + + // rotate geometry around world y-axis + + _m1$2.makeRotationY( angle ); + + this.applyMatrix4( _m1$2 ); + + return this; + + } + + rotateZ( angle ) { + + // rotate geometry around world z-axis + + _m1$2.makeRotationZ( angle ); + + this.applyMatrix4( _m1$2 ); + + return this; + + } + + translate( x, y, z ) { + + // translate geometry + + _m1$2.makeTranslation( x, y, z ); + + this.applyMatrix4( _m1$2 ); + + return this; + + } + + scale( x, y, z ) { + + // scale geometry + + _m1$2.makeScale( x, y, z ); + + this.applyMatrix4( _m1$2 ); + + return this; + + } + + lookAt( vector ) { + + _obj.lookAt( vector ); + + _obj.updateMatrix(); + + this.applyMatrix4( _obj.matrix ); + + return this; + + } + + center() { + + this.computeBoundingBox(); + + this.boundingBox.getCenter( _offset ).negate(); + + this.translate( _offset.x, _offset.y, _offset.z ); + + return this; + + } + + setFromPoints( points ) { + + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute === undefined ) { + + const position = []; + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + const point = points[ i ]; + position.push( point.x, point.y, point.z || 0 ); + + } + + this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) ); + + } else { + + for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) { + + const point = points[ i ]; + positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 ); + + } + + if ( points.length > positionAttribute.count ) { + + console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' ); + + } + + positionAttribute.needsUpdate = true; + + } + + return this; + + } + + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this ); + + this.boundingBox.set( + new Vector3( - Infinity, - Infinity, - Infinity ), + new Vector3( + Infinity, + Infinity, + Infinity ) + ); + + return; + + } + + if ( position !== undefined ) { + + this.boundingBox.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _box$2.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$8.addVectors( this.boundingBox.min, _box$2.min ); + this.boundingBox.expandByPoint( _vector$8 ); + + _vector$8.addVectors( this.boundingBox.max, _box$2.max ); + this.boundingBox.expandByPoint( _vector$8 ); + + } else { + + this.boundingBox.expandByPoint( _box$2.min ); + this.boundingBox.expandByPoint( _box$2.max ); + + } + + } + + } + + } else { + + this.boundingBox.makeEmpty(); + + } + + if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const position = this.attributes.position; + const morphAttributesPosition = this.morphAttributes.position; + + if ( position && position.isGLBufferAttribute ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this ); + + this.boundingSphere.set( new Vector3(), Infinity ); + + return; + + } + + if ( position ) { + + // first, find the center of the bounding sphere + + const center = this.boundingSphere.center; + + _box$2.setFromBufferAttribute( position ); + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + _boxMorphTargets.setFromBufferAttribute( morphAttribute ); + + if ( this.morphTargetsRelative ) { + + _vector$8.addVectors( _box$2.min, _boxMorphTargets.min ); + _box$2.expandByPoint( _vector$8 ); + + _vector$8.addVectors( _box$2.max, _boxMorphTargets.max ); + _box$2.expandByPoint( _vector$8 ); + + } else { + + _box$2.expandByPoint( _boxMorphTargets.min ); + _box$2.expandByPoint( _boxMorphTargets.max ); + + } + + } + + } + + _box$2.getCenter( center ); + + // second, try to find a boundingSphere with a radius smaller than the + // boundingSphere of the boundingBox: sqrt(3) smaller in the best case + + let maxRadiusSq = 0; + + for ( let i = 0, il = position.count; i < il; i ++ ) { + + _vector$8.fromBufferAttribute( position, i ); + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); + + } + + // process morph attributes if present + + if ( morphAttributesPosition ) { + + for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) { + + const morphAttribute = morphAttributesPosition[ i ]; + const morphTargetsRelative = this.morphTargetsRelative; + + for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) { + + _vector$8.fromBufferAttribute( morphAttribute, j ); + + if ( morphTargetsRelative ) { + + _offset.fromBufferAttribute( position, j ); + _vector$8.add( _offset ); + + } + + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) ); + + } + + } + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + } + + computeTangents() { + + const index = this.index; + const attributes = this.attributes; + + // based on http://www.terathon.com/code/tangent.html + // (per vertex tangents) + + if ( index === null || + attributes.position === undefined || + attributes.normal === undefined || + attributes.uv === undefined ) { + + console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' ); + return; + + } + + const positionAttribute = attributes.position; + const normalAttribute = attributes.normal; + const uvAttribute = attributes.uv; + + if ( this.hasAttribute( 'tangent' ) === false ) { + + this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) ); + + } + + const tangentAttribute = this.getAttribute( 'tangent' ); + + const tan1 = [], tan2 = []; + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + tan1[ i ] = new Vector3(); + tan2[ i ] = new Vector3(); + + } + + const vA = new Vector3(), + vB = new Vector3(), + vC = new Vector3(), + + uvA = new Vector2(), + uvB = new Vector2(), + uvC = new Vector2(), + + sdir = new Vector3(), + tdir = new Vector3(); + + function handleTriangle( a, b, c ) { + + vA.fromBufferAttribute( positionAttribute, a ); + vB.fromBufferAttribute( positionAttribute, b ); + vC.fromBufferAttribute( positionAttribute, c ); + + uvA.fromBufferAttribute( uvAttribute, a ); + uvB.fromBufferAttribute( uvAttribute, b ); + uvC.fromBufferAttribute( uvAttribute, c ); + + vB.sub( vA ); + vC.sub( vA ); + + uvB.sub( uvA ); + uvC.sub( uvA ); + + const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y ); + + // silently ignore degenerate uv triangles having coincident or colinear vertices + + if ( ! isFinite( r ) ) return; + + sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r ); + tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r ); + + tan1[ a ].add( sdir ); + tan1[ b ].add( sdir ); + tan1[ c ].add( sdir ); + + tan2[ a ].add( tdir ); + tan2[ b ].add( tdir ); + tan2[ c ].add( tdir ); + + } + + let groups = this.groups; + + if ( groups.length === 0 ) { + + groups = [ { + start: 0, + count: index.count + } ]; + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleTriangle( + index.getX( j + 0 ), + index.getX( j + 1 ), + index.getX( j + 2 ) + ); + + } + + } + + const tmp = new Vector3(), tmp2 = new Vector3(); + const n = new Vector3(), n2 = new Vector3(); + + function handleVertex( v ) { + + n.fromBufferAttribute( normalAttribute, v ); + n2.copy( n ); + + const t = tan1[ v ]; + + // Gram-Schmidt orthogonalize + + tmp.copy( t ); + tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize(); + + // Calculate handedness + + tmp2.crossVectors( n2, t ); + const test = tmp2.dot( tan2[ v ] ); + const w = ( test < 0.0 ) ? - 1.0 : 1.0; + + tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w ); + + } + + for ( let i = 0, il = groups.length; i < il; ++ i ) { + + const group = groups[ i ]; + + const start = group.start; + const count = group.count; + + for ( let j = start, jl = start + count; j < jl; j += 3 ) { + + handleVertex( index.getX( j + 0 ) ); + handleVertex( index.getX( j + 1 ) ); + handleVertex( index.getX( j + 2 ) ); + + } + + } + + } + + computeVertexNormals() { + + const index = this.index; + const positionAttribute = this.getAttribute( 'position' ); + + if ( positionAttribute !== undefined ) { + + let normalAttribute = this.getAttribute( 'normal' ); + + if ( normalAttribute === undefined ) { + + normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 ); + this.setAttribute( 'normal', normalAttribute ); + + } else { + + // reset existing normals to zero + + for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) { + + normalAttribute.setXYZ( i, 0, 0, 0 ); + + } + + } + + const pA = new Vector3(), pB = new Vector3(), pC = new Vector3(); + const nA = new Vector3(), nB = new Vector3(), nC = new Vector3(); + const cb = new Vector3(), ab = new Vector3(); + + // indexed elements + + if ( index ) { + + for ( let i = 0, il = index.count; i < il; i += 3 ) { + + const vA = index.getX( i + 0 ); + const vB = index.getX( i + 1 ); + const vC = index.getX( i + 2 ); + + pA.fromBufferAttribute( positionAttribute, vA ); + pB.fromBufferAttribute( positionAttribute, vB ); + pC.fromBufferAttribute( positionAttribute, vC ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + nA.fromBufferAttribute( normalAttribute, vA ); + nB.fromBufferAttribute( normalAttribute, vB ); + nC.fromBufferAttribute( normalAttribute, vC ); + + nA.add( cb ); + nB.add( cb ); + nC.add( cb ); + + normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z ); + normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z ); + normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z ); + + } + + } else { + + // non-indexed elements (unconnected triangle soup) + + for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) { + + pA.fromBufferAttribute( positionAttribute, i + 0 ); + pB.fromBufferAttribute( positionAttribute, i + 1 ); + pC.fromBufferAttribute( positionAttribute, i + 2 ); + + cb.subVectors( pC, pB ); + ab.subVectors( pA, pB ); + cb.cross( ab ); + + normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z ); + normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z ); + + } + + } + + this.normalizeNormals(); + + normalAttribute.needsUpdate = true; + + } + + } + + normalizeNormals() { + + const normals = this.attributes.normal; + + for ( let i = 0, il = normals.count; i < il; i ++ ) { + + _vector$8.fromBufferAttribute( normals, i ); + + _vector$8.normalize(); + + normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z ); + + } + + } + + toNonIndexed() { + + function convertBufferAttribute( attribute, indices ) { + + const array = attribute.array; + const itemSize = attribute.itemSize; + const normalized = attribute.normalized; + + const array2 = new array.constructor( indices.length * itemSize ); + + let index = 0, index2 = 0; + + for ( let i = 0, l = indices.length; i < l; i ++ ) { + + if ( attribute.isInterleavedBufferAttribute ) { + + index = indices[ i ] * attribute.data.stride + attribute.offset; + + } else { + + index = indices[ i ] * itemSize; + + } + + for ( let j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + return new BufferAttribute( array2, itemSize, normalized ); + + } + + // + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' ); + return this; + + } + + const geometry2 = new BufferGeometry(); + + const indices = this.index.array; + const attributes = this.attributes; + + // attributes + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + geometry2.setAttribute( name, newAttribute ); + + } + + // morph attributes + + const morphAttributes = this.morphAttributes; + + for ( const name in morphAttributes ) { + + const morphArray = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) { + + const attribute = morphAttribute[ i ]; + + const newAttribute = convertBufferAttribute( attribute, indices ); + + morphArray.push( newAttribute ); + + } + + geometry2.morphAttributes[ name ] = morphArray; + + } + + geometry2.morphTargetsRelative = this.morphTargetsRelative; + + // groups + + const groups = this.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + geometry2.addGroup( group.start, group.count, group.materialIndex ); + + } + + return geometry2; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData; + + if ( this.parameters !== undefined ) { + + const parameters = this.parameters; + + for ( const key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + // for simplicity the code assumes attributes are not shared across geometries, see #15811 + + data.data = { attributes: {} }; + + const index = this.index; + + if ( index !== null ) { + + data.data.index = { + type: index.array.constructor.name, + array: Array.prototype.slice.call( index.array ) + }; + + } + + const attributes = this.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + + data.data.attributes[ key ] = attribute.toJSON( data.data ); + + } + + const morphAttributes = {}; + let hasMorphAttributes = false; + + for ( const key in this.morphAttributes ) { + + const attributeArray = this.morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + + array.push( attribute.toJSON( data.data ) ); + + } + + if ( array.length > 0 ) { + + morphAttributes[ key ] = array; + + hasMorphAttributes = true; + + } + + } + + if ( hasMorphAttributes ) { + + data.data.morphAttributes = morphAttributes; + data.data.morphTargetsRelative = this.morphTargetsRelative; + + } + + const groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + const boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + // reset + + this.index = null; + this.attributes = {}; + this.morphAttributes = {}; + this.groups = []; + this.boundingBox = null; + this.boundingSphere = null; + + // used for storing cloned, shared data + + const data = {}; + + // name + + this.name = source.name; + + // index + + const index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone( data ) ); + + } + + // attributes + + const attributes = source.attributes; + + for ( const name in attributes ) { + + const attribute = attributes[ name ]; + this.setAttribute( name, attribute.clone( data ) ); + + } + + // morph attributes + + const morphAttributes = source.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = []; + const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes + + for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) { + + array.push( morphAttribute[ i ].clone( data ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + this.morphTargetsRelative = source.morphTargetsRelative; + + // groups + + const groups = source.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + this.addGroup( group.start, group.count, group.materialIndex ); + + } + + // bounding box + + const boundingBox = source.boundingBox; + + if ( boundingBox !== null ) { + + this.boundingBox = boundingBox.clone(); + + } + + // bounding sphere + + const boundingSphere = source.boundingSphere; + + if ( boundingSphere !== null ) { + + this.boundingSphere = boundingSphere.clone(); + + } + + // draw range + + this.drawRange.start = source.drawRange.start; + this.drawRange.count = source.drawRange.count; + + // user data + + this.userData = source.userData; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +} + +const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4(); +const _ray$3 = /*@__PURE__*/ new Ray(); +const _sphere$6 = /*@__PURE__*/ new Sphere(); +const _sphereHitAt = /*@__PURE__*/ new Vector3(); + +const _vA$1 = /*@__PURE__*/ new Vector3(); +const _vB$1 = /*@__PURE__*/ new Vector3(); +const _vC$1 = /*@__PURE__*/ new Vector3(); + +const _tempA = /*@__PURE__*/ new Vector3(); +const _morphA = /*@__PURE__*/ new Vector3(); + +const _intersectionPoint = /*@__PURE__*/ new Vector3(); +const _intersectionPointWorld = /*@__PURE__*/ new Vector3(); + +class Mesh extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) { + + super(); + + this.isMesh = true; + + this.type = 'Mesh'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.morphTargetInfluences !== undefined ) { + + this.morphTargetInfluences = source.morphTargetInfluences.slice(); + + } + + if ( source.morphTargetDictionary !== undefined ) { + + this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary ); + + } + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + + getVertexPosition( index, target ) { + + const geometry = this.geometry; + const position = geometry.attributes.position; + const morphPosition = geometry.morphAttributes.position; + const morphTargetsRelative = geometry.morphTargetsRelative; + + target.fromBufferAttribute( position, index ); + + const morphInfluences = this.morphTargetInfluences; + + if ( morphPosition && morphInfluences ) { + + _morphA.set( 0, 0, 0 ); + + for ( let i = 0, il = morphPosition.length; i < il; i ++ ) { + + const influence = morphInfluences[ i ]; + const morphAttribute = morphPosition[ i ]; + + if ( influence === 0 ) continue; + + _tempA.fromBufferAttribute( morphAttribute, index ); + + if ( morphTargetsRelative ) { + + _morphA.addScaledVector( _tempA, influence ); + + } else { + + _morphA.addScaledVector( _tempA.sub( target ), influence ); + + } + + } + + target.add( _morphA ); + + } + + return target; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$6.copy( geometry.boundingSphere ); + _sphere$6.applyMatrix4( matrixWorld ); + + // check distance from ray origin to bounding sphere + + _ray$3.copy( raycaster.ray ).recast( raycaster.near ); + + if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) { + + if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return; + + if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return; + + } + + // convert ray to local space of mesh + + _inverseMatrix$3.copy( matrixWorld ).invert(); + _ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 ); + + // test with bounding box in local space + + if ( geometry.boundingBox !== null ) { + + if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$3 ); + + } + + _computeIntersections( raycaster, intersects, rayLocalSpace ) { + + let intersection; + + const geometry = this.geometry; + const material = this.material; + + const index = geometry.index; + const position = geometry.attributes.position; + const uv = geometry.attributes.uv; + const uv1 = geometry.attributes.uv1; + const normal = geometry.attributes.normal; + const groups = geometry.groups; + const drawRange = geometry.drawRange; + + if ( index !== null ) { + + // indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = index.getX( j ); + const b = index.getX( j + 1 ); + const c = index.getX( j + 2 ); + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + const c = index.getX( i + 2 ); + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( position !== undefined ) { + + // non-indexed buffer geometry + + if ( Array.isArray( material ) ) { + + for ( let i = 0, il = groups.length; i < il; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + const start = Math.max( group.start, drawRange.start ); + const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) ); + + for ( let j = start, jl = end; j < jl; j += 3 ) { + + const a = j; + const b = j + 1; + const c = j + 2; + + intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics + intersection.face.materialIndex = group.materialIndex; + intersects.push( intersection ); + + } + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( position.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i += 3 ) { + + const a = i; + const b = i + 1; + const c = i + 2; + + intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } + + } + +} + +function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) { + + let intersect; + + if ( material.side === BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point ); + + } + + if ( intersect === null ) return null; + + _intersectionPointWorld.copy( point ); + _intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: _intersectionPointWorld.clone(), + object: object + }; + +} + +function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) { + + object.getVertexPosition( a, _vA$1 ); + object.getVertexPosition( b, _vB$1 ); + object.getVertexPosition( c, _vC$1 ); + + const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint ); + + if ( intersection ) { + + const barycoord = new Vector3(); + Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord ); + + if ( uv ) { + + intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() ); + + } + + if ( uv1 ) { + + intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() ); + + } + + if ( normal ) { + + intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() ); + + if ( intersection.normal.dot( ray.direction ) > 0 ) { + + intersection.normal.multiplyScalar( - 1 ); + + } + + } + + const face = { + a: a, + b: b, + c: c, + normal: new Vector3(), + materialIndex: 0 + }; + + Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal ); + + intersection.face = face; + intersection.barycoord = barycoord; + + } + + return intersection; + +} + +class BoxGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) { + + super(); + + this.type = 'BoxGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + const scope = this; + + // segments + + widthSegments = Math.floor( widthSegments ); + heightSegments = Math.floor( heightSegments ); + depthSegments = Math.floor( depthSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let numberOfVertices = 0; + let groupStart = 0; + + // build each side of the box geometry + + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + const segmentWidth = width / gridX; + const segmentHeight = height / gridY; + + const widthHalf = width / 2; + const heightHalf = height / 2; + const depthHalf = depth / 2; + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + let vertexCounter = 0; + let groupCount = 0; + + const vector = new Vector3(); + + // generate vertices, normals and uvs + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segmentHeight - heightHalf; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + + vertices.push( vector.x, vector.y, vector.z ); + + // set values to correct vector component + + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + + normals.push( vector.x, vector.y, vector.z ); + + // uvs + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + // counters + + vertexCounter += 1; + + } + + } + + // indices + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = numberOfVertices + ix + gridX1 * iy; + const b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + // increase counter + + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + + groupStart += groupCount; + + // update total number of vertices + + numberOfVertices += vertexCounter; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments ); + + } + +} + +/** + * Uniform Utilities + */ + +function cloneUniforms( src ) { + + const dst = {}; + + for ( const u in src ) { + + dst[ u ] = {}; + + for ( const p in src[ u ] ) { + + const property = src[ u ][ p ]; + + if ( property && ( property.isColor || + property.isMatrix3 || property.isMatrix4 || + property.isVector2 || property.isVector3 || property.isVector4 || + property.isTexture || property.isQuaternion ) ) { + + if ( property.isRenderTargetTexture ) { + + console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' ); + dst[ u ][ p ] = null; + + } else { + + dst[ u ][ p ] = property.clone(); + + } + + } else if ( Array.isArray( property ) ) { + + dst[ u ][ p ] = property.slice(); + + } else { + + dst[ u ][ p ] = property; + + } + + } + + } + + return dst; + +} + +function mergeUniforms( uniforms ) { + + const merged = {}; + + for ( let u = 0; u < uniforms.length; u ++ ) { + + const tmp = cloneUniforms( uniforms[ u ] ); + + for ( const p in tmp ) { + + merged[ p ] = tmp[ p ]; + + } + + } + + return merged; + +} + +function cloneUniformsGroups( src ) { + + const dst = []; + + for ( let u = 0; u < src.length; u ++ ) { + + dst.push( src[ u ].clone() ); + + } + + return dst; + +} + +function getUnlitUniformColorSpace( renderer ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + if ( currentRenderTarget === null ) { + + // https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398 + return renderer.outputColorSpace; + + } + + // https://github.com/mrdoob/three.js/issues/27868 + if ( currentRenderTarget.isXRRenderTarget === true ) { + + return currentRenderTarget.texture.colorSpace; + + } + + return ColorManagement.workingColorSpace; + +} + +// Legacy + +const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms }; + +var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"; + +var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}"; + +class ShaderMaterial extends Material { + + static get type() { + + return 'ShaderMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isShaderMaterial = true; + + this.defines = {}; + this.uniforms = {}; + this.uniformsGroups = []; + + this.vertexShader = default_vertex; + this.fragmentShader = default_fragment; + + this.linewidth = 1; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.fog = false; // set to use scene fog + this.lights = false; // set to use scene lights + this.clipping = false; // set to use user-defined clipping planes + + this.forceSinglePass = true; + + this.extensions = { + clipCullDistance: false, // set to use vertex shader clipping + multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID + }; + + // When rendered geometry doesn't include these attributes but the material does, + // use these default values in WebGL. This avoids errors when buffer data is missing. + this.defaultAttributeValues = { + 'color': [ 1, 1, 1 ], + 'uv': [ 0, 0 ], + 'uv1': [ 0, 0 ] + }; + + this.index0AttributeName = undefined; + this.uniformsNeedUpdate = false; + + this.glslVersion = null; + + if ( parameters !== undefined ) { + + this.setValues( parameters ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = cloneUniforms( source.uniforms ); + this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); + + this.defines = Object.assign( {}, source.defines ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.fog = source.fog; + this.lights = source.lights; + this.clipping = source.clipping; + + this.extensions = Object.assign( {}, source.extensions ); + + this.glslVersion = source.glslVersion; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.glslVersion = this.glslVersion; + data.uniforms = {}; + + for ( const name in this.uniforms ) { + + const uniform = this.uniforms[ name ]; + const value = uniform.value; + + if ( value && value.isTexture ) { + + data.uniforms[ name ] = { + type: 't', + value: value.toJSON( meta ).uuid + }; + + } else if ( value && value.isColor ) { + + data.uniforms[ name ] = { + type: 'c', + value: value.getHex() + }; + + } else if ( value && value.isVector2 ) { + + data.uniforms[ name ] = { + type: 'v2', + value: value.toArray() + }; + + } else if ( value && value.isVector3 ) { + + data.uniforms[ name ] = { + type: 'v3', + value: value.toArray() + }; + + } else if ( value && value.isVector4 ) { + + data.uniforms[ name ] = { + type: 'v4', + value: value.toArray() + }; + + } else if ( value && value.isMatrix3 ) { + + data.uniforms[ name ] = { + type: 'm3', + value: value.toArray() + }; + + } else if ( value && value.isMatrix4 ) { + + data.uniforms[ name ] = { + type: 'm4', + value: value.toArray() + }; + + } else { + + data.uniforms[ name ] = { + value: value + }; + + // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far + + } + + } + + if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines; + + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + data.lights = this.lights; + data.clipping = this.clipping; + + const extensions = {}; + + for ( const key in this.extensions ) { + + if ( this.extensions[ key ] === true ) extensions[ key ] = true; + + } + + if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; + + return data; + + } + +} + +class Camera extends Object3D { + + constructor() { + + super(); + + this.isCamera = true; + + this.type = 'Camera'; + + this.matrixWorldInverse = new Matrix4(); + + this.projectionMatrix = new Matrix4(); + this.projectionMatrixInverse = new Matrix4(); + + this.coordinateSystem = WebGLCoordinateSystem; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + + this.projectionMatrix.copy( source.projectionMatrix ); + this.projectionMatrixInverse.copy( source.projectionMatrixInverse ); + + this.coordinateSystem = source.coordinateSystem; + + return this; + + } + + getWorldDirection( target ) { + + return super.getWorldDirection( target ).negate(); + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + updateWorldMatrix( updateParents, updateChildren ) { + + super.updateWorldMatrix( updateParents, updateChildren ); + + this.matrixWorldInverse.copy( this.matrixWorld ).invert(); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _v3$1 = /*@__PURE__*/ new Vector3(); +const _minTarget = /*@__PURE__*/ new Vector2(); +const _maxTarget = /*@__PURE__*/ new Vector2(); + + +class PerspectiveCamera extends Camera { + + constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) { + + super(); + + this.isPerspectiveCamera = true; + + this.type = 'PerspectiveCamera'; + + this.fov = fov; + this.zoom = 1; + + this.near = near; + this.far = far; + this.focus = 10; + + this.aspect = aspect; + this.view = null; + + this.filmGauge = 35; // width of the film (default in millimeters) + this.filmOffset = 0; // horizontal film offset (same unit as gauge) + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.fov = source.fov; + this.zoom = source.zoom; + + this.near = source.near; + this.far = source.far; + this.focus = source.focus; + + this.aspect = source.aspect; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + this.filmGauge = source.filmGauge; + this.filmOffset = source.filmOffset; + + return this; + + } + + /** + * Sets the FOV by focal length in respect to the current .filmGauge. + * + * The default film gauge is 35, so that the focal length can be specified for + * a 35mm (full frame) camera. + * + * Values for focal length and film gauge must have the same unit. + */ + setFocalLength( focalLength ) { + + /** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */ + const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength; + + this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope ); + this.updateProjectionMatrix(); + + } + + /** + * Calculates the focal length from the current .fov and .filmGauge. + */ + getFocalLength() { + + const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov ); + + return 0.5 * this.getFilmHeight() / vExtentSlope; + + } + + getEffectiveFOV() { + + return RAD2DEG * 2 * Math.atan( + Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom ); + + } + + getFilmWidth() { + + // film not completely covered in portrait format (aspect < 1) + return this.filmGauge * Math.min( this.aspect, 1 ); + + } + + getFilmHeight() { + + // film not completely covered in landscape format (aspect > 1) + return this.filmGauge / Math.max( this.aspect, 1 ); + + } + + /** + * Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction. + * Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle. + */ + getViewBounds( distance, minTarget, maxTarget ) { + + _v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); + + minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); + + _v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse ); + + maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z ); + + } + + /** + * Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction. + * Copies the result into the target Vector2, where x is width and y is height. + */ + getViewSize( distance, target ) { + + this.getViewBounds( distance, _minTarget, _maxTarget ); + + return target.subVectors( _maxTarget, _minTarget ); + + } + + /** + * Sets an offset in a larger frustum. This is useful for multi-window or + * multi-monitor/multi-machine setups. + * + * For example, if you have 3x2 monitors and each monitor is 1920x1080 and + * the monitors are in grid like this + * + * +---+---+---+ + * | A | B | C | + * +---+---+---+ + * | D | E | F | + * +---+---+---+ + * + * then for each monitor you would call it like this + * + * const w = 1920; + * const h = 1080; + * const fullWidth = w * 3; + * const fullHeight = h * 2; + * + * --A-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h ); + * --B-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h ); + * --C-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h ); + * --D-- + * camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h ); + * --E-- + * camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h ); + * --F-- + * camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h ); + * + * Note there is no reason monitors have to be the same size or in a grid. + */ + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + this.aspect = fullWidth / fullHeight; + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const near = this.near; + let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom; + let height = 2 * top; + let width = this.aspect * height; + let left = - 0.5 * width; + const view = this.view; + + if ( this.view !== null && this.view.enabled ) { + + const fullWidth = view.fullWidth, + fullHeight = view.fullHeight; + + left += view.offsetX * width / fullWidth; + top -= view.offsetY * height / fullHeight; + width *= view.width / fullWidth; + height *= view.height / fullHeight; + + } + + const skew = this.filmOffset; + if ( skew !== 0 ) left += near * skew / this.getFilmWidth(); + + this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.fov = this.fov; + data.object.zoom = this.zoom; + + data.object.near = this.near; + data.object.far = this.far; + data.object.focus = this.focus; + + data.object.aspect = this.aspect; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + data.object.filmGauge = this.filmGauge; + data.object.filmOffset = this.filmOffset; + + return data; + + } + +} + +const fov = - 90; // negative fov is not an error +const aspect = 1; + +class CubeCamera extends Object3D { + + constructor( near, far, renderTarget ) { + + super(); + + this.type = 'CubeCamera'; + + this.renderTarget = renderTarget; + this.coordinateSystem = null; + this.activeMipmapLevel = 0; + + const cameraPX = new PerspectiveCamera( fov, aspect, near, far ); + cameraPX.layers = this.layers; + this.add( cameraPX ); + + const cameraNX = new PerspectiveCamera( fov, aspect, near, far ); + cameraNX.layers = this.layers; + this.add( cameraNX ); + + const cameraPY = new PerspectiveCamera( fov, aspect, near, far ); + cameraPY.layers = this.layers; + this.add( cameraPY ); + + const cameraNY = new PerspectiveCamera( fov, aspect, near, far ); + cameraNY.layers = this.layers; + this.add( cameraNY ); + + const cameraPZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraPZ.layers = this.layers; + this.add( cameraPZ ); + + const cameraNZ = new PerspectiveCamera( fov, aspect, near, far ); + cameraNZ.layers = this.layers; + this.add( cameraNZ ); + + } + + updateCoordinateSystem() { + + const coordinateSystem = this.coordinateSystem; + + const cameras = this.children.concat(); + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras; + + for ( const camera of cameras ) this.remove( camera ); + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + cameraPX.up.set( 0, 1, 0 ); + cameraPX.lookAt( 1, 0, 0 ); + + cameraNX.up.set( 0, 1, 0 ); + cameraNX.lookAt( - 1, 0, 0 ); + + cameraPY.up.set( 0, 0, - 1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, 1 ); + cameraNY.lookAt( 0, - 1, 0 ); + + cameraPZ.up.set( 0, 1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, 1, 0 ); + cameraNZ.lookAt( 0, 0, - 1 ); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + cameraPX.up.set( 0, - 1, 0 ); + cameraPX.lookAt( - 1, 0, 0 ); + + cameraNX.up.set( 0, - 1, 0 ); + cameraNX.lookAt( 1, 0, 0 ); + + cameraPY.up.set( 0, 0, 1 ); + cameraPY.lookAt( 0, 1, 0 ); + + cameraNY.up.set( 0, 0, - 1 ); + cameraNY.lookAt( 0, - 1, 0 ); + + cameraPZ.up.set( 0, - 1, 0 ); + cameraPZ.lookAt( 0, 0, 1 ); + + cameraNZ.up.set( 0, - 1, 0 ); + cameraNZ.lookAt( 0, 0, - 1 ); + + } else { + + throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem ); + + } + + for ( const camera of cameras ) { + + this.add( camera ); + + camera.updateMatrixWorld(); + + } + + } + + update( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + const { renderTarget, activeMipmapLevel } = this; + + if ( this.coordinateSystem !== renderer.coordinateSystem ) { + + this.coordinateSystem = renderer.coordinateSystem; + + this.updateCoordinateSystem(); + + } + + const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children; + + const currentRenderTarget = renderer.getRenderTarget(); + const currentActiveCubeFace = renderer.getActiveCubeFace(); + const currentActiveMipmapLevel = renderer.getActiveMipmapLevel(); + + const currentXrEnabled = renderer.xr.enabled; + + renderer.xr.enabled = false; + + const generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.generateMipmaps = false; + + renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel ); + renderer.render( scene, cameraPX ); + + renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel ); + renderer.render( scene, cameraNX ); + + renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel ); + renderer.render( scene, cameraPY ); + + renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel ); + renderer.render( scene, cameraNY ); + + renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel ); + renderer.render( scene, cameraPZ ); + + // mipmaps are generated during the last call of render() + // at this point, all sides of the cube render target are defined + + renderTarget.texture.generateMipmaps = generateMipmaps; + + renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel ); + renderer.render( scene, cameraNZ ); + + renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel ); + + renderer.xr.enabled = currentXrEnabled; + + renderTarget.texture.needsPMREMUpdate = true; + + } + +} + +class CubeTexture extends Texture { + + constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : CubeReflectionMapping; + + super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isCubeTexture = true; + + this.flipY = false; + + } + + get images() { + + return this.image; + + } + + set images( value ) { + + this.image = value; + + } + +} + +class WebGLCubeRenderTarget extends WebGLRenderTarget { + + constructor( size = 1, options = {} ) { + + super( size, size, options ); + + this.isWebGLCubeRenderTarget = true; + + const image = { width: size, height: size, depth: 1 }; + const images = [ image, image, image, image, image, image ]; + + this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace ); + + // By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js) + // in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words, + // in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly. + + // three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped + // and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture + // as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures). + + this.texture.isRenderTargetTexture = true; + + this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false; + this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter; + + } + + fromEquirectangularTexture( renderer, texture ) { + + this.texture.type = texture.type; + this.texture.colorSpace = texture.colorSpace; + + this.texture.generateMipmaps = texture.generateMipmaps; + this.texture.minFilter = texture.minFilter; + this.texture.magFilter = texture.magFilter; + + const shader = { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: /* glsl */` + + varying vec3 vWorldDirection; + + vec3 transformDirection( in vec3 dir, in mat4 matrix ) { + + return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); + + } + + void main() { + + vWorldDirection = transformDirection( position, modelMatrix ); + + #include + #include + + } + `, + + fragmentShader: /* glsl */` + + uniform sampler2D tEquirect; + + varying vec3 vWorldDirection; + + #include + + void main() { + + vec3 direction = normalize( vWorldDirection ); + + vec2 sampleUV = equirectUv( direction ); + + gl_FragColor = texture2D( tEquirect, sampleUV ); + + } + ` + }; + + const geometry = new BoxGeometry( 5, 5, 5 ); + + const material = new ShaderMaterial( { + + name: 'CubemapFromEquirect', + + uniforms: cloneUniforms( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader, + side: BackSide, + blending: NoBlending + + } ); + + material.uniforms.tEquirect.value = texture; + + const mesh = new Mesh( geometry, material ); + + const currentMinFilter = texture.minFilter; + + // Avoid blurred poles + if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter; + + const camera = new CubeCamera( 1, 10, this ); + camera.update( renderer, mesh ); + + texture.minFilter = currentMinFilter; + + mesh.geometry.dispose(); + mesh.material.dispose(); + + return this; + + } + + clear( renderer, color, depth, stencil ) { + + const currentRenderTarget = renderer.getRenderTarget(); + + for ( let i = 0; i < 6; i ++ ) { + + renderer.setRenderTarget( this, i ); + + renderer.clear( color, depth, stencil ); + + } + + renderer.setRenderTarget( currentRenderTarget ); + + } + +} + +const _vector1 = /*@__PURE__*/ new Vector3(); +const _vector2 = /*@__PURE__*/ new Vector3(); +const _normalMatrix = /*@__PURE__*/ new Matrix3(); + +class Plane { + + constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) { + + this.isPlane = true; + + // normal is assumed to be normalized + + this.normal = normal; + this.constant = constant; + + } + + set( normal, constant ) { + + this.normal.copy( normal ); + this.constant = constant; + + return this; + + } + + setComponents( x, y, z, w ) { + + this.normal.set( x, y, z ); + this.constant = w; + + return this; + + } + + setFromNormalAndCoplanarPoint( normal, point ) { + + this.normal.copy( normal ); + this.constant = - point.dot( this.normal ); + + return this; + + } + + setFromCoplanarPoints( a, b, c ) { + + const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize(); + + // Q: should an error be thrown if normal is zero (e.g. degenerate plane)? + + this.setFromNormalAndCoplanarPoint( normal, a ); + + return this; + + } + + copy( plane ) { + + this.normal.copy( plane.normal ); + this.constant = plane.constant; + + return this; + + } + + normalize() { + + // Note: will lead to a divide by zero if the plane is invalid. + + const inverseNormalLength = 1.0 / this.normal.length(); + this.normal.multiplyScalar( inverseNormalLength ); + this.constant *= inverseNormalLength; + + return this; + + } + + negate() { + + this.constant *= - 1; + this.normal.negate(); + + return this; + + } + + distanceToPoint( point ) { + + return this.normal.dot( point ) + this.constant; + + } + + distanceToSphere( sphere ) { + + return this.distanceToPoint( sphere.center ) - sphere.radius; + + } + + projectPoint( point, target ) { + + return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) ); + + } + + intersectLine( line, target ) { + + const direction = line.delta( _vector1 ); + + const denominator = this.normal.dot( direction ); + + if ( denominator === 0 ) { + + // line is coplanar, return origin + if ( this.distanceToPoint( line.start ) === 0 ) { + + return target.copy( line.start ); + + } + + // Unsure if this is the correct method to handle this case. + return null; + + } + + const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator; + + if ( t < 0 || t > 1 ) { + + return null; + + } + + return target.copy( line.start ).addScaledVector( direction, t ); + + } + + intersectsLine( line ) { + + // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it. + + const startSign = this.distanceToPoint( line.start ); + const endSign = this.distanceToPoint( line.end ); + + return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 ); + + } + + intersectsBox( box ) { + + return box.intersectsPlane( this ); + + } + + intersectsSphere( sphere ) { + + return sphere.intersectsPlane( this ); + + } + + coplanarPoint( target ) { + + return target.copy( this.normal ).multiplyScalar( - this.constant ); + + } + + applyMatrix4( matrix, optionalNormalMatrix ) { + + const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix ); + + const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix ); + + const normal = this.normal.applyMatrix3( normalMatrix ).normalize(); + + this.constant = - referencePoint.dot( normal ); + + return this; + + } + + translate( offset ) { + + this.constant -= offset.dot( this.normal ); + + return this; + + } + + equals( plane ) { + + return plane.normal.equals( this.normal ) && ( plane.constant === this.constant ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _sphere$5 = /*@__PURE__*/ new Sphere(); +const _vector$7 = /*@__PURE__*/ new Vector3(); + +class Frustum { + + constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) { + + this.planes = [ p0, p1, p2, p3, p4, p5 ]; + + } + + set( p0, p1, p2, p3, p4, p5 ) { + + const planes = this.planes; + + planes[ 0 ].copy( p0 ); + planes[ 1 ].copy( p1 ); + planes[ 2 ].copy( p2 ); + planes[ 3 ].copy( p3 ); + planes[ 4 ].copy( p4 ); + planes[ 5 ].copy( p5 ); + + return this; + + } + + copy( frustum ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + planes[ i ].copy( frustum.planes[ i ] ); + + } + + return this; + + } + + setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) { + + const planes = this.planes; + const me = m.elements; + const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ]; + const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ]; + const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ]; + const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ]; + + planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize(); + planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize(); + planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize(); + planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize(); + planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize(); + + if ( coordinateSystem === WebGLCoordinateSystem ) { + + planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize(); + + } else if ( coordinateSystem === WebGPUCoordinateSystem ) { + + planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize(); + + } else { + + throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem ); + + } + + return this; + + } + + intersectsObject( object ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + + _sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } else { + + const geometry = object.geometry; + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld ); + + } + + return this.intersectsSphere( _sphere$5 ); + + } + + intersectsSprite( sprite ) { + + _sphere$5.center.set( 0, 0, 0 ); + _sphere$5.radius = 0.7071067811865476; + _sphere$5.applyMatrix4( sprite.matrixWorld ); + + return this.intersectsSphere( _sphere$5 ); + + } + + intersectsSphere( sphere ) { + + const planes = this.planes; + const center = sphere.center; + const negRadius = - sphere.radius; + + for ( let i = 0; i < 6; i ++ ) { + + const distance = planes[ i ].distanceToPoint( center ); + + if ( distance < negRadius ) { + + return false; + + } + + } + + return true; + + } + + intersectsBox( box ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + const plane = planes[ i ]; + + // corner at max distance + + _vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x; + _vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y; + _vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z; + + if ( plane.distanceToPoint( _vector$7 ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + containsPoint( point ) { + + const planes = this.planes; + + for ( let i = 0; i < 6; i ++ ) { + + if ( planes[ i ].distanceToPoint( point ) < 0 ) { + + return false; + + } + + } + + return true; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +function WebGLAnimation() { + + let context = null; + let isAnimating = false; + let animationLoop = null; + let requestId = null; + + function onAnimationFrame( time, frame ) { + + animationLoop( time, frame ); + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + } + + return { + + start: function () { + + if ( isAnimating === true ) return; + if ( animationLoop === null ) return; + + requestId = context.requestAnimationFrame( onAnimationFrame ); + + isAnimating = true; + + }, + + stop: function () { + + context.cancelAnimationFrame( requestId ); + + isAnimating = false; + + }, + + setAnimationLoop: function ( callback ) { + + animationLoop = callback; + + }, + + setContext: function ( value ) { + + context = value; + + } + + }; + +} + +function WebGLAttributes( gl ) { + + const buffers = new WeakMap(); + + function createBuffer( attribute, bufferType ) { + + const array = attribute.array; + const usage = attribute.usage; + const size = array.byteLength; + + const buffer = gl.createBuffer(); + + gl.bindBuffer( bufferType, buffer ); + gl.bufferData( bufferType, array, usage ); + + attribute.onUploadCallback(); + + let type; + + if ( array instanceof Float32Array ) { + + type = gl.FLOAT; + + } else if ( array instanceof Uint16Array ) { + + if ( attribute.isFloat16BufferAttribute ) { + + type = gl.HALF_FLOAT; + + } else { + + type = gl.UNSIGNED_SHORT; + + } + + } else if ( array instanceof Int16Array ) { + + type = gl.SHORT; + + } else if ( array instanceof Uint32Array ) { + + type = gl.UNSIGNED_INT; + + } else if ( array instanceof Int32Array ) { + + type = gl.INT; + + } else if ( array instanceof Int8Array ) { + + type = gl.BYTE; + + } else if ( array instanceof Uint8Array ) { + + type = gl.UNSIGNED_BYTE; + + } else if ( array instanceof Uint8ClampedArray ) { + + type = gl.UNSIGNED_BYTE; + + } else { + + throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array ); + + } + + return { + buffer: buffer, + type: type, + bytesPerElement: array.BYTES_PER_ELEMENT, + version: attribute.version, + size: size + }; + + } + + function updateBuffer( buffer, attribute, bufferType ) { + + const array = attribute.array; + const updateRanges = attribute.updateRanges; + + gl.bindBuffer( bufferType, buffer ); + + if ( updateRanges.length === 0 ) { + + // Not using update ranges + gl.bufferSubData( bufferType, 0, array ); + + } else { + + // Before applying update ranges, we merge any adjacent / overlapping + // ranges to reduce load on `gl.bufferSubData`. Empirically, this has led + // to performance improvements for applications which make heavy use of + // update ranges. Likely due to GPU command overhead. + // + // Note that to reduce garbage collection between frames, we merge the + // update ranges in-place. This is safe because this method will clear the + // update ranges once updated. + + updateRanges.sort( ( a, b ) => a.start - b.start ); + + // To merge the update ranges in-place, we work from left to right in the + // existing updateRanges array, merging ranges. This may result in a final + // array which is smaller than the original. This index tracks the last + // index representing a merged range, any data after this index can be + // trimmed once the merge algorithm is completed. + let mergeIndex = 0; + + for ( let i = 1; i < updateRanges.length; i ++ ) { + + const previousRange = updateRanges[ mergeIndex ]; + const range = updateRanges[ i ]; + + // We add one here to merge adjacent ranges. This is safe because ranges + // operate over positive integers. + if ( range.start <= previousRange.start + previousRange.count + 1 ) { + + previousRange.count = Math.max( + previousRange.count, + range.start + range.count - previousRange.start + ); + + } else { + + ++ mergeIndex; + updateRanges[ mergeIndex ] = range; + + } + + } + + // Trim the array to only contain the merged ranges. + updateRanges.length = mergeIndex + 1; + + for ( let i = 0, l = updateRanges.length; i < l; i ++ ) { + + const range = updateRanges[ i ]; + + gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT, + array, range.start, range.count ); + + } + + attribute.clearUpdateRanges(); + + } + + attribute.onUploadCallback(); + + } + + // + + function get( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + return buffers.get( attribute ); + + } + + function remove( attribute ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + const data = buffers.get( attribute ); + + if ( data ) { + + gl.deleteBuffer( data.buffer ); + + buffers.delete( attribute ); + + } + + } + + function update( attribute, bufferType ) { + + if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data; + + if ( attribute.isGLBufferAttribute ) { + + const cached = buffers.get( attribute ); + + if ( ! cached || cached.version < attribute.version ) { + + buffers.set( attribute, { + buffer: attribute.buffer, + type: attribute.type, + bytesPerElement: attribute.elementSize, + version: attribute.version + } ); + + } + + return; + + } + + const data = buffers.get( attribute ); + + if ( data === undefined ) { + + buffers.set( attribute, createBuffer( attribute, bufferType ) ); + + } else if ( data.version < attribute.version ) { + + if ( data.size !== attribute.array.byteLength ) { + + throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' ); + + } + + updateBuffer( data.buffer, attribute, bufferType ); + + data.version = attribute.version; + + } + + } + + return { + + get: get, + remove: remove, + update: update + + }; + +} + +class PlaneGeometry extends BufferGeometry { + + constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) { + + super(); + + this.type = 'PlaneGeometry'; + + this.parameters = { + width: width, + height: height, + widthSegments: widthSegments, + heightSegments: heightSegments + }; + + const width_half = width / 2; + const height_half = height / 2; + + const gridX = Math.floor( widthSegments ); + const gridY = Math.floor( heightSegments ); + + const gridX1 = gridX + 1; + const gridY1 = gridY + 1; + + const segment_width = width / gridX; + const segment_height = height / gridY; + + // + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + for ( let iy = 0; iy < gridY1; iy ++ ) { + + const y = iy * segment_height - height_half; + + for ( let ix = 0; ix < gridX1; ix ++ ) { + + const x = ix * segment_width - width_half; + + vertices.push( x, - y, 0 ); + + normals.push( 0, 0, 1 ); + + uvs.push( ix / gridX ); + uvs.push( 1 - ( iy / gridY ) ); + + } + + } + + for ( let iy = 0; iy < gridY; iy ++ ) { + + for ( let ix = 0; ix < gridX; ix ++ ) { + + const a = ix + gridX1 * iy; + const b = ix + gridX1 * ( iy + 1 ); + const c = ( ix + 1 ) + gridX1 * ( iy + 1 ); + const d = ( ix + 1 ) + gridX1 * iy; + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments ); + + } + +} + +var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif"; + +var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif"; + +var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif"; + +var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif"; + +var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif"; + +var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif"; + +var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif"; + +var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif"; + +var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif"; + +var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif"; + +var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif"; + +var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated"; + +var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif"; + +var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif"; + +var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif"; + +var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif"; + +var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif"; + +var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif"; + +var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif"; + +var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif"; + +var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec3 vColor;\n#endif"; + +var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif"; + +var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated"; + +var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif"; + +var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif"; + +var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif"; + +var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif"; + +var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif"; + +var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif"; + +var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );"; + +var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}"; + +var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif"; + +var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif"; + +var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif"; + +var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif"; + +var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif"; + +var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif"; + +var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif"; + +var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif"; + +var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif"; + +var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}"; + +var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif"; + +var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;"; + +var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert"; + +var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif"; + +var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif"; + +var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;"; + +var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon"; + +var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;"; + +var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong"; + +var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif"; + +var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}"; + +var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif"; + +var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif"; + +var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif"; + +var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif"; + +var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif"; + +var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif"; + +var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif"; + +var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif"; + +var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif"; + +var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif"; + +var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif"; + +var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif"; + +var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif"; + +var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif"; + +var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; + +var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif"; + +var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif"; + +var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;"; + +var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif"; + +var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif"; + +var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif"; + +var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif"; + +var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif"; + +var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif"; + +var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif"; + +var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif"; + +var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );"; + +var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}"; + +var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif"; + +var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;"; + +var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif"; + +var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif"; + +var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif"; + +var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif"; + +var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif"; + +var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif"; + +var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif"; + +var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}"; + +var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif"; + +var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif"; + +var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif"; + +var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif"; + +var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif"; + +var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif"; + +var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif"; + +var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }"; + +var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif"; + +var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t\n\t\t#else\n\t\t\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif"; + +var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif"; + +var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif"; + +var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif"; + +const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}"; + +const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$g = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}"; + +const vertex$f = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}"; + +const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}"; + +const vertex$e = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}"; + +const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}"; + +const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvWorldPosition = worldPosition.xyz;\n}"; + +const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}"; + +const vertex$c = "varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}"; + +const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}"; + +const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$a = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}"; + +const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}"; + +const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}"; + +const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}"; + +const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$3 = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const vertex$2 = "#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include \n\t#include \n\t#include \n}"; + +const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}"; + +const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"; + +const ShaderChunk = { + alphahash_fragment: alphahash_fragment, + alphahash_pars_fragment: alphahash_pars_fragment, + alphamap_fragment: alphamap_fragment, + alphamap_pars_fragment: alphamap_pars_fragment, + alphatest_fragment: alphatest_fragment, + alphatest_pars_fragment: alphatest_pars_fragment, + aomap_fragment: aomap_fragment, + aomap_pars_fragment: aomap_pars_fragment, + batching_pars_vertex: batching_pars_vertex, + batching_vertex: batching_vertex, + begin_vertex: begin_vertex, + beginnormal_vertex: beginnormal_vertex, + bsdfs: bsdfs, + iridescence_fragment: iridescence_fragment, + bumpmap_pars_fragment: bumpmap_pars_fragment, + clipping_planes_fragment: clipping_planes_fragment, + clipping_planes_pars_fragment: clipping_planes_pars_fragment, + clipping_planes_pars_vertex: clipping_planes_pars_vertex, + clipping_planes_vertex: clipping_planes_vertex, + color_fragment: color_fragment, + color_pars_fragment: color_pars_fragment, + color_pars_vertex: color_pars_vertex, + color_vertex: color_vertex, + common: common, + cube_uv_reflection_fragment: cube_uv_reflection_fragment, + defaultnormal_vertex: defaultnormal_vertex, + displacementmap_pars_vertex: displacementmap_pars_vertex, + displacementmap_vertex: displacementmap_vertex, + emissivemap_fragment: emissivemap_fragment, + emissivemap_pars_fragment: emissivemap_pars_fragment, + colorspace_fragment: colorspace_fragment, + colorspace_pars_fragment: colorspace_pars_fragment, + envmap_fragment: envmap_fragment, + envmap_common_pars_fragment: envmap_common_pars_fragment, + envmap_pars_fragment: envmap_pars_fragment, + envmap_pars_vertex: envmap_pars_vertex, + envmap_physical_pars_fragment: envmap_physical_pars_fragment, + envmap_vertex: envmap_vertex, + fog_vertex: fog_vertex, + fog_pars_vertex: fog_pars_vertex, + fog_fragment: fog_fragment, + fog_pars_fragment: fog_pars_fragment, + gradientmap_pars_fragment: gradientmap_pars_fragment, + lightmap_pars_fragment: lightmap_pars_fragment, + lights_lambert_fragment: lights_lambert_fragment, + lights_lambert_pars_fragment: lights_lambert_pars_fragment, + lights_pars_begin: lights_pars_begin, + lights_toon_fragment: lights_toon_fragment, + lights_toon_pars_fragment: lights_toon_pars_fragment, + lights_phong_fragment: lights_phong_fragment, + lights_phong_pars_fragment: lights_phong_pars_fragment, + lights_physical_fragment: lights_physical_fragment, + lights_physical_pars_fragment: lights_physical_pars_fragment, + lights_fragment_begin: lights_fragment_begin, + lights_fragment_maps: lights_fragment_maps, + lights_fragment_end: lights_fragment_end, + logdepthbuf_fragment: logdepthbuf_fragment, + logdepthbuf_pars_fragment: logdepthbuf_pars_fragment, + logdepthbuf_pars_vertex: logdepthbuf_pars_vertex, + logdepthbuf_vertex: logdepthbuf_vertex, + map_fragment: map_fragment, + map_pars_fragment: map_pars_fragment, + map_particle_fragment: map_particle_fragment, + map_particle_pars_fragment: map_particle_pars_fragment, + metalnessmap_fragment: metalnessmap_fragment, + metalnessmap_pars_fragment: metalnessmap_pars_fragment, + morphinstance_vertex: morphinstance_vertex, + morphcolor_vertex: morphcolor_vertex, + morphnormal_vertex: morphnormal_vertex, + morphtarget_pars_vertex: morphtarget_pars_vertex, + morphtarget_vertex: morphtarget_vertex, + normal_fragment_begin: normal_fragment_begin, + normal_fragment_maps: normal_fragment_maps, + normal_pars_fragment: normal_pars_fragment, + normal_pars_vertex: normal_pars_vertex, + normal_vertex: normal_vertex, + normalmap_pars_fragment: normalmap_pars_fragment, + clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin, + clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps, + clearcoat_pars_fragment: clearcoat_pars_fragment, + iridescence_pars_fragment: iridescence_pars_fragment, + opaque_fragment: opaque_fragment, + packing: packing, + premultiplied_alpha_fragment: premultiplied_alpha_fragment, + project_vertex: project_vertex, + dithering_fragment: dithering_fragment, + dithering_pars_fragment: dithering_pars_fragment, + roughnessmap_fragment: roughnessmap_fragment, + roughnessmap_pars_fragment: roughnessmap_pars_fragment, + shadowmap_pars_fragment: shadowmap_pars_fragment, + shadowmap_pars_vertex: shadowmap_pars_vertex, + shadowmap_vertex: shadowmap_vertex, + shadowmask_pars_fragment: shadowmask_pars_fragment, + skinbase_vertex: skinbase_vertex, + skinning_pars_vertex: skinning_pars_vertex, + skinning_vertex: skinning_vertex, + skinnormal_vertex: skinnormal_vertex, + specularmap_fragment: specularmap_fragment, + specularmap_pars_fragment: specularmap_pars_fragment, + tonemapping_fragment: tonemapping_fragment, + tonemapping_pars_fragment: tonemapping_pars_fragment, + transmission_fragment: transmission_fragment, + transmission_pars_fragment: transmission_pars_fragment, + uv_pars_fragment: uv_pars_fragment, + uv_pars_vertex: uv_pars_vertex, + uv_vertex: uv_vertex, + worldpos_vertex: worldpos_vertex, + + background_vert: vertex$h, + background_frag: fragment$h, + backgroundCube_vert: vertex$g, + backgroundCube_frag: fragment$g, + cube_vert: vertex$f, + cube_frag: fragment$f, + depth_vert: vertex$e, + depth_frag: fragment$e, + distanceRGBA_vert: vertex$d, + distanceRGBA_frag: fragment$d, + equirect_vert: vertex$c, + equirect_frag: fragment$c, + linedashed_vert: vertex$b, + linedashed_frag: fragment$b, + meshbasic_vert: vertex$a, + meshbasic_frag: fragment$a, + meshlambert_vert: vertex$9, + meshlambert_frag: fragment$9, + meshmatcap_vert: vertex$8, + meshmatcap_frag: fragment$8, + meshnormal_vert: vertex$7, + meshnormal_frag: fragment$7, + meshphong_vert: vertex$6, + meshphong_frag: fragment$6, + meshphysical_vert: vertex$5, + meshphysical_frag: fragment$5, + meshtoon_vert: vertex$4, + meshtoon_frag: fragment$4, + points_vert: vertex$3, + points_frag: fragment$3, + shadow_vert: vertex$2, + shadow_frag: fragment$2, + sprite_vert: vertex$1, + sprite_frag: fragment$1 +}; + +/** + * Uniforms library for shared webgl shaders + */ + +const UniformsLib = { + + common: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + + alphaTest: { value: 0 } + + }, + + specularmap: { + + specularMap: { value: null }, + specularMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + envmap: { + + envMap: { value: null }, + envMapRotation: { value: /*@__PURE__*/ new Matrix3() }, + flipEnvMap: { value: - 1 }, + reflectivity: { value: 1.0 }, // basic, lambert, phong + ior: { value: 1.5 }, // physical + refractionRatio: { value: 0.98 }, // basic, lambert, phong + + }, + + aomap: { + + aoMap: { value: null }, + aoMapIntensity: { value: 1 }, + aoMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + lightmap: { + + lightMap: { value: null }, + lightMapIntensity: { value: 1 }, + lightMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + bumpmap: { + + bumpMap: { value: null }, + bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + bumpScale: { value: 1 } + + }, + + normalmap: { + + normalMap: { value: null }, + normalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) } + + }, + + displacementmap: { + + displacementMap: { value: null }, + displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + displacementScale: { value: 1 }, + displacementBias: { value: 0 } + + }, + + emissivemap: { + + emissiveMap: { value: null }, + emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + metalnessmap: { + + metalnessMap: { value: null }, + metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + roughnessmap: { + + roughnessMap: { value: null }, + roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + gradientmap: { + + gradientMap: { value: null } + + }, + + fog: { + + fogDensity: { value: 0.00025 }, + fogNear: { value: 1 }, + fogFar: { value: 2000 }, + fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) } + + }, + + lights: { + + ambientLightColor: { value: [] }, + + lightProbe: { value: [] }, + + directionalLights: { value: [], properties: { + direction: {}, + color: {} + } }, + + directionalLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + directionalShadowMap: { value: [] }, + directionalShadowMatrix: { value: [] }, + + spotLights: { value: [], properties: { + color: {}, + position: {}, + direction: {}, + distance: {}, + coneCos: {}, + penumbraCos: {}, + decay: {} + } }, + + spotLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {} + } }, + + spotLightMap: { value: [] }, + spotShadowMap: { value: [] }, + spotLightMatrix: { value: [] }, + + pointLights: { value: [], properties: { + color: {}, + position: {}, + decay: {}, + distance: {} + } }, + + pointLightShadows: { value: [], properties: { + shadowIntensity: 1, + shadowBias: {}, + shadowNormalBias: {}, + shadowRadius: {}, + shadowMapSize: {}, + shadowCameraNear: {}, + shadowCameraFar: {} + } }, + + pointShadowMap: { value: [] }, + pointShadowMatrix: { value: [] }, + + hemisphereLights: { value: [], properties: { + direction: {}, + skyColor: {}, + groundColor: {} + } }, + + // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {} + } }, + + ltc_1: { value: null }, + ltc_2: { value: null } + + }, + + points: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + size: { value: 1.0 }, + scale: { value: 1.0 }, + map: { value: null }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 }, + uvTransform: { value: /*@__PURE__*/ new Matrix3() } + + }, + + sprite: { + + diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) }, + opacity: { value: 1.0 }, + center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) }, + rotation: { value: 0.0 }, + map: { value: null }, + mapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaMap: { value: null }, + alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + alphaTest: { value: 0 } + + } + +}; + +const ShaderLib = { + + basic: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.meshbasic_vert, + fragmentShader: ShaderChunk.meshbasic_frag + + }, + + lambert: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshlambert_vert, + fragmentShader: ShaderChunk.meshlambert_frag + + }, + + phong: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.specularmap, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specular: { value: /*@__PURE__*/ new Color( 0x111111 ) }, + shininess: { value: 30 } + } + ] ), + + vertexShader: ShaderChunk.meshphong_vert, + fragmentShader: ShaderChunk.meshphong_frag + + }, + + standard: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.envmap, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.roughnessmap, + UniformsLib.metalnessmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + roughness: { value: 1.0 }, + metalness: { value: 0.0 }, + envMapIntensity: { value: 1 } + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + + }, + + toon: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.aomap, + UniformsLib.lightmap, + UniformsLib.emissivemap, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.gradientmap, + UniformsLib.fog, + UniformsLib.lights, + { + emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) } + } + ] ), + + vertexShader: ShaderChunk.meshtoon_vert, + fragmentShader: ShaderChunk.meshtoon_frag + + }, + + matcap: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + UniformsLib.fog, + { + matcap: { value: null } + } + ] ), + + vertexShader: ShaderChunk.meshmatcap_vert, + fragmentShader: ShaderChunk.meshmatcap_frag + + }, + + points: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.points, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.points_vert, + fragmentShader: ShaderChunk.points_frag + + }, + + dashed: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.fog, + { + scale: { value: 1 }, + dashSize: { value: 1 }, + totalSize: { value: 2 } + } + ] ), + + vertexShader: ShaderChunk.linedashed_vert, + fragmentShader: ShaderChunk.linedashed_frag + + }, + + depth: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap + ] ), + + vertexShader: ShaderChunk.depth_vert, + fragmentShader: ShaderChunk.depth_frag + + }, + + normal: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.bumpmap, + UniformsLib.normalmap, + UniformsLib.displacementmap, + { + opacity: { value: 1.0 } + } + ] ), + + vertexShader: ShaderChunk.meshnormal_vert, + fragmentShader: ShaderChunk.meshnormal_frag + + }, + + sprite: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.sprite, + UniformsLib.fog + ] ), + + vertexShader: ShaderChunk.sprite_vert, + fragmentShader: ShaderChunk.sprite_frag + + }, + + background: { + + uniforms: { + uvTransform: { value: /*@__PURE__*/ new Matrix3() }, + t2D: { value: null }, + backgroundIntensity: { value: 1 } + }, + + vertexShader: ShaderChunk.background_vert, + fragmentShader: ShaderChunk.background_frag + + }, + + backgroundCube: { + + uniforms: { + envMap: { value: null }, + flipEnvMap: { value: - 1 }, + backgroundBlurriness: { value: 0 }, + backgroundIntensity: { value: 1 }, + backgroundRotation: { value: /*@__PURE__*/ new Matrix3() } + }, + + vertexShader: ShaderChunk.backgroundCube_vert, + fragmentShader: ShaderChunk.backgroundCube_frag + + }, + + cube: { + + uniforms: { + tCube: { value: null }, + tFlip: { value: - 1 }, + opacity: { value: 1.0 } + }, + + vertexShader: ShaderChunk.cube_vert, + fragmentShader: ShaderChunk.cube_frag + + }, + + equirect: { + + uniforms: { + tEquirect: { value: null }, + }, + + vertexShader: ShaderChunk.equirect_vert, + fragmentShader: ShaderChunk.equirect_frag + + }, + + distanceRGBA: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.common, + UniformsLib.displacementmap, + { + referencePosition: { value: /*@__PURE__*/ new Vector3() }, + nearDistance: { value: 1 }, + farDistance: { value: 1000 } + } + ] ), + + vertexShader: ShaderChunk.distanceRGBA_vert, + fragmentShader: ShaderChunk.distanceRGBA_frag + + }, + + shadow: { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + UniformsLib.lights, + UniformsLib.fog, + { + color: { value: /*@__PURE__*/ new Color( 0x00000 ) }, + opacity: { value: 1.0 } + }, + ] ), + + vertexShader: ShaderChunk.shadow_vert, + fragmentShader: ShaderChunk.shadow_frag + + } + +}; + +ShaderLib.physical = { + + uniforms: /*@__PURE__*/ mergeUniforms( [ + ShaderLib.standard.uniforms, + { + clearcoat: { value: 0 }, + clearcoatMap: { value: null }, + clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalMap: { value: null }, + clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }, + clearcoatRoughness: { value: 0 }, + clearcoatRoughnessMap: { value: null }, + clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + dispersion: { value: 0 }, + iridescence: { value: 0 }, + iridescenceMap: { value: null }, + iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + iridescenceIOR: { value: 1.3 }, + iridescenceThicknessMinimum: { value: 100 }, + iridescenceThicknessMaximum: { value: 400 }, + iridescenceThicknessMap: { value: null }, + iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheen: { value: 0 }, + sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + sheenColorMap: { value: null }, + sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + sheenRoughness: { value: 1 }, + sheenRoughnessMap: { value: null }, + sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmission: { value: 0 }, + transmissionMap: { value: null }, + transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() }, + transmissionSamplerMap: { value: null }, + thickness: { value: 0 }, + thicknessMap: { value: null }, + thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + attenuationDistance: { value: 0 }, + attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) }, + specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) }, + specularColorMap: { value: null }, + specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + specularIntensity: { value: 1 }, + specularIntensityMap: { value: null }, + specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + anisotropyVector: { value: /*@__PURE__*/ new Vector2() }, + anisotropyMap: { value: null }, + anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }, + } + ] ), + + vertexShader: ShaderChunk.meshphysical_vert, + fragmentShader: ShaderChunk.meshphysical_frag + +}; + +const _rgb = { r: 0, b: 0, g: 0 }; +const _e1$1 = /*@__PURE__*/ new Euler(); +const _m1$1 = /*@__PURE__*/ new Matrix4(); + +function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) { + + const clearColor = new Color( 0x000000 ); + let clearAlpha = alpha === true ? 0 : 1; + + let planeMesh; + let boxMesh; + + let currentBackground = null; + let currentBackgroundVersion = 0; + let currentTonemapping = null; + + function getBackground( scene ) { + + let background = scene.isScene === true ? scene.background : null; + + if ( background && background.isTexture ) { + + const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background + background = ( usePMREM ? cubeuvmaps : cubemaps ).get( background ); + + } + + return background; + + } + + function render( scene ) { + + let forceClear = false; + const background = getBackground( scene ); + + if ( background === null ) { + + setClear( clearColor, clearAlpha ); + + } else if ( background && background.isColor ) { + + setClear( background, 1 ); + forceClear = true; + + } + + const environmentBlendMode = renderer.xr.getEnvironmentBlendMode(); + + if ( environmentBlendMode === 'additive' ) { + + state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha ); + + } else if ( environmentBlendMode === 'alpha-blend' ) { + + state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha ); + + } + + if ( renderer.autoClear || forceClear ) { + + // buffers might not be writable which is required to ensure a correct clear + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil ); + + } + + } + + function addToRenderList( renderList, scene ) { + + const background = getBackground( scene ); + + if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) { + + if ( boxMesh === undefined ) { + + boxMesh = new Mesh( + new BoxGeometry( 1, 1, 1 ), + new ShaderMaterial( { + name: 'BackgroundCubeMaterial', + uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ), + vertexShader: ShaderLib.backgroundCube.vertexShader, + fragmentShader: ShaderLib.backgroundCube.fragmentShader, + side: BackSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + boxMesh.geometry.deleteAttribute( 'normal' ); + boxMesh.geometry.deleteAttribute( 'uv' ); + + boxMesh.onBeforeRender = function ( renderer, scene, camera ) { + + this.matrixWorld.copyPosition( camera.matrixWorld ); + + }; + + // add "envMap" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( boxMesh.material, 'envMap', { + + get: function () { + + return this.uniforms.envMap.value; + + } + + } ); + + objects.update( boxMesh ); + + } + + _e1$1.copy( scene.backgroundRotation ); + + // accommodate left-handed frame + _e1$1.x *= - 1; _e1$1.y *= - 1; _e1$1.z *= - 1; + + if ( background.isCubeTexture && background.isRenderTargetTexture === false ) { + + // environment maps which are not cube render targets or PMREMs follow a different convention + _e1$1.y *= - 1; + _e1$1.z *= - 1; + + } + + boxMesh.material.uniforms.envMap.value = background; + boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1; + boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness; + boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) ); + boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + boxMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + boxMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null ); + + } else if ( background && background.isTexture ) { + + if ( planeMesh === undefined ) { + + planeMesh = new Mesh( + new PlaneGeometry( 2, 2 ), + new ShaderMaterial( { + name: 'BackgroundMaterial', + uniforms: cloneUniforms( ShaderLib.background.uniforms ), + vertexShader: ShaderLib.background.vertexShader, + fragmentShader: ShaderLib.background.fragmentShader, + side: FrontSide, + depthTest: false, + depthWrite: false, + fog: false + } ) + ); + + planeMesh.geometry.deleteAttribute( 'normal' ); + + // add "map" material property so the renderer can evaluate it like for built-in materials + Object.defineProperty( planeMesh.material, 'map', { + + get: function () { + + return this.uniforms.t2D.value; + + } + + } ); + + objects.update( planeMesh ); + + } + + planeMesh.material.uniforms.t2D.value = background; + planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity; + planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer; + + if ( background.matrixAutoUpdate === true ) { + + background.updateMatrix(); + + } + + planeMesh.material.uniforms.uvTransform.value.copy( background.matrix ); + + if ( currentBackground !== background || + currentBackgroundVersion !== background.version || + currentTonemapping !== renderer.toneMapping ) { + + planeMesh.material.needsUpdate = true; + + currentBackground = background; + currentBackgroundVersion = background.version; + currentTonemapping = renderer.toneMapping; + + } + + planeMesh.layers.enableAll(); + + // push to the pre-sorted opaque render list + renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null ); + + } + + } + + function setClear( color, alpha ) { + + color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) ); + + state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha ); + + } + + return { + + getClearColor: function () { + + return clearColor; + + }, + setClearColor: function ( color, alpha = 1 ) { + + clearColor.set( color ); + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + getClearAlpha: function () { + + return clearAlpha; + + }, + setClearAlpha: function ( alpha ) { + + clearAlpha = alpha; + setClear( clearColor, clearAlpha ); + + }, + render: render, + addToRenderList: addToRenderList + + }; + +} + +function WebGLBindingStates( gl, attributes ) { + + const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + + const bindingStates = {}; + + const defaultState = createBindingState( null ); + let currentState = defaultState; + let forceUpdate = false; + + function setup( object, material, program, geometry, index ) { + + let updateBuffers = false; + + const state = getBindingState( geometry, program, material ); + + if ( currentState !== state ) { + + currentState = state; + bindVertexArrayObject( currentState.object ); + + } + + updateBuffers = needsUpdate( object, geometry, program, index ); + + if ( updateBuffers ) saveCache( object, geometry, program, index ); + + if ( index !== null ) { + + attributes.update( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + if ( updateBuffers || forceUpdate ) { + + forceUpdate = false; + + setupVertexAttributes( object, material, program, geometry ); + + if ( index !== null ) { + + gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer ); + + } + + } + + } + + function createVertexArrayObject() { + + return gl.createVertexArray(); + + } + + function bindVertexArrayObject( vao ) { + + return gl.bindVertexArray( vao ); + + } + + function deleteVertexArrayObject( vao ) { + + return gl.deleteVertexArray( vao ); + + } + + function getBindingState( geometry, program, material ) { + + const wireframe = ( material.wireframe === true ); + + let programMap = bindingStates[ geometry.id ]; + + if ( programMap === undefined ) { + + programMap = {}; + bindingStates[ geometry.id ] = programMap; + + } + + let stateMap = programMap[ program.id ]; + + if ( stateMap === undefined ) { + + stateMap = {}; + programMap[ program.id ] = stateMap; + + } + + let state = stateMap[ wireframe ]; + + if ( state === undefined ) { + + state = createBindingState( createVertexArrayObject() ); + stateMap[ wireframe ] = state; + + } + + return state; + + } + + function createBindingState( vao ) { + + const newAttributes = []; + const enabledAttributes = []; + const attributeDivisors = []; + + for ( let i = 0; i < maxVertexAttributes; i ++ ) { + + newAttributes[ i ] = 0; + enabledAttributes[ i ] = 0; + attributeDivisors[ i ] = 0; + + } + + return { + + // for backward compatibility on non-VAO support browser + geometry: null, + program: null, + wireframe: false, + + newAttributes: newAttributes, + enabledAttributes: enabledAttributes, + attributeDivisors: attributeDivisors, + object: vao, + attributes: {}, + index: null + + }; + + } + + function needsUpdate( object, geometry, program, index ) { + + const cachedAttributes = currentState.attributes; + const geometryAttributes = geometry.attributes; + + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + const cachedAttribute = cachedAttributes[ name ]; + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( cachedAttribute === undefined ) return true; + + if ( cachedAttribute.attribute !== geometryAttribute ) return true; + + if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true; + + attributesNum ++; + + } + + } + + if ( currentState.attributesNum !== attributesNum ) return true; + + if ( currentState.index !== index ) return true; + + return false; + + } + + function saveCache( object, geometry, program, index ) { + + const cache = {}; + const attributes = geometry.attributes; + let attributesNum = 0; + + const programAttributes = program.getAttributes(); + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let attribute = attributes[ name ]; + + if ( attribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor; + + } + + const data = {}; + data.attribute = attribute; + + if ( attribute && attribute.data ) { + + data.data = attribute.data; + + } + + cache[ name ] = data; + + attributesNum ++; + + } + + } + + currentState.attributes = cache; + currentState.attributesNum = attributesNum; + + currentState.index = index; + + } + + function initAttributes() { + + const newAttributes = currentState.newAttributes; + + for ( let i = 0, il = newAttributes.length; i < il; i ++ ) { + + newAttributes[ i ] = 0; + + } + + } + + function enableAttribute( attribute ) { + + enableAttributeAndDivisor( attribute, 0 ); + + } + + function enableAttributeAndDivisor( attribute, meshPerAttribute ) { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + const attributeDivisors = currentState.attributeDivisors; + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + gl.vertexAttribDivisor( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + } + + function disableUnusedAttributes() { + + const newAttributes = currentState.newAttributes; + const enabledAttributes = currentState.enabledAttributes; + + for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) { + + if ( enabledAttributes[ i ] !== newAttributes[ i ] ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + } + + function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) { + + if ( integer === true ) { + + gl.vertexAttribIPointer( index, size, type, stride, offset ); + + } else { + + gl.vertexAttribPointer( index, size, type, normalized, stride, offset ); + + } + + } + + function setupVertexAttributes( object, material, program, geometry ) { + + initAttributes(); + + const geometryAttributes = geometry.attributes; + + const programAttributes = program.getAttributes(); + + const materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( const name in programAttributes ) { + + const programAttribute = programAttributes[ name ]; + + if ( programAttribute.location >= 0 ) { + + let geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute === undefined ) { + + if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix; + if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor; + + } + + if ( geometryAttribute !== undefined ) { + + const normalized = geometryAttribute.normalized; + const size = geometryAttribute.itemSize; + + const attribute = attributes.get( geometryAttribute ); + + // TODO Attribute may not be available on context restore + + if ( attribute === undefined ) continue; + + const buffer = attribute.buffer; + const type = attribute.type; + const bytesPerElement = attribute.bytesPerElement; + + // check for integer attributes + + const integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ); + + if ( geometryAttribute.isInterleavedBufferAttribute ) { + + const data = geometryAttribute.data; + const stride = data.stride; + const offset = geometryAttribute.offset; + + if ( data.isInstancedInterleavedBuffer ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = data.meshPerAttribute * data.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + stride * bytesPerElement, + ( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement, + integer + ); + + } + + } else { + + if ( geometryAttribute.isInstancedBufferAttribute ) { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute ); + + } + + if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) { + + geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + enableAttribute( programAttribute.location + i ); + + } + + } + + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); + + for ( let i = 0; i < programAttribute.locationSize; i ++ ) { + + vertexAttribPointer( + programAttribute.location + i, + size / programAttribute.locationSize, + type, + normalized, + size * bytesPerElement, + ( size / programAttribute.locationSize ) * i * bytesPerElement, + integer + ); + + } + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + const value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + gl.vertexAttrib2fv( programAttribute.location, value ); + break; + + case 3: + gl.vertexAttrib3fv( programAttribute.location, value ); + break; + + case 4: + gl.vertexAttrib4fv( programAttribute.location, value ); + break; + + default: + gl.vertexAttrib1fv( programAttribute.location, value ); + + } + + } + + } + + } + + } + + disableUnusedAttributes(); + + } + + function dispose() { + + reset(); + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometryId ]; + + } + + } + + function releaseStatesOfGeometry( geometry ) { + + if ( bindingStates[ geometry.id ] === undefined ) return; + + const programMap = bindingStates[ geometry.id ]; + + for ( const programId in programMap ) { + + const stateMap = programMap[ programId ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ programId ]; + + } + + delete bindingStates[ geometry.id ]; + + } + + function releaseStatesOfProgram( program ) { + + for ( const geometryId in bindingStates ) { + + const programMap = bindingStates[ geometryId ]; + + if ( programMap[ program.id ] === undefined ) continue; + + const stateMap = programMap[ program.id ]; + + for ( const wireframe in stateMap ) { + + deleteVertexArrayObject( stateMap[ wireframe ].object ); + + delete stateMap[ wireframe ]; + + } + + delete programMap[ program.id ]; + + } + + } + + function reset() { + + resetDefaultState(); + forceUpdate = true; + + if ( currentState === defaultState ) return; + + currentState = defaultState; + bindVertexArrayObject( currentState.object ); + + } + + // for backward-compatibility + + function resetDefaultState() { + + defaultState.geometry = null; + defaultState.program = null; + defaultState.wireframe = false; + + } + + return { + + setup: setup, + reset: reset, + resetDefaultState: resetDefaultState, + dispose: dispose, + releaseStatesOfGeometry: releaseStatesOfGeometry, + releaseStatesOfProgram: releaseStatesOfProgram, + + initAttributes: initAttributes, + enableAttribute: enableAttribute, + disableUnusedAttributes: disableUnusedAttributes + + }; + +} + +function WebGLBufferRenderer( gl, extensions, info ) { + + let mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + gl.drawArrays( mode, start, count ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + gl.drawArraysInstanced( mode, start, count, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + } + + function renderMultiDrawInstances( starts, counts, drawCount, primcount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + + if ( extension === null ) { + + for ( let i = 0; i < starts.length; i ++ ) { + + renderInstances( starts[ i ], counts[ i ], primcount[ i ] ); + + } + + } else { + + extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ] * primcount[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + } + + } + + // + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + this.renderMultiDrawInstances = renderMultiDrawInstances; + +} + +function WebGLCapabilities( gl, extensions, parameters, utils ) { + + let maxAnisotropy; + + function getMaxAnisotropy() { + + if ( maxAnisotropy !== undefined ) return maxAnisotropy; + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + maxAnisotropy = 0; + + } + + return maxAnisotropy; + + } + + function textureFormatReadable( textureFormat ) { + + if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + return false; + + } + + return true; + + } + + function textureTypeReadable( textureType ) { + + const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ); + + if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513) + textureType !== FloatType && ! halfFloatSupportedByExt ) { + + return false; + + } + + return true; + + } + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + let precision = parameters.precision !== undefined ? parameters.precision : 'highp'; + const maxPrecision = getMaxPrecision( precision ); + + if ( maxPrecision !== precision ) { + + console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' ); + precision = maxPrecision; + + } + + const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true; + const reverseDepthBuffer = parameters.reverseDepthBuffer === true && extensions.has( 'EXT_clip_control' ); + + const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + const vertexTextures = maxVertexTextures > 0; + + const maxSamples = gl.getParameter( gl.MAX_SAMPLES ); + + return { + + isWebGL2: true, // keeping this for backwards compatibility + + getMaxAnisotropy: getMaxAnisotropy, + getMaxPrecision: getMaxPrecision, + + textureFormatReadable: textureFormatReadable, + textureTypeReadable: textureTypeReadable, + + precision: precision, + logarithmicDepthBuffer: logarithmicDepthBuffer, + reverseDepthBuffer: reverseDepthBuffer, + + maxTextures: maxTextures, + maxVertexTextures: maxVertexTextures, + maxTextureSize: maxTextureSize, + maxCubemapSize: maxCubemapSize, + + maxAttributes: maxAttributes, + maxVertexUniforms: maxVertexUniforms, + maxVaryings: maxVaryings, + maxFragmentUniforms: maxFragmentUniforms, + + vertexTextures: vertexTextures, + + maxSamples: maxSamples + + }; + +} + +function WebGLClipping( properties ) { + + const scope = this; + + let globalState = null, + numGlobalPlanes = 0, + localClippingEnabled = false, + renderingShadows = false; + + const plane = new Plane(), + viewNormalMatrix = new Matrix3(), + + uniform = { value: null, needsUpdate: false }; + + this.uniform = uniform; + this.numPlanes = 0; + this.numIntersection = 0; + + this.init = function ( planes, enableLocalClipping ) { + + const enabled = + planes.length !== 0 || + enableLocalClipping || + // enable state of previous frame - the clipping code has to + // run another frame in order to reset the state: + numGlobalPlanes !== 0 || + localClippingEnabled; + + localClippingEnabled = enableLocalClipping; + + numGlobalPlanes = planes.length; + + return enabled; + + }; + + this.beginShadows = function () { + + renderingShadows = true; + projectPlanes( null ); + + }; + + this.endShadows = function () { + + renderingShadows = false; + + }; + + this.setGlobalState = function ( planes, camera ) { + + globalState = projectPlanes( planes, camera, 0 ); + + }; + + this.setState = function ( material, camera, useCache ) { + + const planes = material.clippingPlanes, + clipIntersection = material.clipIntersection, + clipShadows = material.clipShadows; + + const materialProperties = properties.get( material ); + + if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) { + + // there's no local clipping + + if ( renderingShadows ) { + + // there's no global clipping + + projectPlanes( null ); + + } else { + + resetGlobalState(); + + } + + } else { + + const nGlobal = renderingShadows ? 0 : numGlobalPlanes, + lGlobal = nGlobal * 4; + + let dstArray = materialProperties.clippingState || null; + + uniform.value = dstArray; // ensure unique state + + dstArray = projectPlanes( planes, camera, lGlobal, useCache ); + + for ( let i = 0; i !== lGlobal; ++ i ) { + + dstArray[ i ] = globalState[ i ]; + + } + + materialProperties.clippingState = dstArray; + this.numIntersection = clipIntersection ? this.numPlanes : 0; + this.numPlanes += nGlobal; + + } + + + }; + + function resetGlobalState() { + + if ( uniform.value !== globalState ) { + + uniform.value = globalState; + uniform.needsUpdate = numGlobalPlanes > 0; + + } + + scope.numPlanes = numGlobalPlanes; + scope.numIntersection = 0; + + } + + function projectPlanes( planes, camera, dstOffset, skipTransform ) { + + const nPlanes = planes !== null ? planes.length : 0; + let dstArray = null; + + if ( nPlanes !== 0 ) { + + dstArray = uniform.value; + + if ( skipTransform !== true || dstArray === null ) { + + const flatSize = dstOffset + nPlanes * 4, + viewMatrix = camera.matrixWorldInverse; + + viewNormalMatrix.getNormalMatrix( viewMatrix ); + + if ( dstArray === null || dstArray.length < flatSize ) { + + dstArray = new Float32Array( flatSize ); + + } + + for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) { + + plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix ); + + plane.normal.toArray( dstArray, i4 ); + dstArray[ i4 + 3 ] = plane.constant; + + } + + } + + uniform.value = dstArray; + uniform.needsUpdate = true; + + } + + scope.numPlanes = nPlanes; + scope.numIntersection = 0; + + return dstArray; + + } + +} + +function WebGLCubeMaps( renderer ) { + + let cubemaps = new WeakMap(); + + function mapTextureMapping( texture, mapping ) { + + if ( mapping === EquirectangularReflectionMapping ) { + + texture.mapping = CubeReflectionMapping; + + } else if ( mapping === EquirectangularRefractionMapping ) { + + texture.mapping = CubeRefractionMapping; + + } + + return texture; + + } + + function get( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) { + + if ( cubemaps.has( texture ) ) { + + const cubemap = cubemaps.get( texture ).texture; + return mapTextureMapping( cubemap, texture.mapping ); + + } else { + + const image = texture.image; + + if ( image && image.height > 0 ) { + + const renderTarget = new WebGLCubeRenderTarget( image.height ); + renderTarget.fromEquirectangularTexture( renderer, texture ); + cubemaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onTextureDispose ); + + return mapTextureMapping( renderTarget.texture, texture.mapping ); + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + return texture; + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + const cubemap = cubemaps.get( texture ); + + if ( cubemap !== undefined ) { + + cubemaps.delete( texture ); + cubemap.dispose(); + + } + + } + + function dispose() { + + cubemaps = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +class OrthographicCamera extends Camera { + + constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) { + + super(); + + this.isOrthographicCamera = true; + + this.type = 'OrthographicCamera'; + + this.zoom = 1; + this.view = null; + + this.left = left; + this.right = right; + this.top = top; + this.bottom = bottom; + + this.near = near; + this.far = far; + + this.updateProjectionMatrix(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + this.view = source.view === null ? null : Object.assign( {}, source.view ); + + return this; + + } + + setViewOffset( fullWidth, fullHeight, x, y, width, height ) { + + if ( this.view === null ) { + + this.view = { + enabled: true, + fullWidth: 1, + fullHeight: 1, + offsetX: 0, + offsetY: 0, + width: 1, + height: 1 + }; + + } + + this.view.enabled = true; + this.view.fullWidth = fullWidth; + this.view.fullHeight = fullHeight; + this.view.offsetX = x; + this.view.offsetY = y; + this.view.width = width; + this.view.height = height; + + this.updateProjectionMatrix(); + + } + + clearViewOffset() { + + if ( this.view !== null ) { + + this.view.enabled = false; + + } + + this.updateProjectionMatrix(); + + } + + updateProjectionMatrix() { + + const dx = ( this.right - this.left ) / ( 2 * this.zoom ); + const dy = ( this.top - this.bottom ) / ( 2 * this.zoom ); + const cx = ( this.right + this.left ) / 2; + const cy = ( this.top + this.bottom ) / 2; + + let left = cx - dx; + let right = cx + dx; + let top = cy + dy; + let bottom = cy - dy; + + if ( this.view !== null && this.view.enabled ) { + + const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom; + const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom; + + left += scaleW * this.view.offsetX; + right = left + scaleW * this.view.width; + top -= scaleH * this.view.offsetY; + bottom = top - scaleH * this.view.height; + + } + + this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem ); + + this.projectionMatrixInverse.copy( this.projectionMatrix ).invert(); + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + if ( this.view !== null ) data.object.view = Object.assign( {}, this.view ); + + return data; + + } + +} + +const LOD_MIN = 4; + +// The standard deviations (radians) associated with the extra mips. These are +// chosen to approximate a Trowbridge-Reitz distribution function times the +// geometric shadowing function. These sigma values squared must match the +// variance #defines in cube_uv_reflection_fragment.glsl.js. +const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ]; + +// The maximum length of the blur for loop. Smaller sigmas will use fewer +// samples and exit early, but not recompile the shader. +const MAX_SAMPLES = 20; + +const _flatCamera = /*@__PURE__*/ new OrthographicCamera(); +const _clearColor = /*@__PURE__*/ new Color(); +let _oldTarget = null; +let _oldActiveCubeFace = 0; +let _oldActiveMipmapLevel = 0; +let _oldXrEnabled = false; + +// Golden Ratio +const PHI = ( 1 + Math.sqrt( 5 ) ) / 2; +const INV_PHI = 1 / PHI; + +// Vertices of a dodecahedron (except the opposites, which represent the +// same axis), used as axis directions evenly spread on a sphere. +const _axisDirections = [ + /*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ), + /*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ), + /*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ), + /*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ), + /*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ), + /*@__PURE__*/ new Vector3( - 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( 1, 1, - 1 ), + /*@__PURE__*/ new Vector3( - 1, 1, 1 ), + /*@__PURE__*/ new Vector3( 1, 1, 1 ) ]; + +/** + * This class generates a Prefiltered, Mipmapped Radiance Environment Map + * (PMREM) from a cubeMap environment texture. This allows different levels of + * blur to be quickly accessed based on material roughness. It is packed into a + * special CubeUV format that allows us to perform custom interpolation so that + * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap + * chain, it only goes down to the LOD_MIN level (above), and then creates extra + * even more filtered 'mips' at the same LOD_MIN resolution, associated with + * higher roughness levels. In this way we maintain resolution to smoothly + * interpolate diffuse lighting while limiting sampling computation. + * + * Paper: Fast, Accurate Image-Based Lighting + * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view +*/ + +class PMREMGenerator { + + constructor( renderer ) { + + this._renderer = renderer; + this._pingPongRenderTarget = null; + + this._lodMax = 0; + this._cubeSize = 0; + this._lodPlanes = []; + this._sizeLods = []; + this._sigmas = []; + + this._blurMaterial = null; + this._cubemapMaterial = null; + this._equirectMaterial = null; + + this._compileMaterial( this._blurMaterial ); + + } + + /** + * Generates a PMREM from a supplied Scene, which can be faster than using an + * image if networking bandwidth is low. Optional sigma specifies a blur radius + * in radians to be applied to the scene before PMREM generation. Optional near + * and far planes ensure the scene is rendered in its entirety (the cubeCamera + * is placed at the origin). + */ + fromScene( scene, sigma = 0, near = 0.1, far = 100 ) { + + _oldTarget = this._renderer.getRenderTarget(); + _oldActiveCubeFace = this._renderer.getActiveCubeFace(); + _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); + _oldXrEnabled = this._renderer.xr.enabled; + + this._renderer.xr.enabled = false; + + this._setSize( 256 ); + + const cubeUVRenderTarget = this._allocateTargets(); + cubeUVRenderTarget.depthBuffer = true; + + this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget ); + + if ( sigma > 0 ) { + + this._blur( cubeUVRenderTarget, 0, 0, sigma ); + + } + + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + /** + * Generates a PMREM from an equirectangular texture, which can be either LDR + * or HDR. The ideal input image size is 1k (1024 x 512), + * as this matches best with the 256 x 256 cubemap output. + * The smallest supported equirectangular image size is 64 x 32. + */ + fromEquirectangular( equirectangular, renderTarget = null ) { + + return this._fromTexture( equirectangular, renderTarget ); + + } + + /** + * Generates a PMREM from an cubemap texture, which can be either LDR + * or HDR. The ideal input cube size is 256 x 256, + * as this matches best with the 256 x 256 cubemap output. + * The smallest supported cube size is 16 x 16. + */ + fromCubemap( cubemap, renderTarget = null ) { + + return this._fromTexture( cubemap, renderTarget ); + + } + + /** + * Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ + compileCubemapShader() { + + if ( this._cubemapMaterial === null ) { + + this._cubemapMaterial = _getCubemapMaterial(); + this._compileMaterial( this._cubemapMaterial ); + + } + + } + + /** + * Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during + * your texture's network fetch for increased concurrency. + */ + compileEquirectangularShader() { + + if ( this._equirectMaterial === null ) { + + this._equirectMaterial = _getEquirectMaterial(); + this._compileMaterial( this._equirectMaterial ); + + } + + } + + /** + * Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class, + * so you should not need more than one PMREMGenerator object. If you do, calling dispose() on + * one of them will cause any others to also become unusable. + */ + dispose() { + + this._dispose(); + + if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose(); + if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose(); + + } + + // private interface + + _setSize( cubeSize ) { + + this._lodMax = Math.floor( Math.log2( cubeSize ) ); + this._cubeSize = Math.pow( 2, this._lodMax ); + + } + + _dispose() { + + if ( this._blurMaterial !== null ) this._blurMaterial.dispose(); + + if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose(); + + for ( let i = 0; i < this._lodPlanes.length; i ++ ) { + + this._lodPlanes[ i ].dispose(); + + } + + } + + _cleanup( outputTarget ) { + + this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel ); + this._renderer.xr.enabled = _oldXrEnabled; + + outputTarget.scissorTest = false; + _setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height ); + + } + + _fromTexture( texture, renderTarget ) { + + if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) { + + this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) ); + + } else { // Equirectangular + + this._setSize( texture.image.width / 4 ); + + } + + _oldTarget = this._renderer.getRenderTarget(); + _oldActiveCubeFace = this._renderer.getActiveCubeFace(); + _oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel(); + _oldXrEnabled = this._renderer.xr.enabled; + + this._renderer.xr.enabled = false; + + const cubeUVRenderTarget = renderTarget || this._allocateTargets(); + this._textureToCubeUV( texture, cubeUVRenderTarget ); + this._applyPMREM( cubeUVRenderTarget ); + this._cleanup( cubeUVRenderTarget ); + + return cubeUVRenderTarget; + + } + + _allocateTargets() { + + const width = 3 * Math.max( this._cubeSize, 16 * 7 ); + const height = 4 * this._cubeSize; + + const params = { + magFilter: LinearFilter, + minFilter: LinearFilter, + generateMipmaps: false, + type: HalfFloatType, + format: RGBAFormat, + colorSpace: LinearSRGBColorSpace, + depthBuffer: false + }; + + const cubeUVRenderTarget = _createRenderTarget( width, height, params ); + + if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) { + + if ( this._pingPongRenderTarget !== null ) { + + this._dispose(); + + } + + this._pingPongRenderTarget = _createRenderTarget( width, height, params ); + + const { _lodMax } = this; + ( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) ); + + this._blurMaterial = _getBlurShader( _lodMax, width, height ); + + } + + return cubeUVRenderTarget; + + } + + _compileMaterial( material ) { + + const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material ); + this._renderer.compile( tmpMesh, _flatCamera ); + + } + + _sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) { + + const fov = 90; + const aspect = 1; + const cubeCamera = new PerspectiveCamera( fov, aspect, near, far ); + const upSign = [ 1, - 1, 1, 1, 1, 1 ]; + const forwardSign = [ 1, 1, 1, - 1, - 1, - 1 ]; + const renderer = this._renderer; + + const originalAutoClear = renderer.autoClear; + const toneMapping = renderer.toneMapping; + renderer.getClearColor( _clearColor ); + + renderer.toneMapping = NoToneMapping; + renderer.autoClear = false; + + const backgroundMaterial = new MeshBasicMaterial( { + name: 'PMREM.Background', + side: BackSide, + depthWrite: false, + depthTest: false, + } ); + + const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial ); + + let useSolidColor = false; + const background = scene.background; + + if ( background ) { + + if ( background.isColor ) { + + backgroundMaterial.color.copy( background ); + scene.background = null; + useSolidColor = true; + + } + + } else { + + backgroundMaterial.color.copy( _clearColor ); + useSolidColor = true; + + } + + for ( let i = 0; i < 6; i ++ ) { + + const col = i % 3; + + if ( col === 0 ) { + + cubeCamera.up.set( 0, upSign[ i ], 0 ); + cubeCamera.lookAt( forwardSign[ i ], 0, 0 ); + + } else if ( col === 1 ) { + + cubeCamera.up.set( 0, 0, upSign[ i ] ); + cubeCamera.lookAt( 0, forwardSign[ i ], 0 ); + + } else { + + cubeCamera.up.set( 0, upSign[ i ], 0 ); + cubeCamera.lookAt( 0, 0, forwardSign[ i ] ); + + } + + const size = this._cubeSize; + + _setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + + if ( useSolidColor ) { + + renderer.render( backgroundBox, cubeCamera ); + + } + + renderer.render( scene, cubeCamera ); + + } + + backgroundBox.geometry.dispose(); + backgroundBox.material.dispose(); + + renderer.toneMapping = toneMapping; + renderer.autoClear = originalAutoClear; + scene.background = background; + + } + + _textureToCubeUV( texture, cubeUVRenderTarget ) { + + const renderer = this._renderer; + + const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ); + + if ( isCubeTexture ) { + + if ( this._cubemapMaterial === null ) { + + this._cubemapMaterial = _getCubemapMaterial(); + + } + + this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? - 1 : 1; + + } else { + + if ( this._equirectMaterial === null ) { + + this._equirectMaterial = _getEquirectMaterial(); + + } + + } + + const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial; + const mesh = new Mesh( this._lodPlanes[ 0 ], material ); + + const uniforms = material.uniforms; + + uniforms[ 'envMap' ].value = texture; + + const size = this._cubeSize; + + _setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size ); + + renderer.setRenderTarget( cubeUVRenderTarget ); + renderer.render( mesh, _flatCamera ); + + } + + _applyPMREM( cubeUVRenderTarget ) { + + const renderer = this._renderer; + const autoClear = renderer.autoClear; + renderer.autoClear = false; + const n = this._lodPlanes.length; + + for ( let i = 1; i < n; i ++ ) { + + const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] ); + + const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ]; + + this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis ); + + } + + renderer.autoClear = autoClear; + + } + + /** + * This is a two-pass Gaussian blur for a cubemap. Normally this is done + * vertically and horizontally, but this breaks down on a cube. Here we apply + * the blur latitudinally (around the poles), and then longitudinally (towards + * the poles) to approximate the orthogonally-separable blur. It is least + * accurate at the poles, but still does a decent job. + */ + _blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) { + + const pingPongRenderTarget = this._pingPongRenderTarget; + + this._halfBlur( + cubeUVRenderTarget, + pingPongRenderTarget, + lodIn, + lodOut, + sigma, + 'latitudinal', + poleAxis ); + + this._halfBlur( + pingPongRenderTarget, + cubeUVRenderTarget, + lodOut, + lodOut, + sigma, + 'longitudinal', + poleAxis ); + + } + + _halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) { + + const renderer = this._renderer; + const blurMaterial = this._blurMaterial; + + if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) { + + console.error( + 'blur direction must be either latitudinal or longitudinal!' ); + + } + + // Number of standard deviations at which to cut off the discrete approximation. + const STANDARD_DEVIATIONS = 3; + + const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial ); + const blurUniforms = blurMaterial.uniforms; + + const pixels = this._sizeLods[ lodIn ] - 1; + const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 ); + const sigmaPixels = sigmaRadians / radiansPerPixel; + const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES; + + if ( samples > MAX_SAMPLES ) { + + console.warn( `sigmaRadians, ${ + sigmaRadians}, is too large and will clip, as it requested ${ + samples} samples when the maximum is set to ${MAX_SAMPLES}` ); + + } + + const weights = []; + let sum = 0; + + for ( let i = 0; i < MAX_SAMPLES; ++ i ) { + + const x = i / sigmaPixels; + const weight = Math.exp( - x * x / 2 ); + weights.push( weight ); + + if ( i === 0 ) { + + sum += weight; + + } else if ( i < samples ) { + + sum += 2 * weight; + + } + + } + + for ( let i = 0; i < weights.length; i ++ ) { + + weights[ i ] = weights[ i ] / sum; + + } + + blurUniforms[ 'envMap' ].value = targetIn.texture; + blurUniforms[ 'samples' ].value = samples; + blurUniforms[ 'weights' ].value = weights; + blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal'; + + if ( poleAxis ) { + + blurUniforms[ 'poleAxis' ].value = poleAxis; + + } + + const { _lodMax } = this; + blurUniforms[ 'dTheta' ].value = radiansPerPixel; + blurUniforms[ 'mipInt' ].value = _lodMax - lodIn; + + const outputSize = this._sizeLods[ lodOut ]; + const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 ); + const y = 4 * ( this._cubeSize - outputSize ); + + _setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize ); + renderer.setRenderTarget( targetOut ); + renderer.render( blurMesh, _flatCamera ); + + } + +} + + + +function _createPlanes( lodMax ) { + + const lodPlanes = []; + const sizeLods = []; + const sigmas = []; + + let lod = lodMax; + + const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length; + + for ( let i = 0; i < totalLods; i ++ ) { + + const sizeLod = Math.pow( 2, lod ); + sizeLods.push( sizeLod ); + let sigma = 1.0 / sizeLod; + + if ( i > lodMax - LOD_MIN ) { + + sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ]; + + } else if ( i === 0 ) { + + sigma = 0; + + } + + sigmas.push( sigma ); + + const texelSize = 1.0 / ( sizeLod - 2 ); + const min = - texelSize; + const max = 1 + texelSize; + const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ]; + + const cubeFaces = 6; + const vertices = 6; + const positionSize = 3; + const uvSize = 2; + const faceIndexSize = 1; + + const position = new Float32Array( positionSize * vertices * cubeFaces ); + const uv = new Float32Array( uvSize * vertices * cubeFaces ); + const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces ); + + for ( let face = 0; face < cubeFaces; face ++ ) { + + const x = ( face % 3 ) * 2 / 3 - 1; + const y = face > 2 ? 0 : - 1; + const coordinates = [ + x, y, 0, + x + 2 / 3, y, 0, + x + 2 / 3, y + 1, 0, + x, y, 0, + x + 2 / 3, y + 1, 0, + x, y + 1, 0 + ]; + position.set( coordinates, positionSize * vertices * face ); + uv.set( uv1, uvSize * vertices * face ); + const fill = [ face, face, face, face, face, face ]; + faceIndex.set( fill, faceIndexSize * vertices * face ); + + } + + const planes = new BufferGeometry(); + planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) ); + planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) ); + planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) ); + lodPlanes.push( planes ); + + if ( lod > LOD_MIN ) { + + lod --; + + } + + } + + return { lodPlanes, sizeLods, sigmas }; + +} + +function _createRenderTarget( width, height, params ) { + + const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params ); + cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping; + cubeUVRenderTarget.texture.name = 'PMREM.cubeUv'; + cubeUVRenderTarget.scissorTest = true; + return cubeUVRenderTarget; + +} + +function _setViewport( target, x, y, width, height ) { + + target.viewport.set( x, y, width, height ); + target.scissor.set( x, y, width, height ); + +} + +function _getBlurShader( lodMax, width, height ) { + + const weights = new Float32Array( MAX_SAMPLES ); + const poleAxis = new Vector3( 0, 1, 0 ); + const shaderMaterial = new ShaderMaterial( { + + name: 'SphericalGaussianBlur', + + defines: { + 'n': MAX_SAMPLES, + 'CUBEUV_TEXEL_WIDTH': 1.0 / width, + 'CUBEUV_TEXEL_HEIGHT': 1.0 / height, + 'CUBEUV_MAX_MIP': `${lodMax}.0`, + }, + + uniforms: { + 'envMap': { value: null }, + 'samples': { value: 1 }, + 'weights': { value: weights }, + 'latitudinal': { value: false }, + 'dTheta': { value: 0 }, + 'mipInt': { value: 0 }, + 'poleAxis': { value: poleAxis } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + uniform int samples; + uniform float weights[ n ]; + uniform bool latitudinal; + uniform float dTheta; + uniform float mipInt; + uniform vec3 poleAxis; + + #define ENVMAP_TYPE_CUBE_UV + #include + + vec3 getSample( float theta, vec3 axis ) { + + float cosTheta = cos( theta ); + // Rodrigues' axis-angle rotation + vec3 sampleDirection = vOutputDirection * cosTheta + + cross( axis, vOutputDirection ) * sin( theta ) + + axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta ); + + return bilinearCubeUV( envMap, sampleDirection, mipInt ); + + } + + void main() { + + vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection ); + + if ( all( equal( axis, vec3( 0.0 ) ) ) ) { + + axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x ); + + } + + axis = normalize( axis ); + + gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 ); + gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis ); + + for ( int i = 1; i < n; i++ ) { + + if ( i >= samples ) { + + break; + + } + + float theta = dTheta * float( i ); + gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis ); + gl_FragColor.rgb += weights[ i ] * getSample( theta, axis ); + + } + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + + return shaderMaterial; + +} + +function _getEquirectMaterial() { + + return new ShaderMaterial( { + + name: 'EquirectangularToCubeUV', + + uniforms: { + 'envMap': { value: null } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + varying vec3 vOutputDirection; + + uniform sampler2D envMap; + + #include + + void main() { + + vec3 outputDirection = normalize( vOutputDirection ); + vec2 uv = equirectUv( outputDirection ); + + gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + +} + +function _getCubemapMaterial() { + + return new ShaderMaterial( { + + name: 'CubemapToCubeUV', + + uniforms: { + 'envMap': { value: null }, + 'flipEnvMap': { value: - 1 } + }, + + vertexShader: _getCommonVertexShader(), + + fragmentShader: /* glsl */` + + precision mediump float; + precision mediump int; + + uniform float flipEnvMap; + + varying vec3 vOutputDirection; + + uniform samplerCube envMap; + + void main() { + + gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) ); + + } + `, + + blending: NoBlending, + depthTest: false, + depthWrite: false + + } ); + +} + +function _getCommonVertexShader() { + + return /* glsl */` + + precision mediump float; + precision mediump int; + + attribute float faceIndex; + + varying vec3 vOutputDirection; + + // RH coordinate system; PMREM face-indexing convention + vec3 getDirection( vec2 uv, float face ) { + + uv = 2.0 * uv - 1.0; + + vec3 direction = vec3( uv, 1.0 ); + + if ( face == 0.0 ) { + + direction = direction.zyx; // ( 1, v, u ) pos x + + } else if ( face == 1.0 ) { + + direction = direction.xzy; + direction.xz *= -1.0; // ( -u, 1, -v ) pos y + + } else if ( face == 2.0 ) { + + direction.x *= -1.0; // ( -u, v, 1 ) pos z + + } else if ( face == 3.0 ) { + + direction = direction.zyx; + direction.xz *= -1.0; // ( -1, v, -u ) neg x + + } else if ( face == 4.0 ) { + + direction = direction.xzy; + direction.xy *= -1.0; // ( -u, -1, v ) neg y + + } else if ( face == 5.0 ) { + + direction.z *= -1.0; // ( u, v, -1 ) neg z + + } + + return direction; + + } + + void main() { + + vOutputDirection = getDirection( uv, faceIndex ); + gl_Position = vec4( position, 1.0 ); + + } + `; + +} + +function WebGLCubeUVMaps( renderer ) { + + let cubeUVmaps = new WeakMap(); + + let pmremGenerator = null; + + function get( texture ) { + + if ( texture && texture.isTexture ) { + + const mapping = texture.mapping; + + const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ); + const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping ); + + // equirect/cube map to cubeUV conversion + + if ( isEquirectMap || isCubeMap ) { + + let renderTarget = cubeUVmaps.get( texture ); + + const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0; + + if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget ); + renderTarget.texture.pmremVersion = texture.pmremVersion; + + cubeUVmaps.set( texture, renderTarget ); + + return renderTarget.texture; + + } else { + + if ( renderTarget !== undefined ) { + + return renderTarget.texture; + + } else { + + const image = texture.image; + + if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) { + + if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer ); + + renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture ); + renderTarget.texture.pmremVersion = texture.pmremVersion; + + cubeUVmaps.set( texture, renderTarget ); + + texture.addEventListener( 'dispose', onTextureDispose ); + + return renderTarget.texture; + + } else { + + // image not yet ready. try the conversion next frame + + return null; + + } + + } + + } + + } + + } + + return texture; + + } + + function isCubeTextureComplete( image ) { + + let count = 0; + const length = 6; + + for ( let i = 0; i < length; i ++ ) { + + if ( image[ i ] !== undefined ) count ++; + + } + + return count === length; + + + } + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + const cubemapUV = cubeUVmaps.get( texture ); + + if ( cubemapUV !== undefined ) { + + cubeUVmaps.delete( texture ); + cubemapUV.dispose(); + + } + + } + + function dispose() { + + cubeUVmaps = new WeakMap(); + + if ( pmremGenerator !== null ) { + + pmremGenerator.dispose(); + pmremGenerator = null; + + } + + } + + return { + get: get, + dispose: dispose + }; + +} + +function WebGLExtensions( gl ) { + + const extensions = {}; + + function getExtension( name ) { + + if ( extensions[ name ] !== undefined ) { + + return extensions[ name ]; + + } + + let extension; + + switch ( name ) { + + case 'WEBGL_depth_texture': + extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' ); + break; + + case 'EXT_texture_filter_anisotropic': + extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' ); + break; + + case 'WEBGL_compressed_texture_s3tc': + extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' ); + break; + + case 'WEBGL_compressed_texture_pvrtc': + extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + extensions[ name ] = extension; + + return extension; + + } + + return { + + has: function ( name ) { + + return getExtension( name ) !== null; + + }, + + init: function () { + + getExtension( 'EXT_color_buffer_float' ); + getExtension( 'WEBGL_clip_cull_distance' ); + getExtension( 'OES_texture_float_linear' ); + getExtension( 'EXT_color_buffer_half_float' ); + getExtension( 'WEBGL_multisampled_render_to_texture' ); + getExtension( 'WEBGL_render_shared_exponent' ); + + }, + + get: function ( name ) { + + const extension = getExtension( name ); + + if ( extension === null ) { + + warnOnce( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + return extension; + + } + + }; + +} + +function WebGLGeometries( gl, attributes, info, bindingStates ) { + + const geometries = {}; + const wireframeAttributes = new WeakMap(); + + function onGeometryDispose( event ) { + + const geometry = event.target; + + if ( geometry.index !== null ) { + + attributes.remove( geometry.index ); + + } + + for ( const name in geometry.attributes ) { + + attributes.remove( geometry.attributes[ name ] ); + + } + + for ( const name in geometry.morphAttributes ) { + + const array = geometry.morphAttributes[ name ]; + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + attributes.remove( array[ i ] ); + + } + + } + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + const attribute = wireframeAttributes.get( geometry ); + + if ( attribute ) { + + attributes.remove( attribute ); + wireframeAttributes.delete( geometry ); + + } + + bindingStates.releaseStatesOfGeometry( geometry ); + + if ( geometry.isInstancedBufferGeometry === true ) { + + delete geometry._maxInstanceCount; + + } + + // + + info.memory.geometries --; + + } + + function get( object, geometry ) { + + if ( geometries[ geometry.id ] === true ) return geometry; + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + geometries[ geometry.id ] = true; + + info.memory.geometries ++; + + return geometry; + + } + + function update( geometry ) { + + const geometryAttributes = geometry.attributes; + + // Updating index buffer in VAO now. See WebGLBindingStates. + + for ( const name in geometryAttributes ) { + + attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + const morphAttributes = geometry.morphAttributes; + + for ( const name in morphAttributes ) { + + const array = morphAttributes[ name ]; + + for ( let i = 0, l = array.length; i < l; i ++ ) { + + attributes.update( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + } + + function updateWireframeAttribute( geometry ) { + + const indices = []; + + const geometryIndex = geometry.index; + const geometryPosition = geometry.attributes.position; + let version = 0; + + if ( geometryIndex !== null ) { + + const array = geometryIndex.array; + version = geometryIndex.version; + + for ( let i = 0, l = array.length; i < l; i += 3 ) { + + const a = array[ i + 0 ]; + const b = array[ i + 1 ]; + const c = array[ i + 2 ]; + + indices.push( a, b, b, c, c, a ); + + } + + } else if ( geometryPosition !== undefined ) { + + const array = geometryPosition.array; + version = geometryPosition.version; + + for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + const a = i + 0; + const b = i + 1; + const c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } else { + + return; + + } + + const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 ); + attribute.version = version; + + // Updating index buffer in VAO now. See WebGLBindingStates + + // + + const previousAttribute = wireframeAttributes.get( geometry ); + + if ( previousAttribute ) attributes.remove( previousAttribute ); + + // + + wireframeAttributes.set( geometry, attribute ); + + } + + function getWireframeAttribute( geometry ) { + + const currentAttribute = wireframeAttributes.get( geometry ); + + if ( currentAttribute ) { + + const geometryIndex = geometry.index; + + if ( geometryIndex !== null ) { + + // if the attribute is obsolete, create a new one + + if ( currentAttribute.version < geometryIndex.version ) { + + updateWireframeAttribute( geometry ); + + } + + } + + } else { + + updateWireframeAttribute( geometry ); + + } + + return wireframeAttributes.get( geometry ); + + } + + return { + + get: get, + update: update, + + getWireframeAttribute: getWireframeAttribute + + }; + +} + +function WebGLIndexedBufferRenderer( gl, extensions, info ) { + + let mode; + + function setMode( value ) { + + mode = value; + + } + + let type, bytesPerElement; + + function setIndex( value ) { + + type = value.type; + bytesPerElement = value.bytesPerElement; + + } + + function render( start, count ) { + + gl.drawElements( mode, count, type, start * bytesPerElement ); + + info.update( count, mode, 1 ); + + } + + function renderInstances( start, count, primcount ) { + + if ( primcount === 0 ) return; + + gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount ); + + info.update( count, mode, primcount ); + + } + + function renderMultiDraw( starts, counts, drawCount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + + } + + function renderMultiDrawInstances( starts, counts, drawCount, primcount ) { + + if ( drawCount === 0 ) return; + + const extension = extensions.get( 'WEBGL_multi_draw' ); + + if ( extension === null ) { + + for ( let i = 0; i < starts.length; i ++ ) { + + renderInstances( starts[ i ] / bytesPerElement, counts[ i ], primcount[ i ] ); + + } + + } else { + + extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, type, starts, 0, primcount, 0, drawCount ); + + let elementCount = 0; + for ( let i = 0; i < drawCount; i ++ ) { + + elementCount += counts[ i ] * primcount[ i ]; + + } + + info.update( elementCount, mode, 1 ); + + } + + } + + // + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + this.renderMultiDraw = renderMultiDraw; + this.renderMultiDrawInstances = renderMultiDrawInstances; + +} + +function WebGLInfo( gl ) { + + const memory = { + geometries: 0, + textures: 0 + }; + + const render = { + frame: 0, + calls: 0, + triangles: 0, + points: 0, + lines: 0 + }; + + function update( count, mode, instanceCount ) { + + render.calls ++; + + switch ( mode ) { + + case gl.TRIANGLES: + render.triangles += instanceCount * ( count / 3 ); + break; + + case gl.LINES: + render.lines += instanceCount * ( count / 2 ); + break; + + case gl.LINE_STRIP: + render.lines += instanceCount * ( count - 1 ); + break; + + case gl.LINE_LOOP: + render.lines += instanceCount * count; + break; + + case gl.POINTS: + render.points += instanceCount * count; + break; + + default: + console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode ); + break; + + } + + } + + function reset() { + + render.calls = 0; + render.triangles = 0; + render.points = 0; + render.lines = 0; + + } + + return { + memory: memory, + render: render, + programs: null, + autoReset: true, + reset: reset, + update: update + }; + +} + +function WebGLMorphtargets( gl, capabilities, textures ) { + + const morphTextures = new WeakMap(); + const morph = new Vector4(); + + function update( object, geometry, program ) { + + const objectInfluences = object.morphTargetInfluences; + + // the following encodes morph targets into an array of data textures. Each layer represents a single morph target. + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let entry = morphTextures.get( geometry ); + + if ( entry === undefined || entry.count !== morphTargetsCount ) { + + if ( entry !== undefined ) entry.texture.dispose(); + + const hasMorphPosition = geometry.morphAttributes.position !== undefined; + const hasMorphNormals = geometry.morphAttributes.normal !== undefined; + const hasMorphColors = geometry.morphAttributes.color !== undefined; + + const morphTargets = geometry.morphAttributes.position || []; + const morphNormals = geometry.morphAttributes.normal || []; + const morphColors = geometry.morphAttributes.color || []; + + let vertexDataCount = 0; + + if ( hasMorphPosition === true ) vertexDataCount = 1; + if ( hasMorphNormals === true ) vertexDataCount = 2; + if ( hasMorphColors === true ) vertexDataCount = 3; + + let width = geometry.attributes.position.count * vertexDataCount; + let height = 1; + + if ( width > capabilities.maxTextureSize ) { + + height = Math.ceil( width / capabilities.maxTextureSize ); + width = capabilities.maxTextureSize; + + } + + const buffer = new Float32Array( width * height * 4 * morphTargetsCount ); + + const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount ); + texture.type = FloatType; + texture.needsUpdate = true; + + // fill buffer + + const vertexDataStride = vertexDataCount * 4; + + for ( let i = 0; i < morphTargetsCount; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const morphNormal = morphNormals[ i ]; + const morphColor = morphColors[ i ]; + + const offset = width * height * 4 * i; + + for ( let j = 0; j < morphTarget.count; j ++ ) { + + const stride = j * vertexDataStride; + + if ( hasMorphPosition === true ) { + + morph.fromBufferAttribute( morphTarget, j ); + + buffer[ offset + stride + 0 ] = morph.x; + buffer[ offset + stride + 1 ] = morph.y; + buffer[ offset + stride + 2 ] = morph.z; + buffer[ offset + stride + 3 ] = 0; + + } + + if ( hasMorphNormals === true ) { + + morph.fromBufferAttribute( morphNormal, j ); + + buffer[ offset + stride + 4 ] = morph.x; + buffer[ offset + stride + 5 ] = morph.y; + buffer[ offset + stride + 6 ] = morph.z; + buffer[ offset + stride + 7 ] = 0; + + } + + if ( hasMorphColors === true ) { + + morph.fromBufferAttribute( morphColor, j ); + + buffer[ offset + stride + 8 ] = morph.x; + buffer[ offset + stride + 9 ] = morph.y; + buffer[ offset + stride + 10 ] = morph.z; + buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1; + + } + + } + + } + + entry = { + count: morphTargetsCount, + texture: texture, + size: new Vector2( width, height ) + }; + + morphTextures.set( geometry, entry ); + + function disposeTexture() { + + texture.dispose(); + + morphTextures.delete( geometry ); + + geometry.removeEventListener( 'dispose', disposeTexture ); + + } + + geometry.addEventListener( 'dispose', disposeTexture ); + + } + + // + if ( object.isInstancedMesh === true && object.morphTexture !== null ) { + + program.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures ); + + } else { + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + + program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence ); + program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences ); + + } + + program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures ); + program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size ); + + } + + return { + + update: update + + }; + +} + +function WebGLObjects( gl, geometries, attributes, info ) { + + let updateMap = new WeakMap(); + + function update( object ) { + + const frame = info.render.frame; + + const geometry = object.geometry; + const buffergeometry = geometries.get( object, geometry ); + + // Update once per frame + + if ( updateMap.get( buffergeometry ) !== frame ) { + + geometries.update( buffergeometry ); + + updateMap.set( buffergeometry, frame ); + + } + + if ( object.isInstancedMesh ) { + + if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) { + + object.addEventListener( 'dispose', onInstancedMeshDispose ); + + } + + if ( updateMap.get( object ) !== frame ) { + + attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER ); + + if ( object.instanceColor !== null ) { + + attributes.update( object.instanceColor, gl.ARRAY_BUFFER ); + + } + + updateMap.set( object, frame ); + + } + + } + + if ( object.isSkinnedMesh ) { + + const skeleton = object.skeleton; + + if ( updateMap.get( skeleton ) !== frame ) { + + skeleton.update(); + + updateMap.set( skeleton, frame ); + + } + + } + + return buffergeometry; + + } + + function dispose() { + + updateMap = new WeakMap(); + + } + + function onInstancedMeshDispose( event ) { + + const instancedMesh = event.target; + + instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose ); + + attributes.remove( instancedMesh.instanceMatrix ); + + if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor ); + + } + + return { + + update: update, + dispose: dispose + + }; + +} + +class DepthTexture extends Texture { + + constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) { + + if ( format !== DepthFormat && format !== DepthStencilFormat ) { + + throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' ); + + } + + if ( type === undefined && format === DepthFormat ) type = UnsignedIntType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isDepthTexture = true; + + this.image = { width: width, height: height }; + + this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + + this.compareFunction = null; + + } + + + copy( source ) { + + super.copy( source ); + + this.compareFunction = source.compareFunction; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction; + + return data; + + } + +} + +/** + * Uniforms of a program. + * Those form a tree structure with a special top-level container for the root, + * which you get by calling 'new WebGLUniforms( gl, program )'. + * + * + * Properties of inner nodes including the top-level container: + * + * .seq - array of nested uniforms + * .map - nested uniforms by name + * + * + * Methods of all nodes except the top-level container: + * + * .setValue( gl, value, [textures] ) + * + * uploads a uniform value(s) + * the 'textures' parameter is needed for sampler uniforms + * + * + * Static methods of the top-level container (textures factorizations): + * + * .upload( gl, seq, values, textures ) + * + * sets uniforms in 'seq' to 'values[id].value' + * + * .seqWithValue( seq, values ) : filteredSeq + * + * filters 'seq' entries with corresponding entry in values + * + * + * Methods of the top-level container (textures factorizations): + * + * .setValue( gl, name, value, textures ) + * + * sets uniform with name 'name' to 'value' + * + * .setOptional( gl, obj, prop ) + * + * like .set for an optional property of the object + * + */ + + +const emptyTexture = /*@__PURE__*/ new Texture(); + +const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 ); + +const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture(); +const empty3dTexture = /*@__PURE__*/ new Data3DTexture(); +const emptyCubeTexture = /*@__PURE__*/ new CubeTexture(); + +// --- Utilities --- + +// Array Caches (provide typed arrays for temporary by size) + +const arrayCacheF32 = []; +const arrayCacheI32 = []; + +// Float32Array caches used for uploading Matrix uniforms + +const mat4array = new Float32Array( 16 ); +const mat3array = new Float32Array( 9 ); +const mat2array = new Float32Array( 4 ); + +// Flattening for arrays of vectors and matrices + +function flatten( array, nBlocks, blockSize ) { + + const firstElem = array[ 0 ]; + + if ( firstElem <= 0 || firstElem > 0 ) return array; + // unoptimized: ! isNaN( firstElem ) + // see http://jacksondunstan.com/articles/983 + + const n = nBlocks * blockSize; + let r = arrayCacheF32[ n ]; + + if ( r === undefined ) { + + r = new Float32Array( n ); + arrayCacheF32[ n ] = r; + + } + + if ( nBlocks !== 0 ) { + + firstElem.toArray( r, 0 ); + + for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) { + + offset += blockSize; + array[ i ].toArray( r, offset ); + + } + + } + + return r; + +} + +function arraysEqual( a, b ) { + + if ( a.length !== b.length ) return false; + + for ( let i = 0, l = a.length; i < l; i ++ ) { + + if ( a[ i ] !== b[ i ] ) return false; + + } + + return true; + +} + +function copyArray( a, b ) { + + for ( let i = 0, l = b.length; i < l; i ++ ) { + + a[ i ] = b[ i ]; + + } + +} + +// Texture unit allocation + +function allocTexUnits( textures, n ) { + + let r = arrayCacheI32[ n ]; + + if ( r === undefined ) { + + r = new Int32Array( n ); + arrayCacheI32[ n ] = r; + + } + + for ( let i = 0; i !== n; ++ i ) { + + r[ i ] = textures.allocateTextureUnit(); + + } + + return r; + +} + +// --- Setters --- + +// Note: Defining these methods externally, because they come in a bunch +// and this way their names minify. + +// Single scalar + +function setValueV1f( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1f( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single float vector (from flat array or THREE.VectorN) + +function setValueV2f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2f( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3f( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else if ( v.r !== undefined ) { + + if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) { + + gl.uniform3f( this.addr, v.r, v.g, v.b ); + + cache[ 0 ] = v.r; + cache[ 1 ] = v.g; + cache[ 2 ] = v.b; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4f( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4f( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4fv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single matrix (from flat array or THREE.MatrixN) + +function setValueM2( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix2fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat2array.set( elements ); + + gl.uniformMatrix2fv( this.addr, false, mat2array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM3( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix3fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat3array.set( elements ); + + gl.uniformMatrix3fv( this.addr, false, mat3array ); + + copyArray( cache, elements ); + + } + +} + +function setValueM4( gl, v ) { + + const cache = this.cache; + const elements = v.elements; + + if ( elements === undefined ) { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniformMatrix4fv( this.addr, false, v ); + + copyArray( cache, v ); + + } else { + + if ( arraysEqual( cache, elements ) ) return; + + mat4array.set( elements ); + + gl.uniformMatrix4fv( this.addr, false, mat4array ); + + copyArray( cache, elements ); + + } + +} + +// Single integer / boolean + +function setValueV1i( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1i( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single integer / boolean vector (from flat array or THREE.VectorN) + +function setValueV2i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2i( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3i( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4i( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4i( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4iv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +// Single unsigned integer + +function setValueV1ui( gl, v ) { + + const cache = this.cache; + + if ( cache[ 0 ] === v ) return; + + gl.uniform1ui( this.addr, v ); + + cache[ 0 ] = v; + +} + +// Single unsigned integer vector (from flat array or THREE.VectorN) + +function setValueV2ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) { + + gl.uniform2ui( this.addr, v.x, v.y ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform2uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV3ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) { + + gl.uniform3ui( this.addr, v.x, v.y, v.z ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform3uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + +function setValueV4ui( gl, v ) { + + const cache = this.cache; + + if ( v.x !== undefined ) { + + if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) { + + gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w ); + + cache[ 0 ] = v.x; + cache[ 1 ] = v.y; + cache[ 2 ] = v.z; + cache[ 3 ] = v.w; + + } + + } else { + + if ( arraysEqual( cache, v ) ) return; + + gl.uniform4uiv( this.addr, v ); + + copyArray( cache, v ); + + } + +} + + +// Single texture (2D / Cube) + +function setValueT1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + let emptyTexture2D; + + if ( this.type === gl.SAMPLER_2D_SHADOW ) { + + emptyShadowTexture.compareFunction = LessEqualCompare; // #28670 + emptyTexture2D = emptyShadowTexture; + + } else { + + emptyTexture2D = emptyTexture; + + } + + textures.setTexture2D( v || emptyTexture2D, unit ); + +} + +function setValueT3D1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture3D( v || empty3dTexture, unit ); + +} + +function setValueT6( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTextureCube( v || emptyCubeTexture, unit ); + +} + +function setValueT2DArray1( gl, v, textures ) { + + const cache = this.cache; + const unit = textures.allocateTextureUnit(); + + if ( cache[ 0 ] !== unit ) { + + gl.uniform1i( this.addr, unit ); + cache[ 0 ] = unit; + + } + + textures.setTexture2DArray( v || emptyArrayTexture, unit ); + +} + +// Helper to pick the right setter for the singular case + +function getSingularSetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1f; // FLOAT + case 0x8b50: return setValueV2f; // _VEC2 + case 0x8b51: return setValueV3f; // _VEC3 + case 0x8b52: return setValueV4f; // _VEC4 + + case 0x8b5a: return setValueM2; // _MAT2 + case 0x8b5b: return setValueM3; // _MAT3 + case 0x8b5c: return setValueM4; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4 + + case 0x1405: return setValueV1ui; // UINT + case 0x8dc6: return setValueV2ui; // _VEC2 + case 0x8dc7: return setValueV3ui; // _VEC3 + case 0x8dc8: return setValueV4ui; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3D1; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArray1; + + } + +} + + +// Array of scalars + +function setValueV1fArray( gl, v ) { + + gl.uniform1fv( this.addr, v ); + +} + +// Array of vectors (from flat array or array of THREE.VectorN) + +function setValueV2fArray( gl, v ) { + + const data = flatten( v, this.size, 2 ); + + gl.uniform2fv( this.addr, data ); + +} + +function setValueV3fArray( gl, v ) { + + const data = flatten( v, this.size, 3 ); + + gl.uniform3fv( this.addr, data ); + +} + +function setValueV4fArray( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniform4fv( this.addr, data ); + +} + +// Array of matrices (from flat array or array of THREE.MatrixN) + +function setValueM2Array( gl, v ) { + + const data = flatten( v, this.size, 4 ); + + gl.uniformMatrix2fv( this.addr, false, data ); + +} + +function setValueM3Array( gl, v ) { + + const data = flatten( v, this.size, 9 ); + + gl.uniformMatrix3fv( this.addr, false, data ); + +} + +function setValueM4Array( gl, v ) { + + const data = flatten( v, this.size, 16 ); + + gl.uniformMatrix4fv( this.addr, false, data ); + +} + +// Array of integer / boolean + +function setValueV1iArray( gl, v ) { + + gl.uniform1iv( this.addr, v ); + +} + +// Array of integer / boolean vectors (from flat array) + +function setValueV2iArray( gl, v ) { + + gl.uniform2iv( this.addr, v ); + +} + +function setValueV3iArray( gl, v ) { + + gl.uniform3iv( this.addr, v ); + +} + +function setValueV4iArray( gl, v ) { + + gl.uniform4iv( this.addr, v ); + +} + +// Array of unsigned integer + +function setValueV1uiArray( gl, v ) { + + gl.uniform1uiv( this.addr, v ); + +} + +// Array of unsigned integer vectors (from flat array) + +function setValueV2uiArray( gl, v ) { + + gl.uniform2uiv( this.addr, v ); + +} + +function setValueV3uiArray( gl, v ) { + + gl.uniform3uiv( this.addr, v ); + +} + +function setValueV4uiArray( gl, v ) { + + gl.uniform4uiv( this.addr, v ); + +} + + +// Array of textures (2D / 3D / Cube / 2DArray) + +function setValueT1Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] ); + + } + +} + +function setValueT3DArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] ); + + } + +} + +function setValueT6Array( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] ); + + } + +} + +function setValueT2DArrayArray( gl, v, textures ) { + + const cache = this.cache; + + const n = v.length; + + const units = allocTexUnits( textures, n ); + + if ( ! arraysEqual( cache, units ) ) { + + gl.uniform1iv( this.addr, units ); + + copyArray( cache, units ); + + } + + for ( let i = 0; i !== n; ++ i ) { + + textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] ); + + } + +} + + +// Helper to pick the right setter for a pure (bottom-level) array + +function getPureArraySetter( type ) { + + switch ( type ) { + + case 0x1406: return setValueV1fArray; // FLOAT + case 0x8b50: return setValueV2fArray; // _VEC2 + case 0x8b51: return setValueV3fArray; // _VEC3 + case 0x8b52: return setValueV4fArray; // _VEC4 + + case 0x8b5a: return setValueM2Array; // _MAT2 + case 0x8b5b: return setValueM3Array; // _MAT3 + case 0x8b5c: return setValueM4Array; // _MAT4 + + case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL + case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2 + case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3 + case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4 + + case 0x1405: return setValueV1uiArray; // UINT + case 0x8dc6: return setValueV2uiArray; // _VEC2 + case 0x8dc7: return setValueV3uiArray; // _VEC3 + case 0x8dc8: return setValueV4uiArray; // _VEC4 + + case 0x8b5e: // SAMPLER_2D + case 0x8d66: // SAMPLER_EXTERNAL_OES + case 0x8dca: // INT_SAMPLER_2D + case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D + case 0x8b62: // SAMPLER_2D_SHADOW + return setValueT1Array; + + case 0x8b5f: // SAMPLER_3D + case 0x8dcb: // INT_SAMPLER_3D + case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D + return setValueT3DArray; + + case 0x8b60: // SAMPLER_CUBE + case 0x8dcc: // INT_SAMPLER_CUBE + case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE + case 0x8dc5: // SAMPLER_CUBE_SHADOW + return setValueT6Array; + + case 0x8dc1: // SAMPLER_2D_ARRAY + case 0x8dcf: // INT_SAMPLER_2D_ARRAY + case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY + case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW + return setValueT2DArrayArray; + + } + +} + +// --- Uniform Classes --- + +class SingleUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.setValue = getSingularSetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class PureArrayUniform { + + constructor( id, activeInfo, addr ) { + + this.id = id; + this.addr = addr; + this.cache = []; + this.type = activeInfo.type; + this.size = activeInfo.size; + this.setValue = getPureArraySetter( activeInfo.type ); + + // this.path = activeInfo.name; // DEBUG + + } + +} + +class StructuredUniform { + + constructor( id ) { + + this.id = id; + + this.seq = []; + this.map = {}; + + } + + setValue( gl, value, textures ) { + + const seq = this.seq; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + u.setValue( gl, value[ u.id ], textures ); + + } + + } + +} + +// --- Top-level --- + +// Parser - builds up the property tree from the path strings + +const RePathPart = /(\w+)(\])?(\[|\.)?/g; + +// extracts +// - the identifier (member name or array index) +// - followed by an optional right bracket (found when array index) +// - followed by an optional left bracket or dot (type of subscript) +// +// Note: These portions can be read in a non-overlapping fashion and +// allow straightforward parsing of the hierarchy that WebGL encodes +// in the uniform names. + +function addUniform( container, uniformObject ) { + + container.seq.push( uniformObject ); + container.map[ uniformObject.id ] = uniformObject; + +} + +function parseUniform( activeInfo, addr, container ) { + + const path = activeInfo.name, + pathLength = path.length; + + // reset RegExp object, because of the early exit of a previous run + RePathPart.lastIndex = 0; + + while ( true ) { + + const match = RePathPart.exec( path ), + matchEnd = RePathPart.lastIndex; + + let id = match[ 1 ]; + const idIsIndex = match[ 2 ] === ']', + subscript = match[ 3 ]; + + if ( idIsIndex ) id = id | 0; // convert to integer + + if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) { + + // bare name or "pure" bottom-level array "[0]" suffix + + addUniform( container, subscript === undefined ? + new SingleUniform( id, activeInfo, addr ) : + new PureArrayUniform( id, activeInfo, addr ) ); + + break; + + } else { + + // step into inner node / create it in case it doesn't exist + + const map = container.map; + let next = map[ id ]; + + if ( next === undefined ) { + + next = new StructuredUniform( id ); + addUniform( container, next ); + + } + + container = next; + + } + + } + +} + +// Root Container + +class WebGLUniforms { + + constructor( gl, program ) { + + this.seq = []; + this.map = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( let i = 0; i < n; ++ i ) { + + const info = gl.getActiveUniform( program, i ), + addr = gl.getUniformLocation( program, info.name ); + + parseUniform( info, addr, this ); + + } + + } + + setValue( gl, name, value, textures ) { + + const u = this.map[ name ]; + + if ( u !== undefined ) u.setValue( gl, value, textures ); + + } + + setOptional( gl, object, name ) { + + const v = object[ name ]; + + if ( v !== undefined ) this.setValue( gl, name, v ); + + } + + static upload( gl, seq, values, textures ) { + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ], + v = values[ u.id ]; + + if ( v.needsUpdate !== false ) { + + // note: always updating when .needsUpdate is undefined + u.setValue( gl, v.value, textures ); + + } + + } + + } + + static seqWithValue( seq, values ) { + + const r = []; + + for ( let i = 0, n = seq.length; i !== n; ++ i ) { + + const u = seq[ i ]; + if ( u.id in values ) r.push( u ); + + } + + return r; + + } + +} + +function WebGLShader( gl, type, string ) { + + const shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + return shader; + +} + +// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/ +const COMPLETION_STATUS_KHR = 0x91B1; + +let programIdCount = 0; + +function handleSource( string, errorLine ) { + + const lines = string.split( '\n' ); + const lines2 = []; + + const from = Math.max( errorLine - 6, 0 ); + const to = Math.min( errorLine + 6, lines.length ); + + for ( let i = from; i < to; i ++ ) { + + const line = i + 1; + lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` ); + + } + + return lines2.join( '\n' ); + +} + +const _m0 = /*@__PURE__*/ new Matrix3(); + +function getEncodingComponents( colorSpace ) { + + ColorManagement._getMatrix( _m0, ColorManagement.workingColorSpace, colorSpace ); + + const encodingMatrix = `mat3( ${ _m0.elements.map( ( v ) => v.toFixed( 4 ) ) } )`; + + switch ( ColorManagement.getTransfer( colorSpace ) ) { + + case LinearTransfer: + return [ encodingMatrix, 'LinearTransferOETF' ]; + + case SRGBTransfer: + return [ encodingMatrix, 'sRGBTransferOETF' ]; + + default: + console.warn( 'THREE.WebGLProgram: Unsupported color space: ', colorSpace ); + return [ encodingMatrix, 'LinearTransferOETF' ]; + + } + +} + +function getShaderErrors( gl, shader, type ) { + + const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS ); + const errors = gl.getShaderInfoLog( shader ).trim(); + + if ( status && errors === '' ) return ''; + + const errorMatches = /ERROR: 0:(\d+)/.exec( errors ); + if ( errorMatches ) { + + // --enable-privileged-webgl-extension + // console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) ); + + const errorLine = parseInt( errorMatches[ 1 ] ); + return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine ); + + } else { + + return errors; + + } + +} + +function getTexelEncodingFunction( functionName, colorSpace ) { + + const components = getEncodingComponents( colorSpace ); + + return [ + + `vec4 ${functionName}( vec4 value ) {`, + + ` return ${components[ 1 ]}( vec4( value.rgb * ${components[ 0 ]}, value.a ) );`, + + '}', + + ].join( '\n' ); + +} + +function getToneMappingFunction( functionName, toneMapping ) { + + let toneMappingName; + + switch ( toneMapping ) { + + case LinearToneMapping: + toneMappingName = 'Linear'; + break; + + case ReinhardToneMapping: + toneMappingName = 'Reinhard'; + break; + + case CineonToneMapping: + toneMappingName = 'Cineon'; + break; + + case ACESFilmicToneMapping: + toneMappingName = 'ACESFilmic'; + break; + + case AgXToneMapping: + toneMappingName = 'AgX'; + break; + + case NeutralToneMapping: + toneMappingName = 'Neutral'; + break; + + case CustomToneMapping: + toneMappingName = 'Custom'; + break; + + default: + console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping ); + toneMappingName = 'Linear'; + + } + + return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }'; + +} + +const _v0$1 = /*@__PURE__*/ new Vector3(); + +function getLuminanceFunction() { + + ColorManagement.getLuminanceCoefficients( _v0$1 ); + + const r = _v0$1.x.toFixed( 4 ); + const g = _v0$1.y.toFixed( 4 ); + const b = _v0$1.z.toFixed( 4 ); + + return [ + + 'float luminance( const in vec3 rgb ) {', + + ` const vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`, + + ' return dot( weights, rgb );', + + '}' + + ].join( '\n' ); + +} + +function generateVertexExtensions( parameters ) { + + const chunks = [ + parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '', + parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '', + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + +} + +function generateDefines( defines ) { + + const chunks = []; + + for ( const name in defines ) { + + const value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + +} + +function fetchAttributeLocations( gl, program ) { + + const attributes = {}; + + const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( let i = 0; i < n; i ++ ) { + + const info = gl.getActiveAttrib( program, i ); + const name = info.name; + + let locationSize = 1; + if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2; + if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3; + if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4; + + // console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i ); + + attributes[ name ] = { + type: info.type, + location: gl.getAttribLocation( program, name ), + locationSize: locationSize + }; + + } + + return attributes; + +} + +function filterEmptyLine( string ) { + + return string !== ''; + +} + +function replaceLightNums( string, parameters ) { + + const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps; + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps ) + .replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords ) + .replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ) + .replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows ) + .replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps ) + .replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows ) + .replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows ); + +} + +function replaceClippingPlaneNums( string, parameters ) { + + return string + .replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes ) + .replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) ); + +} + +// Resolve Includes + +const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm; + +function resolveIncludes( string ) { + + return string.replace( includePattern, includeReplacer ); + +} + +const shaderChunkMap = new Map(); + +function includeReplacer( match, include ) { + + let string = ShaderChunk[ include ]; + + if ( string === undefined ) { + + const newInclude = shaderChunkMap.get( include ); + + if ( newInclude !== undefined ) { + + string = ShaderChunk[ newInclude ]; + console.warn( 'THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude ); + + } else { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + } + + return resolveIncludes( string ); + +} + +// Unroll Loops + +const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g; + +function unrollLoops( string ) { + + return string.replace( unrollLoopPattern, loopReplacer ); + +} + +function loopReplacer( match, start, end, snippet ) { + + let string = ''; + + for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) { + + string += snippet + .replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' ) + .replace( /UNROLLED_LOOP_INDEX/g, i ); + + } + + return string; + +} + +// + +function generatePrecision( parameters ) { + + let precisionstring = `precision ${parameters.precision} float; + precision ${parameters.precision} int; + precision ${parameters.precision} sampler2D; + precision ${parameters.precision} samplerCube; + precision ${parameters.precision} sampler3D; + precision ${parameters.precision} sampler2DArray; + precision ${parameters.precision} sampler2DShadow; + precision ${parameters.precision} samplerCubeShadow; + precision ${parameters.precision} sampler2DArrayShadow; + precision ${parameters.precision} isampler2D; + precision ${parameters.precision} isampler3D; + precision ${parameters.precision} isamplerCube; + precision ${parameters.precision} isampler2DArray; + precision ${parameters.precision} usampler2D; + precision ${parameters.precision} usampler3D; + precision ${parameters.precision} usamplerCube; + precision ${parameters.precision} usampler2DArray; + `; + + if ( parameters.precision === 'highp' ) { + + precisionstring += '\n#define HIGH_PRECISION'; + + } else if ( parameters.precision === 'mediump' ) { + + precisionstring += '\n#define MEDIUM_PRECISION'; + + } else if ( parameters.precision === 'lowp' ) { + + precisionstring += '\n#define LOW_PRECISION'; + + } + + return precisionstring; + +} + +function generateShadowMapTypeDefine( parameters ) { + + let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC'; + + if ( parameters.shadowMapType === PCFShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF'; + + } else if ( parameters.shadowMapType === PCFSoftShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT'; + + } else if ( parameters.shadowMapType === VSMShadowMap ) { + + shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM'; + + } + + return shadowMapTypeDefine; + +} + +function generateEnvMapTypeDefine( parameters ) { + + let envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeReflectionMapping: + case CubeRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE'; + break; + + case CubeUVReflectionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + break; + + } + + } + + return envMapTypeDefine; + +} + +function generateEnvMapModeDefine( parameters ) { + + let envMapModeDefine = 'ENVMAP_MODE_REFLECTION'; + + if ( parameters.envMap ) { + + switch ( parameters.envMapMode ) { + + case CubeRefractionMapping: + + envMapModeDefine = 'ENVMAP_MODE_REFRACTION'; + break; + + } + + } + + return envMapModeDefine; + +} + +function generateEnvMapBlendingDefine( parameters ) { + + let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE'; + + if ( parameters.envMap ) { + + switch ( parameters.combine ) { + + case MultiplyOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY'; + break; + + case MixOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_MIX'; + break; + + case AddOperation: + envMapBlendingDefine = 'ENVMAP_BLENDING_ADD'; + break; + + } + + } + + return envMapBlendingDefine; + +} + +function generateCubeUVSize( parameters ) { + + const imageHeight = parameters.envMapCubeUVHeight; + + if ( imageHeight === null ) return null; + + const maxMip = Math.log2( imageHeight ) - 2; + + const texelHeight = 1.0 / imageHeight; + + const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) ); + + return { texelWidth, texelHeight, maxMip }; + +} + +function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) { + + // TODO Send this event to Three.js DevTools + // console.log( 'WebGLProgram', cacheKey ); + + const gl = renderer.getContext(); + + const defines = parameters.defines; + + let vertexShader = parameters.vertexShader; + let fragmentShader = parameters.fragmentShader; + + const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters ); + const envMapTypeDefine = generateEnvMapTypeDefine( parameters ); + const envMapModeDefine = generateEnvMapModeDefine( parameters ); + const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters ); + const envMapCubeUVSize = generateCubeUVSize( parameters ); + + const customVertexExtensions = generateVertexExtensions( parameters ); + + const customDefines = generateDefines( defines ); + + const program = gl.createProgram(); + + let prefixVertex, prefixFragment; + let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : ''; + + if ( parameters.isRawShaderMaterial ) { + + prefixVertex = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixVertex.length > 0 ) { + + prefixVertex += '\n'; + + } + + prefixFragment = [ + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines + + ].filter( filterEmptyLine ).join( '\n' ); + + if ( prefixFragment.length > 0 ) { + + prefixFragment += '\n'; + + } + + } else { + + prefixVertex = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '', + parameters.batching ? '#define USE_BATCHING' : '', + parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '', + parameters.instancing ? '#define USE_INSTANCING' : '', + parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '', + parameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '', + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.map ? '#define USE_MAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + // + + parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '', + parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '', + parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '', + parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '', + parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '', + parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '', + parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '', + parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '', + + parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '', + parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '', + + parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '', + + parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '', + parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '', + parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '', + + parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '', + parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '', + + parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '', + parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '', + + parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '', + parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '', + parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '', + + parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '', + parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '', + + // + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.skinning ? '#define USE_SKINNING' : '', + + parameters.morphTargets ? '#define USE_MORPHTARGETS' : '', + parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + ( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '', + ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '', + ( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '', + + 'uniform mat4 modelMatrix;', + 'uniform mat4 modelViewMatrix;', + 'uniform mat4 projectionMatrix;', + 'uniform mat4 viewMatrix;', + 'uniform mat3 normalMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + '#ifdef USE_INSTANCING', + + ' attribute mat4 instanceMatrix;', + + '#endif', + + '#ifdef USE_INSTANCING_COLOR', + + ' attribute vec3 instanceColor;', + + '#endif', + + '#ifdef USE_INSTANCING_MORPH', + + ' uniform sampler2D morphTexture;', + + '#endif', + + 'attribute vec3 position;', + 'attribute vec3 normal;', + 'attribute vec2 uv;', + + '#ifdef USE_UV1', + + ' attribute vec2 uv1;', + + '#endif', + + '#ifdef USE_UV2', + + ' attribute vec2 uv2;', + + '#endif', + + '#ifdef USE_UV3', + + ' attribute vec2 uv3;', + + '#endif', + + '#ifdef USE_TANGENT', + + ' attribute vec4 tangent;', + + '#endif', + + '#if defined( USE_COLOR_ALPHA )', + + ' attribute vec4 color;', + + '#elif defined( USE_COLOR )', + + ' attribute vec3 color;', + + '#endif', + + '#ifdef USE_SKINNING', + + ' attribute vec4 skinIndex;', + ' attribute vec4 skinWeight;', + + '#endif', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + generatePrecision( parameters ), + + '#define SHADER_TYPE ' + parameters.shaderType, + '#define SHADER_NAME ' + parameters.shaderName, + + customDefines, + + parameters.useFog && parameters.fog ? '#define USE_FOG' : '', + parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '', + + parameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '', + parameters.map ? '#define USE_MAP' : '', + parameters.matcap ? '#define USE_MATCAP' : '', + parameters.envMap ? '#define USE_ENVMAP' : '', + parameters.envMap ? '#define ' + envMapTypeDefine : '', + parameters.envMap ? '#define ' + envMapModeDefine : '', + parameters.envMap ? '#define ' + envMapBlendingDefine : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '', + envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '', + envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '', + parameters.lightMap ? '#define USE_LIGHTMAP' : '', + parameters.aoMap ? '#define USE_AOMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '', + parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + + parameters.anisotropy ? '#define USE_ANISOTROPY' : '', + parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '', + + parameters.clearcoat ? '#define USE_CLEARCOAT' : '', + parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '', + parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '', + parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '', + + parameters.dispersion ? '#define USE_DISPERSION' : '', + + parameters.iridescence ? '#define USE_IRIDESCENCE' : '', + parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '', + parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '', + + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '', + parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '', + + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.alphaTest ? '#define USE_ALPHATEST' : '', + parameters.alphaHash ? '#define USE_ALPHAHASH' : '', + + parameters.sheen ? '#define USE_SHEEN' : '', + parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '', + parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '', + + parameters.transmission ? '#define USE_TRANSMISSION' : '', + parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '', + parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '', + + parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '', + parameters.vertexColors || parameters.instancingColor || parameters.batchingColor ? '#define USE_COLOR' : '', + parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '', + parameters.vertexUv1s ? '#define USE_UV1' : '', + parameters.vertexUv2s ? '#define USE_UV2' : '', + parameters.vertexUv3s ? '#define USE_UV3' : '', + + parameters.pointsUvs ? '#define USE_POINTS_UV' : '', + + parameters.gradientMap ? '#define USE_GRADIENTMAP' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + + parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '', + + parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '', + + parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '', + parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + 'uniform bool isOrthographic;', + + ( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '', + ( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '', + + parameters.dithering ? '#define DITHERING' : '', + parameters.opaque ? '#define OPAQUE' : '', + + ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below + getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ), + getLuminanceFunction(), + + parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = resolveIncludes( vertexShader ); + vertexShader = replaceLightNums( vertexShader, parameters ); + vertexShader = replaceClippingPlaneNums( vertexShader, parameters ); + + fragmentShader = resolveIncludes( fragmentShader ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters ); + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + if ( parameters.isRawShaderMaterial !== true ) { + + // GLSL 3.0 conversion for built-in materials and ShaderMaterial + + versionString = '#version 300 es\n'; + + prefixVertex = [ + customVertexExtensions, + '#define attribute in', + '#define varying out', + '#define texture2D texture' + ].join( '\n' ) + '\n' + prefixVertex; + + prefixFragment = [ + '#define varying in', + ( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;', + ( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor', + '#define gl_FragDepthEXT gl_FragDepth', + '#define texture2D texture', + '#define textureCube texture', + '#define texture2DProj textureProj', + '#define texture2DLodEXT textureLod', + '#define texture2DProjLodEXT textureProjLod', + '#define textureCubeLodEXT textureLod', + '#define texture2DGradEXT textureGrad', + '#define texture2DProjGradEXT textureProjGrad', + '#define textureCubeGradEXT textureGrad' + ].join( '\n' ) + '\n' + prefixFragment; + + } + + const vertexGlsl = versionString + prefixVertex + vertexShader; + const fragmentGlsl = versionString + prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( parameters.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, parameters.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + function onFirstUse( self ) { + + // check for link errors + if ( renderer.debug.checkShaderErrors ) { + + const programLog = gl.getProgramInfoLog( program ).trim(); + const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim(); + const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim(); + + let runnable = true; + let haveDiagnostics = true; + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + if ( typeof renderer.debug.onShaderError === 'function' ) { + + renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader ); + + } else { + + // default error reporting + + const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' ); + const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' ); + + console.error( + 'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' + + 'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' + + 'Material Name: ' + self.name + '\n' + + 'Material Type: ' + self.type + '\n\n' + + 'Program Info Log: ' + programLog + '\n' + + vertexErrors + '\n' + + fragmentErrors + ); + + } + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + self.diagnostics = { + + runnable: runnable, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + } + + // Clean up + + // Crashes in iOS9 and iOS10. #18402 + // gl.detachShader( program, glVertexShader ); + // gl.detachShader( program, glFragmentShader ); + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + cachedUniforms = new WebGLUniforms( gl, program ); + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + // set up caching for uniform locations + + let cachedUniforms; + + this.getUniforms = function () { + + if ( cachedUniforms === undefined ) { + + // Populates cachedUniforms and cachedAttributes + onFirstUse( this ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + let cachedAttributes; + + this.getAttributes = function () { + + if ( cachedAttributes === undefined ) { + + // Populates cachedAttributes and cachedUniforms + onFirstUse( this ); + + } + + return cachedAttributes; + + }; + + // indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported, + // flag the program as ready immediately. It may cause a stall when it's first used. + + let programReady = ( parameters.rendererExtensionParallelShaderCompile === false ); + + this.isReady = function () { + + if ( programReady === false ) { + + programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR ); + + } + + return programReady; + + }; + + // free resource + + this.destroy = function () { + + bindingStates.releaseStatesOfProgram( this ); + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // + + this.type = parameters.shaderType; + this.name = parameters.shaderName; + this.id = programIdCount ++; + this.cacheKey = cacheKey; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + +} + +let _id$1 = 0; + +class WebGLShaderCache { + + constructor() { + + this.shaderCache = new Map(); + this.materialCache = new Map(); + + } + + update( material ) { + + const vertexShader = material.vertexShader; + const fragmentShader = material.fragmentShader; + + const vertexShaderStage = this._getShaderStage( vertexShader ); + const fragmentShaderStage = this._getShaderStage( fragmentShader ); + + const materialShaders = this._getShaderCacheForMaterial( material ); + + if ( materialShaders.has( vertexShaderStage ) === false ) { + + materialShaders.add( vertexShaderStage ); + vertexShaderStage.usedTimes ++; + + } + + if ( materialShaders.has( fragmentShaderStage ) === false ) { + + materialShaders.add( fragmentShaderStage ); + fragmentShaderStage.usedTimes ++; + + } + + return this; + + } + + remove( material ) { + + const materialShaders = this.materialCache.get( material ); + + for ( const shaderStage of materialShaders ) { + + shaderStage.usedTimes --; + + if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code ); + + } + + this.materialCache.delete( material ); + + return this; + + } + + getVertexShaderID( material ) { + + return this._getShaderStage( material.vertexShader ).id; + + } + + getFragmentShaderID( material ) { + + return this._getShaderStage( material.fragmentShader ).id; + + } + + dispose() { + + this.shaderCache.clear(); + this.materialCache.clear(); + + } + + _getShaderCacheForMaterial( material ) { + + const cache = this.materialCache; + let set = cache.get( material ); + + if ( set === undefined ) { + + set = new Set(); + cache.set( material, set ); + + } + + return set; + + } + + _getShaderStage( code ) { + + const cache = this.shaderCache; + let stage = cache.get( code ); + + if ( stage === undefined ) { + + stage = new WebGLShaderStage( code ); + cache.set( code, stage ); + + } + + return stage; + + } + +} + +class WebGLShaderStage { + + constructor( code ) { + + this.id = _id$1 ++; + + this.code = code; + this.usedTimes = 0; + + } + +} + +function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) { + + const _programLayers = new Layers(); + const _customShaders = new WebGLShaderCache(); + const _activeChannels = new Set(); + const programs = []; + + const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer; + const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures; + + let precision = capabilities.precision; + + const shaderIDs = { + MeshDepthMaterial: 'depth', + MeshDistanceMaterial: 'distanceRGBA', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshToonMaterial: 'toon', + MeshStandardMaterial: 'physical', + MeshPhysicalMaterial: 'physical', + MeshMatcapMaterial: 'matcap', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points', + ShadowMaterial: 'shadow', + SpriteMaterial: 'sprite' + }; + + function getChannel( value ) { + + _activeChannels.add( value ); + + if ( value === 0 ) return 'uv'; + + return `uv${ value }`; + + } + + function getParameters( material, lights, shadows, scene, object ) { + + const fog = scene.fog; + const geometry = object.geometry; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + + const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); + const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null; + + const shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + // + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + let morphTextureStride = 0; + + if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1; + if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2; + if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3; + + // + + let vertexShader, fragmentShader; + let customVertexShaderID, customFragmentShaderID; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + + vertexShader = shader.vertexShader; + fragmentShader = shader.fragmentShader; + + } else { + + vertexShader = material.vertexShader; + fragmentShader = material.fragmentShader; + + _customShaders.update( material ); + + customVertexShaderID = _customShaders.getVertexShaderID( material ); + customFragmentShaderID = _customShaders.getFragmentShaderID( material ); + + } + + const currentRenderTarget = renderer.getRenderTarget(); + const reverseDepthBuffer = renderer.state.buffers.depth.getReversed(); + + const IS_INSTANCEDMESH = object.isInstancedMesh === true; + const IS_BATCHEDMESH = object.isBatchedMesh === true; + + const HAS_MAP = !! material.map; + const HAS_MATCAP = !! material.matcap; + const HAS_ENVMAP = !! envMap; + const HAS_AOMAP = !! material.aoMap; + const HAS_LIGHTMAP = !! material.lightMap; + const HAS_BUMPMAP = !! material.bumpMap; + const HAS_NORMALMAP = !! material.normalMap; + const HAS_DISPLACEMENTMAP = !! material.displacementMap; + const HAS_EMISSIVEMAP = !! material.emissiveMap; + + const HAS_METALNESSMAP = !! material.metalnessMap; + const HAS_ROUGHNESSMAP = !! material.roughnessMap; + + const HAS_ANISOTROPY = material.anisotropy > 0; + const HAS_CLEARCOAT = material.clearcoat > 0; + const HAS_DISPERSION = material.dispersion > 0; + const HAS_IRIDESCENCE = material.iridescence > 0; + const HAS_SHEEN = material.sheen > 0; + const HAS_TRANSMISSION = material.transmission > 0; + + const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap; + + const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap; + const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap; + const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap; + + const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap; + const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap; + + const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap; + const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap; + + const HAS_SPECULARMAP = !! material.specularMap; + const HAS_SPECULAR_COLORMAP = !! material.specularColorMap; + const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap; + + const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap; + const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap; + + const HAS_GRADIENTMAP = !! material.gradientMap; + + const HAS_ALPHAMAP = !! material.alphaMap; + + const HAS_ALPHATEST = material.alphaTest > 0; + + const HAS_ALPHAHASH = !! material.alphaHash; + + const HAS_EXTENSIONS = !! material.extensions; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = renderer.toneMapping; + + } + + } + + const parameters = { + + shaderID: shaderID, + shaderType: material.type, + shaderName: material.name, + + vertexShader: vertexShader, + fragmentShader: fragmentShader, + defines: material.defines, + + customVertexShaderID: customVertexShaderID, + customFragmentShaderID: customFragmentShaderID, + + isRawShaderMaterial: material.isRawShaderMaterial === true, + glslVersion: material.glslVersion, + + precision: precision, + + batching: IS_BATCHEDMESH, + batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null, + instancing: IS_INSTANCEDMESH, + instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null, + instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null, + + supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES, + outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ), + alphaToCoverage: !! material.alphaToCoverage, + + map: HAS_MAP, + matcap: HAS_MATCAP, + envMap: HAS_ENVMAP, + envMapMode: HAS_ENVMAP && envMap.mapping, + envMapCubeUVHeight: envMapCubeUVHeight, + aoMap: HAS_AOMAP, + lightMap: HAS_LIGHTMAP, + bumpMap: HAS_BUMPMAP, + normalMap: HAS_NORMALMAP, + displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP, + emissiveMap: HAS_EMISSIVEMAP, + + normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap, + normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap, + + metalnessMap: HAS_METALNESSMAP, + roughnessMap: HAS_ROUGHNESSMAP, + + anisotropy: HAS_ANISOTROPY, + anisotropyMap: HAS_ANISOTROPYMAP, + + clearcoat: HAS_CLEARCOAT, + clearcoatMap: HAS_CLEARCOATMAP, + clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP, + clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP, + + dispersion: HAS_DISPERSION, + + iridescence: HAS_IRIDESCENCE, + iridescenceMap: HAS_IRIDESCENCEMAP, + iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP, + + sheen: HAS_SHEEN, + sheenColorMap: HAS_SHEEN_COLORMAP, + sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP, + + specularMap: HAS_SPECULARMAP, + specularColorMap: HAS_SPECULAR_COLORMAP, + specularIntensityMap: HAS_SPECULAR_INTENSITYMAP, + + transmission: HAS_TRANSMISSION, + transmissionMap: HAS_TRANSMISSIONMAP, + thicknessMap: HAS_THICKNESSMAP, + + gradientMap: HAS_GRADIENTMAP, + + opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false, + + alphaMap: HAS_ALPHAMAP, + alphaTest: HAS_ALPHATEST, + alphaHash: HAS_ALPHAHASH, + + combine: material.combine, + + // + + mapUv: HAS_MAP && getChannel( material.map.channel ), + aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ), + lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ), + bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ), + normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ), + displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ), + emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ), + + metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ), + roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ), + + anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ), + + clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ), + clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ), + clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ), + + iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ), + iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ), + + sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ), + sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ), + + specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ), + specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ), + specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ), + + transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ), + thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ), + + alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ), + + // + + vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ), + vertexColors: material.vertexColors, + vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4, + + pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ), + + fog: !! fog, + useFog: material.fog === true, + fogExp2: ( !! fog && fog.isFogExp2 ), + + flatShading: material.flatShading === true, + + sizeAttenuation: material.sizeAttenuation === true, + logarithmicDepthBuffer: logarithmicDepthBuffer, + reverseDepthBuffer: reverseDepthBuffer, + + skinning: object.isSkinnedMesh === true, + + morphTargets: geometry.morphAttributes.position !== undefined, + morphNormals: geometry.morphAttributes.normal !== undefined, + morphColors: geometry.morphAttributes.color !== undefined, + morphTargetsCount: morphTargetsCount, + morphTextureStride: morphTextureStride, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numSpotLightMaps: lights.spotLightMap.length, + numRectAreaLights: lights.rectArea.length, + numHemiLights: lights.hemi.length, + + numDirLightShadows: lights.directionalShadowMap.length, + numPointLightShadows: lights.pointShadowMap.length, + numSpotLightShadows: lights.spotShadowMap.length, + numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps, + + numLightProbes: lights.numLightProbes, + + numClippingPlanes: clipping.numPlanes, + numClipIntersection: clipping.numIntersection, + + dithering: material.dithering, + + shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: toneMapping, + + decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ), + decodeVideoTextureEmissive: HAS_EMISSIVEMAP && ( material.emissiveMap.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.emissiveMap.colorSpace ) === SRGBTransfer ), + + premultipliedAlpha: material.premultipliedAlpha, + + doubleSided: material.side === DoubleSide, + flipSided: material.side === BackSide, + + useDepthPacking: material.depthPacking >= 0, + depthPacking: material.depthPacking || 0, + + index0AttributeName: material.index0AttributeName, + + extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ), + extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ), + + rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ), + + customProgramCacheKey: material.customProgramCacheKey() + + }; + + // the usage of getChannel() determines the active texture channels for this shader + + parameters.vertexUv1s = _activeChannels.has( 1 ); + parameters.vertexUv2s = _activeChannels.has( 2 ); + parameters.vertexUv3s = _activeChannels.has( 3 ); + + _activeChannels.clear(); + + return parameters; + + } + + function getProgramCacheKey( parameters ) { + + const array = []; + + if ( parameters.shaderID ) { + + array.push( parameters.shaderID ); + + } else { + + array.push( parameters.customVertexShaderID ); + array.push( parameters.customFragmentShaderID ); + + } + + if ( parameters.defines !== undefined ) { + + for ( const name in parameters.defines ) { + + array.push( name ); + array.push( parameters.defines[ name ] ); + + } + + } + + if ( parameters.isRawShaderMaterial === false ) { + + getProgramCacheKeyParameters( array, parameters ); + getProgramCacheKeyBooleans( array, parameters ); + array.push( renderer.outputColorSpace ); + + } + + array.push( parameters.customProgramCacheKey ); + + return array.join(); + + } + + function getProgramCacheKeyParameters( array, parameters ) { + + array.push( parameters.precision ); + array.push( parameters.outputColorSpace ); + array.push( parameters.envMapMode ); + array.push( parameters.envMapCubeUVHeight ); + array.push( parameters.mapUv ); + array.push( parameters.alphaMapUv ); + array.push( parameters.lightMapUv ); + array.push( parameters.aoMapUv ); + array.push( parameters.bumpMapUv ); + array.push( parameters.normalMapUv ); + array.push( parameters.displacementMapUv ); + array.push( parameters.emissiveMapUv ); + array.push( parameters.metalnessMapUv ); + array.push( parameters.roughnessMapUv ); + array.push( parameters.anisotropyMapUv ); + array.push( parameters.clearcoatMapUv ); + array.push( parameters.clearcoatNormalMapUv ); + array.push( parameters.clearcoatRoughnessMapUv ); + array.push( parameters.iridescenceMapUv ); + array.push( parameters.iridescenceThicknessMapUv ); + array.push( parameters.sheenColorMapUv ); + array.push( parameters.sheenRoughnessMapUv ); + array.push( parameters.specularMapUv ); + array.push( parameters.specularColorMapUv ); + array.push( parameters.specularIntensityMapUv ); + array.push( parameters.transmissionMapUv ); + array.push( parameters.thicknessMapUv ); + array.push( parameters.combine ); + array.push( parameters.fogExp2 ); + array.push( parameters.sizeAttenuation ); + array.push( parameters.morphTargetsCount ); + array.push( parameters.morphAttributeCount ); + array.push( parameters.numDirLights ); + array.push( parameters.numPointLights ); + array.push( parameters.numSpotLights ); + array.push( parameters.numSpotLightMaps ); + array.push( parameters.numHemiLights ); + array.push( parameters.numRectAreaLights ); + array.push( parameters.numDirLightShadows ); + array.push( parameters.numPointLightShadows ); + array.push( parameters.numSpotLightShadows ); + array.push( parameters.numSpotLightShadowsWithMaps ); + array.push( parameters.numLightProbes ); + array.push( parameters.shadowMapType ); + array.push( parameters.toneMapping ); + array.push( parameters.numClippingPlanes ); + array.push( parameters.numClipIntersection ); + array.push( parameters.depthPacking ); + + } + + function getProgramCacheKeyBooleans( array, parameters ) { + + _programLayers.disableAll(); + + if ( parameters.supportsVertexTextures ) + _programLayers.enable( 0 ); + if ( parameters.instancing ) + _programLayers.enable( 1 ); + if ( parameters.instancingColor ) + _programLayers.enable( 2 ); + if ( parameters.instancingMorph ) + _programLayers.enable( 3 ); + if ( parameters.matcap ) + _programLayers.enable( 4 ); + if ( parameters.envMap ) + _programLayers.enable( 5 ); + if ( parameters.normalMapObjectSpace ) + _programLayers.enable( 6 ); + if ( parameters.normalMapTangentSpace ) + _programLayers.enable( 7 ); + if ( parameters.clearcoat ) + _programLayers.enable( 8 ); + if ( parameters.iridescence ) + _programLayers.enable( 9 ); + if ( parameters.alphaTest ) + _programLayers.enable( 10 ); + if ( parameters.vertexColors ) + _programLayers.enable( 11 ); + if ( parameters.vertexAlphas ) + _programLayers.enable( 12 ); + if ( parameters.vertexUv1s ) + _programLayers.enable( 13 ); + if ( parameters.vertexUv2s ) + _programLayers.enable( 14 ); + if ( parameters.vertexUv3s ) + _programLayers.enable( 15 ); + if ( parameters.vertexTangents ) + _programLayers.enable( 16 ); + if ( parameters.anisotropy ) + _programLayers.enable( 17 ); + if ( parameters.alphaHash ) + _programLayers.enable( 18 ); + if ( parameters.batching ) + _programLayers.enable( 19 ); + if ( parameters.dispersion ) + _programLayers.enable( 20 ); + if ( parameters.batchingColor ) + _programLayers.enable( 21 ); + + array.push( _programLayers.mask ); + _programLayers.disableAll(); + + if ( parameters.fog ) + _programLayers.enable( 0 ); + if ( parameters.useFog ) + _programLayers.enable( 1 ); + if ( parameters.flatShading ) + _programLayers.enable( 2 ); + if ( parameters.logarithmicDepthBuffer ) + _programLayers.enable( 3 ); + if ( parameters.reverseDepthBuffer ) + _programLayers.enable( 4 ); + if ( parameters.skinning ) + _programLayers.enable( 5 ); + if ( parameters.morphTargets ) + _programLayers.enable( 6 ); + if ( parameters.morphNormals ) + _programLayers.enable( 7 ); + if ( parameters.morphColors ) + _programLayers.enable( 8 ); + if ( parameters.premultipliedAlpha ) + _programLayers.enable( 9 ); + if ( parameters.shadowMapEnabled ) + _programLayers.enable( 10 ); + if ( parameters.doubleSided ) + _programLayers.enable( 11 ); + if ( parameters.flipSided ) + _programLayers.enable( 12 ); + if ( parameters.useDepthPacking ) + _programLayers.enable( 13 ); + if ( parameters.dithering ) + _programLayers.enable( 14 ); + if ( parameters.transmission ) + _programLayers.enable( 15 ); + if ( parameters.sheen ) + _programLayers.enable( 16 ); + if ( parameters.opaque ) + _programLayers.enable( 17 ); + if ( parameters.pointsUvs ) + _programLayers.enable( 18 ); + if ( parameters.decodeVideoTexture ) + _programLayers.enable( 19 ); + if ( parameters.decodeVideoTextureEmissive ) + _programLayers.enable( 20 ); + if ( parameters.alphaToCoverage ) + _programLayers.enable( 21 ); + + array.push( _programLayers.mask ); + + } + + function getUniforms( material ) { + + const shaderID = shaderIDs[ material.type ]; + let uniforms; + + if ( shaderID ) { + + const shader = ShaderLib[ shaderID ]; + uniforms = UniformsUtils.clone( shader.uniforms ); + + } else { + + uniforms = material.uniforms; + + } + + return uniforms; + + } + + function acquireProgram( parameters, cacheKey ) { + + let program; + + // Check if code has been already compiled + for ( let p = 0, pl = programs.length; p < pl; p ++ ) { + + const preexistingProgram = programs[ p ]; + + if ( preexistingProgram.cacheKey === cacheKey ) { + + program = preexistingProgram; + ++ program.usedTimes; + + break; + + } + + } + + if ( program === undefined ) { + + program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates ); + programs.push( program ); + + } + + return program; + + } + + function releaseProgram( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + const i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + } + + function releaseShaderCache( material ) { + + _customShaders.remove( material ); + + } + + function dispose() { + + _customShaders.dispose(); + + } + + return { + getParameters: getParameters, + getProgramCacheKey: getProgramCacheKey, + getUniforms: getUniforms, + acquireProgram: acquireProgram, + releaseProgram: releaseProgram, + releaseShaderCache: releaseShaderCache, + // Exposed for resource monitoring & error feedback via renderer.info: + programs: programs, + dispose: dispose + }; + +} + +function WebGLProperties() { + + let properties = new WeakMap(); + + function has( object ) { + + return properties.has( object ); + + } + + function get( object ) { + + let map = properties.get( object ); + + if ( map === undefined ) { + + map = {}; + properties.set( object, map ); + + } + + return map; + + } + + function remove( object ) { + + properties.delete( object ); + + } + + function update( object, key, value ) { + + properties.get( object )[ key ] = value; + + } + + function dispose() { + + properties = new WeakMap(); + + } + + return { + has: has, + get: get, + remove: remove, + update: update, + dispose: dispose + }; + +} + +function painterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.material.id !== b.material.id ) { + + return a.material.id - b.material.id; + + } else if ( a.z !== b.z ) { + + return a.z - b.z; + + } else { + + return a.id - b.id; + + } + +} + +function reversePainterSortStable( a, b ) { + + if ( a.groupOrder !== b.groupOrder ) { + + return a.groupOrder - b.groupOrder; + + } else if ( a.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return a.id - b.id; + + } + +} + + +function WebGLRenderList() { + + const renderItems = []; + let renderItemsIndex = 0; + + const opaque = []; + const transmissive = []; + const transparent = []; + + function init() { + + renderItemsIndex = 0; + + opaque.length = 0; + transmissive.length = 0; + transparent.length = 0; + + } + + function getNextRenderItem( object, geometry, material, groupOrder, z, group ) { + + let renderItem = renderItems[ renderItemsIndex ]; + + if ( renderItem === undefined ) { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + groupOrder: groupOrder, + renderOrder: object.renderOrder, + z: z, + group: group + }; + + renderItems[ renderItemsIndex ] = renderItem; + + } else { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.groupOrder = groupOrder; + renderItem.renderOrder = object.renderOrder; + renderItem.z = z; + renderItem.group = group; + + } + + renderItemsIndex ++; + + return renderItem; + + } + + function push( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.push( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.push( renderItem ); + + } else { + + opaque.push( renderItem ); + + } + + } + + function unshift( object, geometry, material, groupOrder, z, group ) { + + const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group ); + + if ( material.transmission > 0.0 ) { + + transmissive.unshift( renderItem ); + + } else if ( material.transparent === true ) { + + transparent.unshift( renderItem ); + + } else { + + opaque.unshift( renderItem ); + + } + + } + + function sort( customOpaqueSort, customTransparentSort ) { + + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); + + } + + function finish() { + + // Clear references from inactive renderItems in the list + + for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) { + + const renderItem = renderItems[ i ]; + + if ( renderItem.id === null ) break; + + renderItem.id = null; + renderItem.object = null; + renderItem.geometry = null; + renderItem.material = null; + renderItem.group = null; + + } + + } + + return { + + opaque: opaque, + transmissive: transmissive, + transparent: transparent, + + init: init, + push: push, + unshift: unshift, + finish: finish, + + sort: sort + }; + +} + +function WebGLRenderLists() { + + let lists = new WeakMap(); + + function get( scene, renderCallDepth ) { + + const listArray = lists.get( scene ); + let list; + + if ( listArray === undefined ) { + + list = new WebGLRenderList(); + lists.set( scene, [ list ] ); + + } else { + + if ( renderCallDepth >= listArray.length ) { + + list = new WebGLRenderList(); + listArray.push( list ); + + } else { + + list = listArray[ renderCallDepth ]; + + } + + } + + return list; + + } + + function dispose() { + + lists = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +function UniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new Vector3(), + color: new Color() + }; + break; + + case 'SpotLight': + uniforms = { + position: new Vector3(), + direction: new Vector3(), + color: new Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0 + }; + break; + + case 'PointLight': + uniforms = { + position: new Vector3(), + color: new Color(), + distance: 0, + decay: 0 + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new Vector3(), + skyColor: new Color(), + groundColor: new Color() + }; + break; + + case 'RectAreaLight': + uniforms = { + color: new Color(), + position: new Vector3(), + halfWidth: new Vector3(), + halfHeight: new Vector3() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + +function ShadowUniformsCache() { + + const lights = {}; + + return { + + get: function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + let uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2() + }; + break; + + case 'PointLight': + uniforms = { + shadowIntensity: 1, + shadowBias: 0, + shadowNormalBias: 0, + shadowRadius: 1, + shadowMapSize: new Vector2(), + shadowCameraNear: 1, + shadowCameraFar: 1000 + }; + break; + + // TODO (abelnation): set RectAreaLight shadow uniforms + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + } + + }; + +} + + + +let nextVersion = 0; + +function shadowCastingAndTexturingLightsFirst( lightA, lightB ) { + + return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 ); + +} + +function WebGLLights( extensions ) { + + const cache = new UniformsCache(); + + const shadowCache = ShadowUniformsCache(); + + const state = { + + version: 0, + + hash: { + directionalLength: - 1, + pointLength: - 1, + spotLength: - 1, + rectAreaLength: - 1, + hemiLength: - 1, + + numDirectionalShadows: - 1, + numPointShadows: - 1, + numSpotShadows: - 1, + numSpotMaps: - 1, + + numLightProbes: - 1 + }, + + ambient: [ 0, 0, 0 ], + probe: [], + directional: [], + directionalShadow: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotLightMap: [], + spotShadow: [], + spotShadowMap: [], + spotLightMatrix: [], + rectArea: [], + rectAreaLTC1: null, + rectAreaLTC2: null, + point: [], + pointShadow: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], + numSpotLightShadowsWithMaps: 0, + numLightProbes: 0 + + }; + + for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() ); + + const vector3 = new Vector3(); + const matrix4 = new Matrix4(); + const matrix42 = new Matrix4(); + + function setup( lights ) { + + let r = 0, g = 0, b = 0; + + for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 ); + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + let numDirectionalShadows = 0; + let numPointShadows = 0; + let numSpotShadows = 0; + let numSpotMaps = 0; + let numSpotShadowsWithMaps = 0; + + let numLightProbes = 0; + + // ordering : [shadow casting + map texturing, map texturing, shadow casting, none ] + lights.sort( shadowCastingAndTexturingLightsFirst ); + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + const color = light.color; + const intensity = light.intensity; + const distance = light.distance; + + const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null; + + if ( light.isAmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light.isLightProbe ) { + + for ( let j = 0; j < 9; j ++ ) { + + state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity ); + + } + + numLightProbes ++; + + } else if ( light.isDirectionalLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.directionalShadow[ directionalLength ] = shadowUniforms; + state.directionalShadowMap[ directionalLength ] = shadowMap; + state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + + numDirectionalShadows ++; + + } + + state.directional[ directionalLength ] = uniforms; + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = cache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = light.decay; + + state.spot[ spotLength ] = uniforms; + + const shadow = light.shadow; + + if ( light.map ) { + + state.spotLightMap[ numSpotMaps ] = light.map; + numSpotMaps ++; + + // make sure the lightMatrix is up to date + // TODO : do it if required only + shadow.updateMatrices( light ); + + if ( light.castShadow ) numSpotShadowsWithMaps ++; + + } + + state.spotLightMatrix[ spotLength ] = shadow.matrix; + + if ( light.castShadow ) { + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + + state.spotShadow[ spotLength ] = shadowUniforms; + state.spotShadowMap[ spotLength ] = shadowMap; + + numSpotShadows ++; + + } + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + state.rectArea[ rectAreaLength ] = uniforms; + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = cache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = light.decay; + + if ( light.castShadow ) { + + const shadow = light.shadow; + + const shadowUniforms = shadowCache.get( light ); + + shadowUniforms.shadowIntensity = shadow.intensity; + shadowUniforms.shadowBias = shadow.bias; + shadowUniforms.shadowNormalBias = shadow.normalBias; + shadowUniforms.shadowRadius = shadow.radius; + shadowUniforms.shadowMapSize = shadow.mapSize; + shadowUniforms.shadowCameraNear = shadow.camera.near; + shadowUniforms.shadowCameraFar = shadow.camera.far; + + state.pointShadow[ pointLength ] = shadowUniforms; + state.pointShadowMap[ pointLength ] = shadowMap; + state.pointShadowMatrix[ pointLength ] = light.shadow.matrix; + + numPointShadows ++; + + } + + state.point[ pointLength ] = uniforms; + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = cache.get( light ); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + state.hemi[ hemiLength ] = uniforms; + + hemiLength ++; + + } + + } + + if ( rectAreaLength > 0 ) { + + if ( extensions.has( 'OES_texture_float_linear' ) === true ) { + + state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1; + state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2; + + } else { + + state.rectAreaLTC1 = UniformsLib.LTC_HALF_1; + state.rectAreaLTC2 = UniformsLib.LTC_HALF_2; + + } + + } + + state.ambient[ 0 ] = r; + state.ambient[ 1 ] = g; + state.ambient[ 2 ] = b; + + const hash = state.hash; + + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.numDirectionalShadows !== numDirectionalShadows || + hash.numPointShadows !== numPointShadows || + hash.numSpotShadows !== numSpotShadows || + hash.numSpotMaps !== numSpotMaps || + hash.numLightProbes !== numLightProbes ) { + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + state.directionalShadow.length = numDirectionalShadows; + state.directionalShadowMap.length = numDirectionalShadows; + state.pointShadow.length = numPointShadows; + state.pointShadowMap.length = numPointShadows; + state.spotShadow.length = numSpotShadows; + state.spotShadowMap.length = numSpotShadows; + state.directionalShadowMatrix.length = numDirectionalShadows; + state.pointShadowMatrix.length = numPointShadows; + state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps; + state.spotLightMap.length = numSpotMaps; + state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps; + state.numLightProbes = numLightProbes; + + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + + hash.numDirectionalShadows = numDirectionalShadows; + hash.numPointShadows = numPointShadows; + hash.numSpotShadows = numSpotShadows; + hash.numSpotMaps = numSpotMaps; + + hash.numLightProbes = numLightProbes; + + state.version = nextVersion ++; + + } + + } + + function setupView( lights, camera ) { + + let directionalLength = 0; + let pointLength = 0; + let spotLength = 0; + let rectAreaLength = 0; + let hemiLength = 0; + + const viewMatrix = camera.matrixWorldInverse; + + for ( let i = 0, l = lights.length; i < l; i ++ ) { + + const light = lights[ i ]; + + if ( light.isDirectionalLight ) { + + const uniforms = state.directional[ directionalLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + directionalLength ++; + + } else if ( light.isSpotLight ) { + + const uniforms = state.spot[ spotLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + spotLength ++; + + } else if ( light.isRectAreaLight ) { + + const uniforms = state.rectArea[ rectAreaLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + // extract local rotation of light to derive width/height half vectors + matrix42.identity(); + matrix4.copy( light.matrixWorld ); + matrix4.premultiply( viewMatrix ); + matrix42.extractRotation( matrix4 ); + + uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 ); + uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 ); + + uniforms.halfWidth.applyMatrix4( matrix42 ); + uniforms.halfHeight.applyMatrix4( matrix42 ); + + rectAreaLength ++; + + } else if ( light.isPointLight ) { + + const uniforms = state.point[ pointLength ]; + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + pointLength ++; + + } else if ( light.isHemisphereLight ) { + + const uniforms = state.hemi[ hemiLength ]; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + + hemiLength ++; + + } + + } + + } + + return { + setup: setup, + setupView: setupView, + state: state + }; + +} + +function WebGLRenderState( extensions ) { + + const lights = new WebGLLights( extensions ); + + const lightsArray = []; + const shadowsArray = []; + + function init( camera ) { + + state.camera = camera; + + lightsArray.length = 0; + shadowsArray.length = 0; + + } + + function pushLight( light ) { + + lightsArray.push( light ); + + } + + function pushShadow( shadowLight ) { + + shadowsArray.push( shadowLight ); + + } + + function setupLights() { + + lights.setup( lightsArray ); + + } + + function setupLightsView( camera ) { + + lights.setupView( lightsArray, camera ); + + } + + const state = { + lightsArray: lightsArray, + shadowsArray: shadowsArray, + + camera: null, + + lights: lights, + + transmissionRenderTarget: {} + }; + + return { + init: init, + state: state, + setupLights: setupLights, + setupLightsView: setupLightsView, + + pushLight: pushLight, + pushShadow: pushShadow + }; + +} + +function WebGLRenderStates( extensions ) { + + let renderStates = new WeakMap(); + + function get( scene, renderCallDepth = 0 ) { + + const renderStateArray = renderStates.get( scene ); + let renderState; + + if ( renderStateArray === undefined ) { + + renderState = new WebGLRenderState( extensions ); + renderStates.set( scene, [ renderState ] ); + + } else { + + if ( renderCallDepth >= renderStateArray.length ) { + + renderState = new WebGLRenderState( extensions ); + renderStateArray.push( renderState ); + + } else { + + renderState = renderStateArray[ renderCallDepth ]; + + } + + } + + return renderState; + + } + + function dispose() { + + renderStates = new WeakMap(); + + } + + return { + get: get, + dispose: dispose + }; + +} + +class MeshDepthMaterial extends Material { + + static get type() { + + return 'MeshDepthMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshDepthMaterial = true; + + this.depthPacking = BasicDepthPacking; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.depthPacking = source.depthPacking; + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + + } + +} + +class MeshDistanceMaterial extends Material { + + static get type() { + + return 'MeshDistanceMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshDistanceMaterial = true; + + this.map = null; + + this.alphaMap = null; + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + return this; + + } + +} + +const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}"; + +const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include \nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}"; + +function WebGLShadowMap( renderer, objects, capabilities ) { + + let _frustum = new Frustum(); + + const _shadowMapSize = new Vector2(), + _viewportSize = new Vector2(), + + _viewport = new Vector4(), + + _depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ), + _distanceMaterial = new MeshDistanceMaterial(), + + _materialCache = {}, + + _maxTextureSize = capabilities.maxTextureSize; + + const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide }; + + const shadowMaterialVertical = new ShaderMaterial( { + defines: { + VSM_SAMPLES: 8 + }, + uniforms: { + shadow_pass: { value: null }, + resolution: { value: new Vector2() }, + radius: { value: 4.0 } + }, + + vertexShader: vertex, + fragmentShader: fragment + + } ); + + const shadowMaterialHorizontal = shadowMaterialVertical.clone(); + shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1; + + const fullScreenTri = new BufferGeometry(); + fullScreenTri.setAttribute( + 'position', + new BufferAttribute( + new Float32Array( [ - 1, - 1, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ), + 3 + ) + ); + + const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical ); + + const scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = PCFShadowMap; + let _previousType = this.type; + + this.render = function ( lights, scene, camera ) { + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + if ( lights.length === 0 ) return; + + const currentRenderTarget = renderer.getRenderTarget(); + const activeCubeFace = renderer.getActiveCubeFace(); + const activeMipmapLevel = renderer.getActiveMipmapLevel(); + + const _state = renderer.state; + + // Set GL state for depth map. + _state.setBlending( NoBlending ); + _state.buffers.color.setClear( 1, 1, 1, 1 ); + _state.buffers.depth.setTest( true ); + _state.setScissorTest( false ); + + // check for shadow map type changes + + const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap ); + const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap ); + + // render depth map + + for ( let i = 0, il = lights.length; i < il; i ++ ) { + + const light = lights[ i ]; + const shadow = light.shadow; + + if ( shadow === undefined ) { + + console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' ); + continue; + + } + + if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue; + + _shadowMapSize.copy( shadow.mapSize ); + + const shadowFrameExtents = shadow.getFrameExtents(); + + _shadowMapSize.multiply( shadowFrameExtents ); + + _viewportSize.copy( shadow.mapSize ); + + if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) { + + if ( _shadowMapSize.x > _maxTextureSize ) { + + _viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x ); + _shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x; + shadow.mapSize.x = _viewportSize.x; + + } + + if ( _shadowMapSize.y > _maxTextureSize ) { + + _viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y ); + _shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y; + shadow.mapSize.y = _viewportSize.y; + + } + + } + + if ( shadow.map === null || toVSM === true || fromVSM === true ) { + + const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {}; + + if ( shadow.map !== null ) { + + shadow.map.dispose(); + + } + + shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + shadow.map.texture.name = light.name + '.shadowMap'; + + shadow.camera.updateProjectionMatrix(); + + } + + renderer.setRenderTarget( shadow.map ); + renderer.clear(); + + const viewportCount = shadow.getViewportCount(); + + for ( let vp = 0; vp < viewportCount; vp ++ ) { + + const viewport = shadow.getViewport( vp ); + + _viewport.set( + _viewportSize.x * viewport.x, + _viewportSize.y * viewport.y, + _viewportSize.x * viewport.z, + _viewportSize.y * viewport.w + ); + + _state.viewport( _viewport ); + + shadow.updateMatrices( light, vp ); + + _frustum = shadow.getFrustum(); + + renderObject( scene, camera, shadow.camera, light, this.type ); + + } + + // do blur pass for VSM + + if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) { + + VSMPass( shadow, camera ); + + } + + shadow.needsUpdate = false; + + } + + _previousType = this.type; + + scope.needsUpdate = false; + + renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel ); + + }; + + function VSMPass( shadow, camera ) { + + const geometry = objects.update( fullScreenMesh ); + + if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) { + + shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples; + shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples; + + shadowMaterialVertical.needsUpdate = true; + shadowMaterialHorizontal.needsUpdate = true; + + } + + if ( shadow.mapPass === null ) { + + shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y ); + + } + + // vertical pass + + shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture; + shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize; + shadowMaterialVertical.uniforms.radius.value = shadow.radius; + renderer.setRenderTarget( shadow.mapPass ); + renderer.clear(); + renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null ); + + // horizontal pass + + shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture; + shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize; + shadowMaterialHorizontal.uniforms.radius.value = shadow.radius; + renderer.setRenderTarget( shadow.map ); + renderer.clear(); + renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null ); + + } + + function getDepthMaterial( object, material, light, type ) { + + let result = null; + + const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial; + + if ( customMaterial !== undefined ) { + + result = customMaterial; + + } else { + + result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial; + + if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) || + ( material.displacementMap && material.displacementScale !== 0 ) || + ( material.alphaMap && material.alphaTest > 0 ) || + ( material.map && material.alphaTest > 0 ) ) { + + // in this case we need a unique material instance reflecting the + // appropriate state + + const keyA = result.uuid, keyB = material.uuid; + + let materialsForVariant = _materialCache[ keyA ]; + + if ( materialsForVariant === undefined ) { + + materialsForVariant = {}; + _materialCache[ keyA ] = materialsForVariant; + + } + + let cachedMaterial = materialsForVariant[ keyB ]; + + if ( cachedMaterial === undefined ) { + + cachedMaterial = result.clone(); + materialsForVariant[ keyB ] = cachedMaterial; + material.addEventListener( 'dispose', onMaterialDispose ); + + } + + result = cachedMaterial; + + } + + } + + result.visible = material.visible; + result.wireframe = material.wireframe; + + if ( type === VSMShadowMap ) { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side; + + } else { + + result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ]; + + } + + result.alphaMap = material.alphaMap; + result.alphaTest = material.alphaTest; + result.map = material.map; + + result.clipShadows = material.clipShadows; + result.clippingPlanes = material.clippingPlanes; + result.clipIntersection = material.clipIntersection; + + result.displacementMap = material.displacementMap; + result.displacementScale = material.displacementScale; + result.displacementBias = material.displacementBias; + + result.wireframeLinewidth = material.wireframeLinewidth; + result.linewidth = material.linewidth; + + if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) { + + const materialProperties = renderer.properties.get( result ); + materialProperties.light = light; + + } + + return result; + + } + + function renderObject( object, camera, shadowCamera, light, type ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) { + + if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + + const geometry = objects.update( object ); + const material = object.material; + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let k = 0, kl = groups.length; k < kl; k ++ ) { + + const group = groups[ k ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + const depthMaterial = getDepthMaterial( object, groupMaterial, light, type ); + + object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group ); + + } + + } + + } else if ( material.visible ) { + + const depthMaterial = getDepthMaterial( object, material, light, type ); + + object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null ); + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + renderObject( children[ i ], camera, shadowCamera, light, type ); + + } + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + // make sure to remove the unique distance/depth materials used for shadow map rendering + + for ( const id in _materialCache ) { + + const cache = _materialCache[ id ]; + + const uuid = event.target.uuid; + + if ( uuid in cache ) { + + const shadowMaterial = cache[ uuid ]; + shadowMaterial.dispose(); + delete cache[ uuid ]; + + } + + } + + } + +} + +const reversedFuncs = { + [ NeverDepth ]: AlwaysDepth, + [ LessDepth ]: GreaterDepth, + [ EqualDepth ]: NotEqualDepth, + [ LessEqualDepth ]: GreaterEqualDepth, + + [ AlwaysDepth ]: NeverDepth, + [ GreaterDepth ]: LessDepth, + [ NotEqualDepth ]: EqualDepth, + [ GreaterEqualDepth ]: LessEqualDepth, +}; + +function WebGLState( gl, extensions ) { + + function ColorBuffer() { + + let locked = false; + + const color = new Vector4(); + let currentColorMask = null; + const currentColorClear = new Vector4( 0, 0, 0, 0 ); + + return { + + setMask: function ( colorMask ) { + + if ( currentColorMask !== colorMask && ! locked ) { + + gl.colorMask( colorMask, colorMask, colorMask, colorMask ); + currentColorMask = colorMask; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( r, g, b, a, premultipliedAlpha ) { + + if ( premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + color.set( r, g, b, a ); + + if ( currentColorClear.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentColorClear.copy( color ); + + } + + }, + + reset: function () { + + locked = false; + + currentColorMask = null; + currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state + + } + + }; + + } + + function DepthBuffer() { + + let locked = false; + let reversed = false; + + let currentDepthMask = null; + let currentDepthFunc = null; + let currentDepthClear = null; + + return { + + setReversed: function ( value ) { + + if ( reversed !== value ) { + + const ext = extensions.get( 'EXT_clip_control' ); + + if ( reversed ) { + + ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT ); + + } else { + + ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT ); + + } + + const oldDepth = currentDepthClear; + currentDepthClear = null; + this.setClear( oldDepth ); + + } + + reversed = value; + + }, + + getReversed: function () { + + return reversed; + + }, + + setTest: function ( depthTest ) { + + if ( depthTest ) { + + enable( gl.DEPTH_TEST ); + + } else { + + disable( gl.DEPTH_TEST ); + + } + + }, + + setMask: function ( depthMask ) { + + if ( currentDepthMask !== depthMask && ! locked ) { + + gl.depthMask( depthMask ); + currentDepthMask = depthMask; + + } + + }, + + setFunc: function ( depthFunc ) { + + if ( reversed ) depthFunc = reversedFuncs[ depthFunc ]; + + if ( currentDepthFunc !== depthFunc ) { + + switch ( depthFunc ) { + + case NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( depth ) { + + if ( currentDepthClear !== depth ) { + + if ( reversed ) { + + depth = 1 - depth; + + } + + gl.clearDepth( depth ); + currentDepthClear = depth; + + } + + }, + + reset: function () { + + locked = false; + + currentDepthMask = null; + currentDepthFunc = null; + currentDepthClear = null; + reversed = false; + + } + + }; + + } + + function StencilBuffer() { + + let locked = false; + + let currentStencilMask = null; + let currentStencilFunc = null; + let currentStencilRef = null; + let currentStencilFuncMask = null; + let currentStencilFail = null; + let currentStencilZFail = null; + let currentStencilZPass = null; + let currentStencilClear = null; + + return { + + setTest: function ( stencilTest ) { + + if ( ! locked ) { + + if ( stencilTest ) { + + enable( gl.STENCIL_TEST ); + + } else { + + disable( gl.STENCIL_TEST ); + + } + + } + + }, + + setMask: function ( stencilMask ) { + + if ( currentStencilMask !== stencilMask && ! locked ) { + + gl.stencilMask( stencilMask ); + currentStencilMask = stencilMask; + + } + + }, + + setFunc: function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilFuncMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilFuncMask = stencilMask; + + } + + }, + + setOp: function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }, + + setLocked: function ( lock ) { + + locked = lock; + + }, + + setClear: function ( stencil ) { + + if ( currentStencilClear !== stencil ) { + + gl.clearStencil( stencil ); + currentStencilClear = stencil; + + } + + }, + + reset: function () { + + locked = false; + + currentStencilMask = null; + currentStencilFunc = null; + currentStencilRef = null; + currentStencilFuncMask = null; + currentStencilFail = null; + currentStencilZFail = null; + currentStencilZPass = null; + currentStencilClear = null; + + } + + }; + + } + + // + + const colorBuffer = new ColorBuffer(); + const depthBuffer = new DepthBuffer(); + const stencilBuffer = new StencilBuffer(); + + const uboBindings = new WeakMap(); + const uboProgramMap = new WeakMap(); + + let enabledCapabilities = {}; + + let currentBoundFramebuffers = {}; + let currentDrawbuffers = new WeakMap(); + let defaultDrawbuffers = []; + + let currentProgram = null; + + let currentBlendingEnabled = false; + let currentBlending = null; + let currentBlendEquation = null; + let currentBlendSrc = null; + let currentBlendDst = null; + let currentBlendEquationAlpha = null; + let currentBlendSrcAlpha = null; + let currentBlendDstAlpha = null; + let currentBlendColor = new Color( 0, 0, 0 ); + let currentBlendAlpha = 0; + let currentPremultipledAlpha = false; + + let currentFlipSided = null; + let currentCullFace = null; + + let currentLineWidth = null; + + let currentPolygonOffsetFactor = null; + let currentPolygonOffsetUnits = null; + + const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS ); + + let lineWidthAvailable = false; + let version = 0; + const glVersion = gl.getParameter( gl.VERSION ); + + if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) { + + version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 1.0 ); + + } else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) { + + version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] ); + lineWidthAvailable = ( version >= 2.0 ); + + } + + let currentTextureSlot = null; + let currentBoundTextures = {}; + + const scissorParam = gl.getParameter( gl.SCISSOR_BOX ); + const viewportParam = gl.getParameter( gl.VIEWPORT ); + + const currentScissor = new Vector4().fromArray( scissorParam ); + const currentViewport = new Vector4().fromArray( viewportParam ); + + function createTexture( type, target, count, dimensions ) { + + const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4. + const texture = gl.createTexture(); + + gl.bindTexture( type, texture ); + gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST ); + gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST ); + + for ( let i = 0; i < count; i ++ ) { + + if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) { + + gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } else { + + gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data ); + + } + + } + + return texture; + + } + + const emptyTextures = {}; + emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 ); + emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 ); + emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 ); + emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 ); + + // init + + colorBuffer.setClear( 0, 0, 0, 1 ); + depthBuffer.setClear( 1 ); + stencilBuffer.setClear( 0 ); + + enable( gl.DEPTH_TEST ); + depthBuffer.setFunc( LessEqualDepth ); + + setFlipSided( false ); + setCullFace( CullFaceBack ); + enable( gl.CULL_FACE ); + + setBlending( NoBlending ); + + // + + function enable( id ) { + + if ( enabledCapabilities[ id ] !== true ) { + + gl.enable( id ); + enabledCapabilities[ id ] = true; + + } + + } + + function disable( id ) { + + if ( enabledCapabilities[ id ] !== false ) { + + gl.disable( id ); + enabledCapabilities[ id ] = false; + + } + + } + + function bindFramebuffer( target, framebuffer ) { + + if ( currentBoundFramebuffers[ target ] !== framebuffer ) { + + gl.bindFramebuffer( target, framebuffer ); + + currentBoundFramebuffers[ target ] = framebuffer; + + // gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER + + if ( target === gl.DRAW_FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer; + + } + + if ( target === gl.FRAMEBUFFER ) { + + currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer; + + } + + return true; + + } + + return false; + + } + + function drawBuffers( renderTarget, framebuffer ) { + + let drawBuffers = defaultDrawbuffers; + + let needsUpdate = false; + + if ( renderTarget ) { + + drawBuffers = currentDrawbuffers.get( framebuffer ); + + if ( drawBuffers === undefined ) { + + drawBuffers = []; + currentDrawbuffers.set( framebuffer, drawBuffers ); + + } + + const textures = renderTarget.textures; + + if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i; + + } + + drawBuffers.length = textures.length; + + needsUpdate = true; + + } + + } else { + + if ( drawBuffers[ 0 ] !== gl.BACK ) { + + drawBuffers[ 0 ] = gl.BACK; + + needsUpdate = true; + + } + + } + + if ( needsUpdate ) { + + gl.drawBuffers( drawBuffers ); + + } + + } + + function useProgram( program ) { + + if ( currentProgram !== program ) { + + gl.useProgram( program ); + + currentProgram = program; + + return true; + + } + + return false; + + } + + const equationToGL = { + [ AddEquation ]: gl.FUNC_ADD, + [ SubtractEquation ]: gl.FUNC_SUBTRACT, + [ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT + }; + + equationToGL[ MinEquation ] = gl.MIN; + equationToGL[ MaxEquation ] = gl.MAX; + + const factorToGL = { + [ ZeroFactor ]: gl.ZERO, + [ OneFactor ]: gl.ONE, + [ SrcColorFactor ]: gl.SRC_COLOR, + [ SrcAlphaFactor ]: gl.SRC_ALPHA, + [ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE, + [ DstColorFactor ]: gl.DST_COLOR, + [ DstAlphaFactor ]: gl.DST_ALPHA, + [ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR, + [ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA, + [ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR, + [ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA, + [ ConstantColorFactor ]: gl.CONSTANT_COLOR, + [ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR, + [ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA, + [ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA + }; + + function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) { + + if ( blending === NoBlending ) { + + if ( currentBlendingEnabled === true ) { + + disable( gl.BLEND ); + currentBlendingEnabled = false; + + } + + return; + + } + + if ( currentBlendingEnabled === false ) { + + enable( gl.BLEND ); + currentBlendingEnabled = true; + + } + + if ( blending !== CustomBlending ) { + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) { + + gl.blendEquation( gl.FUNC_ADD ); + + currentBlendEquation = AddEquation; + currentBlendEquationAlpha = AddEquation; + + } + + if ( premultipliedAlpha ) { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.ONE, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } else { + + switch ( blending ) { + + case NormalBlending: + gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + break; + + case AdditiveBlending: + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + break; + + case SubtractiveBlending: + gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE ); + break; + + case MultiplyBlending: + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + break; + + default: + console.error( 'THREE.WebGLState: Invalid blending: ', blending ); + break; + + } + + } + + currentBlendSrc = null; + currentBlendDst = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor.set( 0, 0, 0 ); + currentBlendAlpha = 0; + + currentBlending = blending; + currentPremultipledAlpha = premultipliedAlpha; + + } + + return; + + } + + // custom blending + + blendEquationAlpha = blendEquationAlpha || blendEquation; + blendSrcAlpha = blendSrcAlpha || blendSrc; + blendDstAlpha = blendDstAlpha || blendDst; + + if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) { + + gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] ); + + currentBlendEquation = blendEquation; + currentBlendEquationAlpha = blendEquationAlpha; + + } + + if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) { + + gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] ); + + currentBlendSrc = blendSrc; + currentBlendDst = blendDst; + currentBlendSrcAlpha = blendSrcAlpha; + currentBlendDstAlpha = blendDstAlpha; + + } + + if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) { + + gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha ); + + currentBlendColor.copy( blendColor ); + currentBlendAlpha = blendAlpha; + + } + + currentBlending = blending; + currentPremultipledAlpha = false; + + } + + function setMaterial( material, frontFaceCW ) { + + material.side === DoubleSide + ? disable( gl.CULL_FACE ) + : enable( gl.CULL_FACE ); + + let flipSided = ( material.side === BackSide ); + if ( frontFaceCW ) flipSided = ! flipSided; + + setFlipSided( flipSided ); + + ( material.blending === NormalBlending && material.transparent === false ) + ? setBlending( NoBlending ) + : setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha ); + + depthBuffer.setFunc( material.depthFunc ); + depthBuffer.setTest( material.depthTest ); + depthBuffer.setMask( material.depthWrite ); + colorBuffer.setMask( material.colorWrite ); + + const stencilWrite = material.stencilWrite; + stencilBuffer.setTest( stencilWrite ); + if ( stencilWrite ) { + + stencilBuffer.setMask( material.stencilWriteMask ); + stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask ); + stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass ); + + } + + setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + material.alphaToCoverage === true + ? enable( gl.SAMPLE_ALPHA_TO_COVERAGE ) + : disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + } + + // + + function setFlipSided( flipSided ) { + + if ( currentFlipSided !== flipSided ) { + + if ( flipSided ) { + + gl.frontFace( gl.CW ); + + } else { + + gl.frontFace( gl.CCW ); + + } + + currentFlipSided = flipSided; + + } + + } + + function setCullFace( cullFace ) { + + if ( cullFace !== CullFaceNone ) { + + enable( gl.CULL_FACE ); + + if ( cullFace !== currentCullFace ) { + + if ( cullFace === CullFaceBack ) { + + gl.cullFace( gl.BACK ); + + } else if ( cullFace === CullFaceFront ) { + + gl.cullFace( gl.FRONT ); + + } else { + + gl.cullFace( gl.FRONT_AND_BACK ); + + } + + } + + } else { + + disable( gl.CULL_FACE ); + + } + + currentCullFace = cullFace; + + } + + function setLineWidth( width ) { + + if ( width !== currentLineWidth ) { + + if ( lineWidthAvailable ) gl.lineWidth( width ); + + currentLineWidth = width; + + } + + } + + function setPolygonOffset( polygonOffset, factor, units ) { + + if ( polygonOffset ) { + + enable( gl.POLYGON_OFFSET_FILL ); + + if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + } else { + + disable( gl.POLYGON_OFFSET_FILL ); + + } + + } + + function setScissorTest( scissorTest ) { + + if ( scissorTest ) { + + enable( gl.SCISSOR_TEST ); + + } else { + + disable( gl.SCISSOR_TEST ); + + } + + } + + // texture + + function activeTexture( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + } + + function bindTexture( webglType, webglTexture, webglSlot ) { + + if ( webglSlot === undefined ) { + + if ( currentTextureSlot === null ) { + + webglSlot = gl.TEXTURE0 + maxTextures - 1; + + } else { + + webglSlot = currentTextureSlot; + + } + + } + + let boundTexture = currentBoundTextures[ webglSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ webglSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + } + + function unbindTexture() { + + const boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture !== undefined && boundTexture.type !== undefined ) { + + gl.bindTexture( boundTexture.type, null ); + + boundTexture.type = undefined; + boundTexture.texture = undefined; + + } + + } + + function compressedTexImage2D() { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexImage3D() { + + try { + + gl.compressedTexImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texSubImage2D() { + + try { + + gl.texSubImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texSubImage3D() { + + try { + + gl.texSubImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexSubImage2D() { + + try { + + gl.compressedTexSubImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function compressedTexSubImage3D() { + + try { + + gl.compressedTexSubImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texStorage2D() { + + try { + + gl.texStorage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texStorage3D() { + + try { + + gl.texStorage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage2D() { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + function texImage3D() { + + try { + + gl.texImage3D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( 'THREE.WebGLState:', error ); + + } + + } + + // + + function scissor( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + } + + function viewport( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + } + + function updateUBOMapping( uniformsGroup, program ) { + + let mapping = uboProgramMap.get( program ); + + if ( mapping === undefined ) { + + mapping = new WeakMap(); + + uboProgramMap.set( program, mapping ); + + } + + let blockIndex = mapping.get( uniformsGroup ); + + if ( blockIndex === undefined ) { + + blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name ); + + mapping.set( uniformsGroup, blockIndex ); + + } + + } + + function uniformBlockBinding( uniformsGroup, program ) { + + const mapping = uboProgramMap.get( program ); + const blockIndex = mapping.get( uniformsGroup ); + + if ( uboBindings.get( program ) !== blockIndex ) { + + // bind shader specific block index to global block point + gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex ); + + uboBindings.set( program, blockIndex ); + + } + + } + + // + + function reset() { + + // reset state + + gl.disable( gl.BLEND ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.POLYGON_OFFSET_FILL ); + gl.disable( gl.SCISSOR_TEST ); + gl.disable( gl.STENCIL_TEST ); + gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE ); + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ONE, gl.ZERO ); + gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO ); + gl.blendColor( 0, 0, 0, 0 ); + + gl.colorMask( true, true, true, true ); + gl.clearColor( 0, 0, 0, 0 ); + + gl.depthMask( true ); + gl.depthFunc( gl.LESS ); + + depthBuffer.setReversed( false ); + + gl.clearDepth( 1 ); + + gl.stencilMask( 0xffffffff ); + gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff ); + gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP ); + gl.clearStencil( 0 ); + + gl.cullFace( gl.BACK ); + gl.frontFace( gl.CCW ); + + gl.polygonOffset( 0, 0 ); + + gl.activeTexture( gl.TEXTURE0 ); + + gl.bindFramebuffer( gl.FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null ); + gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null ); + + gl.useProgram( null ); + + gl.lineWidth( 1 ); + + gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height ); + gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height ); + + // reset internals + + enabledCapabilities = {}; + + currentTextureSlot = null; + currentBoundTextures = {}; + + currentBoundFramebuffers = {}; + currentDrawbuffers = new WeakMap(); + defaultDrawbuffers = []; + + currentProgram = null; + + currentBlendingEnabled = false; + currentBlending = null; + currentBlendEquation = null; + currentBlendSrc = null; + currentBlendDst = null; + currentBlendEquationAlpha = null; + currentBlendSrcAlpha = null; + currentBlendDstAlpha = null; + currentBlendColor = new Color( 0, 0, 0 ); + currentBlendAlpha = 0; + currentPremultipledAlpha = false; + + currentFlipSided = null; + currentCullFace = null; + + currentLineWidth = null; + + currentPolygonOffsetFactor = null; + currentPolygonOffsetUnits = null; + + currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height ); + currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height ); + + colorBuffer.reset(); + depthBuffer.reset(); + stencilBuffer.reset(); + + } + + return { + + buffers: { + color: colorBuffer, + depth: depthBuffer, + stencil: stencilBuffer + }, + + enable: enable, + disable: disable, + + bindFramebuffer: bindFramebuffer, + drawBuffers: drawBuffers, + + useProgram: useProgram, + + setBlending: setBlending, + setMaterial: setMaterial, + + setFlipSided: setFlipSided, + setCullFace: setCullFace, + + setLineWidth: setLineWidth, + setPolygonOffset: setPolygonOffset, + + setScissorTest: setScissorTest, + + activeTexture: activeTexture, + bindTexture: bindTexture, + unbindTexture: unbindTexture, + compressedTexImage2D: compressedTexImage2D, + compressedTexImage3D: compressedTexImage3D, + texImage2D: texImage2D, + texImage3D: texImage3D, + + updateUBOMapping: updateUBOMapping, + uniformBlockBinding: uniformBlockBinding, + + texStorage2D: texStorage2D, + texStorage3D: texStorage3D, + texSubImage2D: texSubImage2D, + texSubImage3D: texSubImage3D, + compressedTexSubImage2D: compressedTexSubImage2D, + compressedTexSubImage3D: compressedTexSubImage3D, + + scissor: scissor, + viewport: viewport, + + reset: reset + + }; + +} + +function contain( texture, aspect ) { + + const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; + + if ( imageAspect > aspect ) { + + texture.repeat.x = 1; + texture.repeat.y = imageAspect / aspect; + + texture.offset.x = 0; + texture.offset.y = ( 1 - texture.repeat.y ) / 2; + + } else { + + texture.repeat.x = aspect / imageAspect; + texture.repeat.y = 1; + + texture.offset.x = ( 1 - texture.repeat.x ) / 2; + texture.offset.y = 0; + + } + + return texture; + +} + +function cover( texture, aspect ) { + + const imageAspect = ( texture.image && texture.image.width ) ? texture.image.width / texture.image.height : 1; + + if ( imageAspect > aspect ) { + + texture.repeat.x = aspect / imageAspect; + texture.repeat.y = 1; + + texture.offset.x = ( 1 - texture.repeat.x ) / 2; + texture.offset.y = 0; + + } else { + + texture.repeat.x = 1; + texture.repeat.y = imageAspect / aspect; + + texture.offset.x = 0; + texture.offset.y = ( 1 - texture.repeat.y ) / 2; + + } + + return texture; + +} + +function fill( texture ) { + + texture.repeat.x = 1; + texture.repeat.y = 1; + + texture.offset.x = 0; + texture.offset.y = 0; + + return texture; + +} + + + +/** + * Given the width, height, format, and type of a texture. Determines how many + * bytes must be used to represent the texture. + */ +function getByteLength( width, height, format, type ) { + + const typeByteLength = getTextureTypeByteLength( type ); + + switch ( format ) { + + // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml + case AlphaFormat: + return width * height; + case LuminanceFormat: + return width * height; + case LuminanceAlphaFormat: + return width * height * 2; + case RedFormat: + return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; + case RedIntegerFormat: + return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGFormat: + return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGIntegerFormat: + return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBFormat: + return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBAFormat: + return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; + case RGBAIntegerFormat: + return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/ + case RGB_S3TC_DXT1_Format: + case RGBA_S3TC_DXT1_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; + case RGBA_S3TC_DXT3_Format: + case RGBA_S3TC_DXT5_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/ + case RGB_PVRTC_2BPPV1_Format: + case RGBA_PVRTC_2BPPV1_Format: + return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4; + case RGB_PVRTC_4BPPV1_Format: + case RGBA_PVRTC_4BPPV1_Format: + return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/ + case RGB_ETC1_Format: + case RGB_ETC2_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8; + case RGBA_ETC2_EAC_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/ + case RGBA_ASTC_4x4_Format: + return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + case RGBA_ASTC_5x4_Format: + return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16; + case RGBA_ASTC_5x5_Format: + return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_6x5_Format: + return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_6x6_Format: + return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_8x5_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_8x6_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_8x8_Format: + return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16; + case RGBA_ASTC_10x5_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16; + case RGBA_ASTC_10x6_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16; + case RGBA_ASTC_10x8_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16; + case RGBA_ASTC_10x10_Format: + return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16; + case RGBA_ASTC_12x10_Format: + return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16; + case RGBA_ASTC_12x12_Format: + return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16; + + // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/ + case RGBA_BPTC_Format: + case RGB_BPTC_SIGNED_Format: + case RGB_BPTC_UNSIGNED_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; + + // https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/ + case RED_RGTC1_Format: + case SIGNED_RED_RGTC1_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8; + case RED_GREEN_RGTC2_Format: + case SIGNED_RED_GREEN_RGTC2_Format: + return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16; + + } + + throw new Error( + `Unable to determine texture byte length for ${format} format.`, + ); + +} + +function getTextureTypeByteLength( type ) { + + switch ( type ) { + + case UnsignedByteType: + case ByteType: + return { byteLength: 1, components: 1 }; + case UnsignedShortType: + case ShortType: + case HalfFloatType: + return { byteLength: 2, components: 1 }; + case UnsignedShort4444Type: + case UnsignedShort5551Type: + return { byteLength: 2, components: 4 }; + case UnsignedIntType: + case IntType: + case FloatType: + return { byteLength: 4, components: 1 }; + case UnsignedInt5999Type: + return { byteLength: 4, components: 3 }; + + } + + throw new Error( `Unknown texture type ${type}.` ); + +} + +const TextureUtils = { + contain, + cover, + fill, + getByteLength +}; + +function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) { + + const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null; + const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent ); + + const _imageDimensions = new Vector2(); + const _videoTextures = new WeakMap(); + let _canvas; + + const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source + + // cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas, + // also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")! + // Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d). + + let useOffscreenCanvas = false; + + try { + + useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined' + // eslint-disable-next-line compat/compat + && ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null; + + } catch ( err ) { + + // Ignore any errors + + } + + function createCanvas( width, height ) { + + // Use OffscreenCanvas when available. Specially needed in web workers + + return useOffscreenCanvas ? + // eslint-disable-next-line compat/compat + new OffscreenCanvas( width, height ) : createElementNS( 'canvas' ); + + } + + function resizeImage( image, needsNewCanvas, maxSize ) { + + let scale = 1; + + const dimensions = getDimensions( image ); + + // handle case if texture exceeds max size + + if ( dimensions.width > maxSize || dimensions.height > maxSize ) { + + scale = maxSize / Math.max( dimensions.width, dimensions.height ); + + } + + // only perform resize if necessary + + if ( scale < 1 ) { + + // only perform resize for certain image types + + if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) || + ( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) || + ( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) || + ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) { + + const width = Math.floor( scale * dimensions.width ); + const height = Math.floor( scale * dimensions.height ); + + if ( _canvas === undefined ) _canvas = createCanvas( width, height ); + + // cube textures can't reuse the same canvas + + const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas; + + canvas.width = width; + canvas.height = height; + + const context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, width, height ); + + console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' ); + + return canvas; + + } else { + + if ( 'data' in image ) { + + console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' ); + + } + + return image; + + } + + } + + return image; + + } + + function textureNeedsGenerateMipmaps( texture ) { + + return texture.generateMipmaps; + + } + + function generateMipmap( target ) { + + _gl.generateMipmap( target ); + + } + + function getTargetType( texture ) { + + if ( texture.isWebGLCubeRenderTarget ) return _gl.TEXTURE_CUBE_MAP; + if ( texture.isWebGL3DRenderTarget ) return _gl.TEXTURE_3D; + if ( texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture ) return _gl.TEXTURE_2D_ARRAY; + return _gl.TEXTURE_2D; + + } + + function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) { + + if ( internalFormatName !== null ) { + + if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ]; + + console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' ); + + } + + let internalFormat = glFormat; + + if ( glFormat === _gl.RED ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8; + + } + + if ( glFormat === _gl.RED_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.R8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.R16I; + if ( glType === _gl.INT ) internalFormat = _gl.R32I; + + } + + if ( glFormat === _gl.RG ) { + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8; + + } + + if ( glFormat === _gl.RG_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RG8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RG16I; + if ( glType === _gl.INT ) internalFormat = _gl.RG32I; + + } + + if ( glFormat === _gl.RGB_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGB16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGB32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RGB8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RGB16I; + if ( glType === _gl.INT ) internalFormat = _gl.RGB32I; + + } + + if ( glFormat === _gl.RGBA_INTEGER ) { + + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8UI; + if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGBA16UI; + if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGBA32UI; + if ( glType === _gl.BYTE ) internalFormat = _gl.RGBA8I; + if ( glType === _gl.SHORT ) internalFormat = _gl.RGBA16I; + if ( glType === _gl.INT ) internalFormat = _gl.RGBA32I; + + } + + if ( glFormat === _gl.RGB ) { + + if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5; + + } + + if ( glFormat === _gl.RGBA ) { + + const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace ); + + if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F; + if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F; + if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8; + if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4; + if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1; + + } + + if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F || + internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || + internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) { + + extensions.get( 'EXT_color_buffer_float' ); + + } + + return internalFormat; + + } + + function getInternalDepthFormat( useStencil, depthType ) { + + let glInternalFormat; + if ( useStencil ) { + + if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + + } else if ( depthType === FloatType ) { + + glInternalFormat = _gl.DEPTH32F_STENCIL8; + + } else if ( depthType === UnsignedShortType ) { + + glInternalFormat = _gl.DEPTH24_STENCIL8; + console.warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' ); + + } + + } else { + + if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) { + + glInternalFormat = _gl.DEPTH_COMPONENT24; + + } else if ( depthType === FloatType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT32F; + + } else if ( depthType === UnsignedShortType ) { + + glInternalFormat = _gl.DEPTH_COMPONENT16; + + } + + } + + return glInternalFormat; + + } + + function getMipLevels( texture, image ) { + + if ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) { + + return Math.log2( Math.max( image.width, image.height ) ) + 1; + + } else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) { + + // user-defined mipmaps + + return texture.mipmaps.length; + + } else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) { + + return image.mipmaps.length; + + } else { + + // texture without mipmaps (only base level) + + return 1; + + } + + } + + // + + function onTextureDispose( event ) { + + const texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + if ( texture.isVideoTexture ) { + + _videoTextures.delete( texture ); + + } + + } + + function onRenderTargetDispose( event ) { + + const renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + } + + // + + function deallocateTexture( texture ) { + + const textureProperties = properties.get( texture ); + + if ( textureProperties.__webglInit === undefined ) return; + + // check if it's necessary to remove the WebGLTexture object + + const source = texture.source; + const webglTextures = _sources.get( source ); + + if ( webglTextures ) { + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + webglTexture.usedTimes --; + + // the WebGLTexture object is not used anymore, remove it + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + // remove the weak map entry if no WebGLTexture uses the source anymore + + if ( Object.keys( webglTextures ).length === 0 ) { + + _sources.delete( source ); + + } + + } + + properties.remove( texture ); + + } + + function deleteTexture( texture ) { + + const textureProperties = properties.get( texture ); + _gl.deleteTexture( textureProperties.__webglTexture ); + + const source = texture.source; + const webglTextures = _sources.get( source ); + delete webglTextures[ textureProperties.__cacheKey ]; + + info.memory.textures --; + + } + + function deallocateRenderTarget( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTarget.depthTexture ) { + + renderTarget.depthTexture.dispose(); + + properties.remove( renderTarget.depthTexture ); + + } + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + for ( let i = 0; i < 6; i ++ ) { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) { + + for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] ); + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + + } + + if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer ); + + if ( renderTargetProperties.__webglColorRenderbuffer ) { + + for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) { + + if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + } + + if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer ); + + } + + const textures = renderTarget.textures; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture ) { + + _gl.deleteTexture( attachmentProperties.__webglTexture ); + + info.memory.textures --; + + } + + properties.remove( textures[ i ] ); + + } + + properties.remove( renderTarget ); + + } + + // + + let textureUnits = 0; + + function resetTextureUnits() { + + textureUnits = 0; + + } + + function allocateTextureUnit() { + + const textureUnit = textureUnits; + + if ( textureUnit >= capabilities.maxTextures ) { + + console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + textureUnits += 1; + + return textureUnit; + + } + + function getTextureCacheKey( texture ) { + + const array = []; + + array.push( texture.wrapS ); + array.push( texture.wrapT ); + array.push( texture.wrapR || 0 ); + array.push( texture.magFilter ); + array.push( texture.minFilter ); + array.push( texture.anisotropy ); + array.push( texture.internalFormat ); + array.push( texture.format ); + array.push( texture.type ); + array.push( texture.generateMipmaps ); + array.push( texture.premultiplyAlpha ); + array.push( texture.flipY ); + array.push( texture.unpackAlignment ); + array.push( texture.colorSpace ); + + return array.join(); + + } + + // + + function setTexture2D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.isVideoTexture ) updateVideoTexture( texture ); + + if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) { + + const image = texture.image; + + if ( image === null ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' ); + + } else if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' ); + + } else { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + } + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture2DArray( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTexture3D( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + function setTextureCube( texture, slot ) { + + const textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + uploadCubeTexture( textureProperties, texture, slot ); + return; + + } + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + } + + const wrappingToGL = { + [ RepeatWrapping ]: _gl.REPEAT, + [ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE, + [ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT + }; + + const filterToGL = { + [ NearestFilter ]: _gl.NEAREST, + [ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST, + [ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR, + + [ LinearFilter ]: _gl.LINEAR, + [ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST, + [ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR + }; + + const compareToGL = { + [ NeverCompare ]: _gl.NEVER, + [ AlwaysCompare ]: _gl.ALWAYS, + [ LessCompare ]: _gl.LESS, + [ LessEqualCompare ]: _gl.LEQUAL, + [ EqualCompare ]: _gl.EQUAL, + [ GreaterEqualCompare ]: _gl.GEQUAL, + [ GreaterCompare ]: _gl.GREATER, + [ NotEqualCompare ]: _gl.NOTEQUAL + }; + + function setTextureParameters( textureType, texture ) { + + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false && + ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter || + texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) { + + console.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] ); + + if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] ); + + } + + _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] ); + _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] ); + + if ( texture.compareFunction ) { + + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE ); + _gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] ); + + } + + if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) { + + if ( texture.magFilter === NearestFilter ) return; + if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return; + if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + const extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function initTexture( textureProperties, texture ) { + + let forceUpload = false; + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + } + + // create Source <-> WebGLTextures mapping if necessary + + const source = texture.source; + let webglTextures = _sources.get( source ); + + if ( webglTextures === undefined ) { + + webglTextures = {}; + _sources.set( source, webglTextures ); + + } + + // check if there is already a WebGLTexture object for the given texture parameters + + const textureCacheKey = getTextureCacheKey( texture ); + + if ( textureCacheKey !== textureProperties.__cacheKey ) { + + // if not, create a new instance of WebGLTexture + + if ( webglTextures[ textureCacheKey ] === undefined ) { + + // create new entry + + webglTextures[ textureCacheKey ] = { + texture: _gl.createTexture(), + usedTimes: 0 + }; + + info.memory.textures ++; + + // when a new instance of WebGLTexture was created, a texture upload is required + // even if the image contents are identical + + forceUpload = true; + + } + + webglTextures[ textureCacheKey ].usedTimes ++; + + // every time the texture cache key changes, it's necessary to check if an instance of + // WebGLTexture can be deleted in order to avoid a memory leak. + + const webglTexture = webglTextures[ textureProperties.__cacheKey ]; + + if ( webglTexture !== undefined ) { + + webglTextures[ textureProperties.__cacheKey ].usedTimes --; + + if ( webglTexture.usedTimes === 0 ) { + + deleteTexture( texture ); + + } + + } + + // store references to cache key and WebGLTexture object + + textureProperties.__cacheKey = textureCacheKey; + textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture; + + } + + return forceUpload; + + } + + function uploadTexture( textureProperties, texture, slot ) { + + let textureType = _gl.TEXTURE_2D; + + if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY; + if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + let image = resizeImage( texture.image, false, capabilities.maxTextureSize ); + image = verifyColorSpace( texture, image ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + + const glType = utils.convert( texture.type ); + let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture ); + + setTextureParameters( textureType, texture ); + + let mipmap; + const mipmaps = texture.mipmaps; + + const useTexStorage = ( texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const dataReady = source.dataReady; + const levels = getMipLevels( texture, image ); + + if ( texture.isDepthTexture ) { + + glInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type ); + + // + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height ); + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null ); + + } + + } + + } else if ( texture.isDataTexture ) { + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data ); + + } + + } + + } else if ( texture.isCompressedTexture ) { + + if ( texture.isCompressedArrayTexture ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + if ( texture.layerUpdates.size > 0 ) { + + const layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type ); + + for ( const layerIndex of texture.layerUpdates ) { + + const layerData = mipmap.data.subarray( + layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT, + ( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT + ); + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData ); + + } + + texture.clearLayerUpdates(); + + } else { + + state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data ); + + } + + } + + } else { + + state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } else { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else if ( texture.isDataArrayTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + if ( dataReady ) { + + if ( texture.layerUpdates.size > 0 ) { + + const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type ); + + for ( const layerIndex of texture.layerUpdates ) { + + const layerData = image.data.subarray( + layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT, + ( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT + ); + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData ); + + } + + texture.clearLayerUpdates(); + + } else { + + state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } + + } + + } else { + + state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isData3DTexture ) { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth ); + + } + + if ( dataReady ) { + + state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data ); + + } + + } else { + + state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data ); + + } + + } else if ( texture.isFramebufferTexture ) { + + if ( allocateMemory ) { + + if ( useTexStorage ) { + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height ); + + } else { + + let width = image.width, height = image.height; + + for ( let i = 0; i < levels; i ++ ) { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null ); + + width >>= 1; + height >>= 1; + + } + + } + + } + + } else { + + // regular Texture (image, video, canvas) + + // use manually created mipmaps if available + // if there are no manual mipmaps + // set 0 level mipmap and then use GL to generate other mipmap levels + + if ( mipmaps.length > 0 ) { + + if ( useTexStorage && allocateMemory ) { + + const dimensions = getDimensions( mipmaps[ 0 ] ); + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + for ( let i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap ); + + } + + } + + texture.generateMipmaps = false; + + } else { + + if ( useTexStorage ) { + + if ( allocateMemory ) { + + const dimensions = getDimensions( image ); + + state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image ); + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( textureType ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + function uploadCubeTexture( textureProperties, texture, slot ) { + + if ( texture.image.length !== 6 ) return; + + const forceUpload = initTexture( textureProperties, texture ); + const source = texture.source; + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot ); + + const sourceProperties = properties.get( source ); + + if ( source.version !== sourceProperties.__version || forceUpload === true ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + + const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace ); + const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace ); + const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL; + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment ); + _gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion ); + + const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture ); + const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture ); + + const cubeImage = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( ! isCompressed && ! isDataTexture ) { + + cubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] ); + + } + + const image = cubeImage[ 0 ], + glFormat = utils.convert( texture.format, texture.colorSpace ), + glType = utils.convert( texture.type ), + glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + + const useTexStorage = ( texture.isVideoTexture !== true ); + const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true ); + const dataReady = source.dataReady; + let levels = getMipLevels( texture, image ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); + + let mipmaps; + + if ( isCompressed ) { + + if ( useTexStorage && allocateMemory ) { + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + mipmaps = cubeImage[ i ].mipmaps; + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( texture.format !== RGBAFormat ) { + + if ( glFormat !== null ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data ); + + } + + } else { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' ); + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + } else { + + mipmaps = texture.mipmaps; + + if ( useTexStorage && allocateMemory ) { + + // TODO: Uniformly handle mipmap definitions + // Normal textures and compressed cube textures define base level + mips with their mipmap array + // Uncompressed cube textures use their mipmap array only for mips (no base level) + + if ( mipmaps.length > 0 ) levels ++; + + const dimensions = getDimensions( cubeImage[ 0 ] ); + + state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height ); + + } + + for ( let i = 0; i < 6; i ++ ) { + + if ( isDataTexture ) { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + const mipmapImage = mipmap.image[ i ].image; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data ); + + } + + } + + } else { + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] ); + + } + + for ( let j = 0; j < mipmaps.length; j ++ ) { + + const mipmap = mipmaps[ j ]; + + if ( useTexStorage ) { + + if ( dataReady ) { + + state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] ); + + } + + } + + } + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + // We assume images for cube map have the same size. + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + sourceProperties.__version = source.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + textureProperties.__version = texture.version; + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) { + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + textureProperties.__renderTarget = renderTarget; + + if ( ! renderTargetProperties.__hasExternalTextures ) { + + const width = Math.max( 1, renderTarget.width >> level ); + const height = Math.max( 1, renderTarget.height >> level ); + + if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) { + + state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null ); + + } else { + + state.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null ); + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples( renderTarget ) ); + + } else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753 + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) { + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + + if ( renderTarget.depthBuffer ) { + + // retrieve the depth attachment types + const depthTexture = renderTarget.depthTexture; + const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null; + const glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType ); + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + // set up the attachment + const samples = getRenderTargetSamples( renderTarget ); + const isUseMultisampledRTT = useMultisampledRTT( renderTarget ); + if ( isUseMultisampledRTT ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( isMultisample ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } else { + + const textures = renderTarget.textures; + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace ); + const samples = getRenderTargetSamples( renderTarget ); + + if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) { + + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + } else { + + _gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height ); + + } + + } + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup resources for a Depth Texture for a FBO (needs an extension) + function setupDepthTexture( framebuffer, renderTarget ) { + + const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget ); + if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) { + + throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' ); + + } + + const textureProperties = properties.get( renderTarget.depthTexture ); + textureProperties.__renderTarget = renderTarget; + + // upload an empty depth texture with framebuffer size + if ( ! textureProperties.__webglTexture || + renderTarget.depthTexture.image.width !== renderTarget.width || + renderTarget.depthTexture.image.height !== renderTarget.height ) { + + renderTarget.depthTexture.image.width = renderTarget.width; + renderTarget.depthTexture.image.height = renderTarget.height; + renderTarget.depthTexture.needsUpdate = true; + + } + + setTexture2D( renderTarget.depthTexture, 0 ); + + const webglDepthTexture = textureProperties.__webglTexture; + const samples = getRenderTargetSamples( renderTarget ); + + if ( renderTarget.depthTexture.format === DepthFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } + + } else if ( renderTarget.depthTexture.format === DepthStencilFormat ) { + + if ( useMultisampledRTT( renderTarget ) ) { + + multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples ); + + } else { + + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 ); + + } + + } else { + + throw new Error( 'Unknown depthTexture format' ); + + } + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + + // if the bound depth texture has changed + if ( renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture ) { + + // fire the dispose event to get rid of stored state associated with the previously bound depth buffer + const depthTexture = renderTarget.depthTexture; + if ( renderTargetProperties.__depthDisposeCallback ) { + + renderTargetProperties.__depthDisposeCallback(); + + } + + // set up dispose listeners to track when the currently attached buffer is implicitly unbound + if ( depthTexture ) { + + const disposeEvent = () => { + + delete renderTargetProperties.__boundDepthTexture; + delete renderTargetProperties.__depthDisposeCallback; + depthTexture.removeEventListener( 'dispose', disposeEvent ); + + }; + + depthTexture.addEventListener( 'dispose', disposeEvent ); + renderTargetProperties.__depthDisposeCallback = disposeEvent; + + } + + renderTargetProperties.__boundDepthTexture = depthTexture; + + } + + if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' ); + + setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget ); + + } else { + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + + if ( renderTargetProperties.__webglDepthbuffer[ i ] === undefined ) { + + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false ); + + } else { + + // attach buffer if it's been created already + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderbuffer = renderTargetProperties.__webglDepthbuffer[ i ]; + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } + + } + + } else { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + if ( renderTargetProperties.__webglDepthbuffer === undefined ) { + + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false ); + + } else { + + // attach buffer if it's been created already + const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderbuffer = renderTargetProperties.__webglDepthbuffer; + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer ); + + } + + } + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // rebind framebuffer with external textures + function rebindTextures( renderTarget, colorTexture, depthTexture ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( colorTexture !== undefined ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 ); + + } + + if ( depthTexture !== undefined ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + const texture = renderTarget.texture; + + const renderTargetProperties = properties.get( renderTarget ); + const textureProperties = properties.get( texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + const textures = renderTarget.textures; + + const isCube = ( renderTarget.isWebGLCubeRenderTarget === true ); + const isMultipleRenderTargets = ( textures.length > 1 ); + + if ( ! isMultipleRenderTargets ) { + + if ( textureProperties.__webglTexture === undefined ) { + + textureProperties.__webglTexture = _gl.createTexture(); + + } + + textureProperties.__version = texture.version; + info.memory.textures ++; + + } + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let i = 0; i < 6; i ++ ) { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer[ i ] = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } + + } else { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + if ( isMultipleRenderTargets ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachmentProperties = properties.get( textures[ i ] ); + + if ( attachmentProperties.__webglTexture === undefined ) { + + attachmentProperties.__webglTexture = _gl.createTexture(); + + info.memory.textures ++; + + } + + } + + } + + if ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) { + + renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer(); + renderTargetProperties.__webglColorRenderbuffer = []; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + const texture = textures[ i ]; + renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer(); + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const glFormat = utils.convert( texture.format, texture.colorSpace ); + const glType = utils.convert( texture.type ); + const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true ); + const samples = getRenderTargetSamples( renderTarget ); + _gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height ); + + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + if ( renderTarget.depthBuffer ) { + + renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true ); + + } + + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture ); + + for ( let i = 0; i < 6; i ++ ) { + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 ); + + } + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + state.unbindTexture(); + + } else if ( isMultipleRenderTargets ) { + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const attachment = textures[ i ]; + const attachmentProperties = properties.get( attachment ); + + state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, attachment ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 ); + + if ( textureNeedsGenerateMipmaps( attachment ) ) { + + generateMipmap( _gl.TEXTURE_2D ); + + } + + } + + state.unbindTexture(); + + } else { + + let glTextureType = _gl.TEXTURE_2D; + + if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) { + + glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY; + + } + + state.bindTexture( glTextureType, textureProperties.__webglTexture ); + setTextureParameters( glTextureType, texture ); + + if ( texture.mipmaps && texture.mipmaps.length > 0 ) { + + for ( let level = 0; level < texture.mipmaps.length; level ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level ); + + } + + } else { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 ); + + } + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + generateMipmap( glTextureType ); + + } + + state.unbindTexture(); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + function updateRenderTargetMipmap( renderTarget ) { + + const textures = renderTarget.textures; + + for ( let i = 0, il = textures.length; i < il; i ++ ) { + + const texture = textures[ i ]; + + if ( textureNeedsGenerateMipmaps( texture ) ) { + + const targetType = getTargetType( renderTarget ); + const webglTexture = properties.get( texture ).__webglTexture; + + state.bindTexture( targetType, webglTexture ); + generateMipmap( targetType ); + state.unbindTexture(); + + } + + } + + } + + const invalidationArrayRead = []; + const invalidationArrayDraw = []; + + function updateMultisampleRenderTarget( renderTarget ) { + + if ( renderTarget.samples > 0 ) { + + if ( useMultisampledRTT( renderTarget ) === false ) { + + const textures = renderTarget.textures; + const width = renderTarget.width; + const height = renderTarget.height; + let mask = _gl.COLOR_BUFFER_BIT; + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + const renderTargetProperties = properties.get( renderTarget ); + const isMultipleRenderTargets = ( textures.length > 1 ); + + // If MRT we need to remove FBO attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null ); + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + + for ( let i = 0; i < textures.length; i ++ ) { + + if ( renderTarget.resolveDepthBuffer ) { + + if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT; + + // resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799) + + if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT; + + } + + if ( isMultipleRenderTargets ) { + + _gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); + + if ( supportsInvalidateFramebuffer === true ) { + + invalidationArrayRead.length = 0; + invalidationArrayDraw.length = 0; + + invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i ); + + if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) { + + invalidationArrayRead.push( depthStyle ); + invalidationArrayDraw.push( depthStyle ); + + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw ); + + } + + _gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + // If MRT since pre-blit we removed the FBO we need to reconstruct the attachments + if ( isMultipleRenderTargets ) { + + for ( let i = 0; i < textures.length; i ++ ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] ); + + const webglTexture = properties.get( textures[ i ] ).__webglTexture; + + state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + _gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 ); + + } + + } + + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + + } else { + + if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) { + + const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT; + + _gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] ); + + } + + } + + } + + } + + function getRenderTargetSamples( renderTarget ) { + + return Math.min( capabilities.maxSamples, renderTarget.samples ); + + } + + function useMultisampledRTT( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + return renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false; + + } + + function updateVideoTexture( texture ) { + + const frame = info.render.frame; + + // Check the last frame we updated the VideoTexture + + if ( _videoTextures.get( texture ) !== frame ) { + + _videoTextures.set( texture, frame ); + texture.update(); + + } + + } + + function verifyColorSpace( texture, image ) { + + const colorSpace = texture.colorSpace; + const format = texture.format; + const type = texture.type; + + if ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image; + + if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) { + + // sRGB + + if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) { + + // in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format + + if ( format !== RGBAFormat || type !== UnsignedByteType ) { + + console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' ); + + } + + } else { + + console.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace ); + + } + + } + + return image; + + } + + function getDimensions( image ) { + + if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) { + + // if intrinsic data are not available, fallback to width/height + + _imageDimensions.width = image.naturalWidth || image.width; + _imageDimensions.height = image.naturalHeight || image.height; + + } else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) { + + _imageDimensions.width = image.displayWidth; + _imageDimensions.height = image.displayHeight; + + } else { + + _imageDimensions.width = image.width; + _imageDimensions.height = image.height; + + } + + return _imageDimensions; + + } + + // + + this.allocateTextureUnit = allocateTextureUnit; + this.resetTextureUnits = resetTextureUnits; + + this.setTexture2D = setTexture2D; + this.setTexture2DArray = setTexture2DArray; + this.setTexture3D = setTexture3D; + this.setTextureCube = setTextureCube; + this.rebindTextures = rebindTextures; + this.setupRenderTarget = setupRenderTarget; + this.updateRenderTargetMipmap = updateRenderTargetMipmap; + this.updateMultisampleRenderTarget = updateMultisampleRenderTarget; + this.setupDepthRenderbuffer = setupDepthRenderbuffer; + this.setupFrameBufferTexture = setupFrameBufferTexture; + this.useMultisampledRTT = useMultisampledRTT; + +} + +function WebGLUtils( gl, extensions ) { + + function convert( p, colorSpace = NoColorSpace ) { + + let extension; + + const transfer = ColorManagement.getTransfer( colorSpace ); + + if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE; + if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4; + if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1; + if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV; + + if ( p === ByteType ) return gl.BYTE; + if ( p === ShortType ) return gl.SHORT; + if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT; + if ( p === IntType ) return gl.INT; + if ( p === UnsignedIntType ) return gl.UNSIGNED_INT; + if ( p === FloatType ) return gl.FLOAT; + if ( p === HalfFloatType ) return gl.HALF_FLOAT; + + if ( p === AlphaFormat ) return gl.ALPHA; + if ( p === RGBFormat ) return gl.RGB; + if ( p === RGBAFormat ) return gl.RGBA; + if ( p === LuminanceFormat ) return gl.LUMINANCE; + if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA; + if ( p === DepthFormat ) return gl.DEPTH_COMPONENT; + if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL; + + // WebGL2 formats. + + if ( p === RedFormat ) return gl.RED; + if ( p === RedIntegerFormat ) return gl.RED_INTEGER; + if ( p === RGFormat ) return gl.RG; + if ( p === RGIntegerFormat ) return gl.RG_INTEGER; + if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER; + + // S3TC + + if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) { + + if ( transfer === SRGBTransfer ) { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } else { + + extension = extensions.get( 'WEBGL_compressed_texture_s3tc' ); + + if ( extension !== null ) { + + if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT; + if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT; + if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT; + + } else { + + return null; + + } + + } + + } + + // PVRTC + + if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + + if ( extension !== null ) { + + if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + + } else { + + return null; + + } + + } + + // ETC + + if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_etc' ); + + if ( extension !== null ) { + + if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2; + if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC; + + } else { + + return null; + + } + + } + + // ASTC + + if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format || + p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format || + p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format || + p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format || + p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) { + + extension = extensions.get( 'WEBGL_compressed_texture_astc' ); + + if ( extension !== null ) { + + if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR; + if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR; + if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR; + if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR; + if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR; + if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR; + if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR; + if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR; + if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR; + if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR; + if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR; + if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR; + if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR; + if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR; + + } else { + + return null; + + } + + } + + // BPTC + + if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) { + + extension = extensions.get( 'EXT_texture_compression_bptc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT; + if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT; + if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT; + + } else { + + return null; + + } + + } + + // RGTC + + if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) { + + extension = extensions.get( 'EXT_texture_compression_rgtc' ); + + if ( extension !== null ) { + + if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT; + if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT; + if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT; + if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT; + + } else { + + return null; + + } + + } + + // + + if ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8; + + // if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats) + + return ( gl[ p ] !== undefined ) ? gl[ p ] : null; + + } + + return { convert: convert }; + +} + +class ArrayCamera extends PerspectiveCamera { + + constructor( array = [] ) { + + super(); + + this.isArrayCamera = true; + + this.cameras = array; + + } + +} + +class Group extends Object3D { + + constructor() { + + super(); + + this.isGroup = true; + + this.type = 'Group'; + + } + +} + +const _moveEvent = { type: 'move' }; + +class WebXRController { + + constructor() { + + this._targetRay = null; + this._grip = null; + this._hand = null; + + } + + getHandSpace() { + + if ( this._hand === null ) { + + this._hand = new Group(); + this._hand.matrixAutoUpdate = false; + this._hand.visible = false; + + this._hand.joints = {}; + this._hand.inputState = { pinching: false }; + + } + + return this._hand; + + } + + getTargetRaySpace() { + + if ( this._targetRay === null ) { + + this._targetRay = new Group(); + this._targetRay.matrixAutoUpdate = false; + this._targetRay.visible = false; + this._targetRay.hasLinearVelocity = false; + this._targetRay.linearVelocity = new Vector3(); + this._targetRay.hasAngularVelocity = false; + this._targetRay.angularVelocity = new Vector3(); + + } + + return this._targetRay; + + } + + getGripSpace() { + + if ( this._grip === null ) { + + this._grip = new Group(); + this._grip.matrixAutoUpdate = false; + this._grip.visible = false; + this._grip.hasLinearVelocity = false; + this._grip.linearVelocity = new Vector3(); + this._grip.hasAngularVelocity = false; + this._grip.angularVelocity = new Vector3(); + + } + + return this._grip; + + } + + dispatchEvent( event ) { + + if ( this._targetRay !== null ) { + + this._targetRay.dispatchEvent( event ); + + } + + if ( this._grip !== null ) { + + this._grip.dispatchEvent( event ); + + } + + if ( this._hand !== null ) { + + this._hand.dispatchEvent( event ); + + } + + return this; + + } + + connect( inputSource ) { + + if ( inputSource && inputSource.hand ) { + + const hand = this._hand; + + if ( hand ) { + + for ( const inputjoint of inputSource.hand.values() ) { + + // Initialize hand with joints when connected + this._getHandJoint( hand, inputjoint ); + + } + + } + + } + + this.dispatchEvent( { type: 'connected', data: inputSource } ); + + return this; + + } + + disconnect( inputSource ) { + + this.dispatchEvent( { type: 'disconnected', data: inputSource } ); + + if ( this._targetRay !== null ) { + + this._targetRay.visible = false; + + } + + if ( this._grip !== null ) { + + this._grip.visible = false; + + } + + if ( this._hand !== null ) { + + this._hand.visible = false; + + } + + return this; + + } + + update( inputSource, frame, referenceSpace ) { + + let inputPose = null; + let gripPose = null; + let handPose = null; + + const targetRay = this._targetRay; + const grip = this._grip; + const hand = this._hand; + + if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) { + + if ( hand && inputSource.hand ) { + + handPose = true; + + for ( const inputjoint of inputSource.hand.values() ) { + + // Update the joints groups with the XRJoint poses + const jointPose = frame.getJointPose( inputjoint, referenceSpace ); + + // The transform of this joint will be updated with the joint pose on each frame + const joint = this._getHandJoint( hand, inputjoint ); + + if ( jointPose !== null ) { + + joint.matrix.fromArray( jointPose.transform.matrix ); + joint.matrix.decompose( joint.position, joint.rotation, joint.scale ); + joint.matrixWorldNeedsUpdate = true; + joint.jointRadius = jointPose.radius; + + } + + joint.visible = jointPose !== null; + + } + + // Custom events + + // Check pinchz + const indexTip = hand.joints[ 'index-finger-tip' ]; + const thumbTip = hand.joints[ 'thumb-tip' ]; + const distance = indexTip.position.distanceTo( thumbTip.position ); + + const distanceToPinch = 0.02; + const threshold = 0.005; + + if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) { + + hand.inputState.pinching = false; + this.dispatchEvent( { + type: 'pinchend', + handedness: inputSource.handedness, + target: this + } ); + + } else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) { + + hand.inputState.pinching = true; + this.dispatchEvent( { + type: 'pinchstart', + handedness: inputSource.handedness, + target: this + } ); + + } + + } else { + + if ( grip !== null && inputSource.gripSpace ) { + + gripPose = frame.getPose( inputSource.gripSpace, referenceSpace ); + + if ( gripPose !== null ) { + + grip.matrix.fromArray( gripPose.transform.matrix ); + grip.matrix.decompose( grip.position, grip.rotation, grip.scale ); + grip.matrixWorldNeedsUpdate = true; + + if ( gripPose.linearVelocity ) { + + grip.hasLinearVelocity = true; + grip.linearVelocity.copy( gripPose.linearVelocity ); + + } else { + + grip.hasLinearVelocity = false; + + } + + if ( gripPose.angularVelocity ) { + + grip.hasAngularVelocity = true; + grip.angularVelocity.copy( gripPose.angularVelocity ); + + } else { + + grip.hasAngularVelocity = false; + + } + + } + + } + + } + + if ( targetRay !== null ) { + + inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace ); + + // Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it + if ( inputPose === null && gripPose !== null ) { + + inputPose = gripPose; + + } + + if ( inputPose !== null ) { + + targetRay.matrix.fromArray( inputPose.transform.matrix ); + targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale ); + targetRay.matrixWorldNeedsUpdate = true; + + if ( inputPose.linearVelocity ) { + + targetRay.hasLinearVelocity = true; + targetRay.linearVelocity.copy( inputPose.linearVelocity ); + + } else { + + targetRay.hasLinearVelocity = false; + + } + + if ( inputPose.angularVelocity ) { + + targetRay.hasAngularVelocity = true; + targetRay.angularVelocity.copy( inputPose.angularVelocity ); + + } else { + + targetRay.hasAngularVelocity = false; + + } + + this.dispatchEvent( _moveEvent ); + + } + + } + + + } + + if ( targetRay !== null ) { + + targetRay.visible = ( inputPose !== null ); + + } + + if ( grip !== null ) { + + grip.visible = ( gripPose !== null ); + + } + + if ( hand !== null ) { + + hand.visible = ( handPose !== null ); + + } + + return this; + + } + + // private method + + _getHandJoint( hand, inputjoint ) { + + if ( hand.joints[ inputjoint.jointName ] === undefined ) { + + const joint = new Group(); + joint.matrixAutoUpdate = false; + joint.visible = false; + hand.joints[ inputjoint.jointName ] = joint; + + hand.add( joint ); + + } + + return hand.joints[ inputjoint.jointName ]; + + } + +} + +const _occlusion_vertex = ` +void main() { + + gl_Position = vec4( position, 1.0 ); + +}`; + +const _occlusion_fragment = ` +uniform sampler2DArray depthColor; +uniform float depthWidth; +uniform float depthHeight; + +void main() { + + vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight ); + + if ( coord.x >= 1.0 ) { + + gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r; + + } else { + + gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r; + + } + +}`; + +class WebXRDepthSensing { + + constructor() { + + this.texture = null; + this.mesh = null; + + this.depthNear = 0; + this.depthFar = 0; + + } + + init( renderer, depthData, renderState ) { + + if ( this.texture === null ) { + + const texture = new Texture(); + + const texProps = renderer.properties.get( texture ); + texProps.__webglTexture = depthData.texture; + + if ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) { + + this.depthNear = depthData.depthNear; + this.depthFar = depthData.depthFar; + + } + + this.texture = texture; + + } + + } + + getMesh( cameraXR ) { + + if ( this.texture !== null ) { + + if ( this.mesh === null ) { + + const viewport = cameraXR.cameras[ 0 ].viewport; + const material = new ShaderMaterial( { + vertexShader: _occlusion_vertex, + fragmentShader: _occlusion_fragment, + uniforms: { + depthColor: { value: this.texture }, + depthWidth: { value: viewport.z }, + depthHeight: { value: viewport.w } + } + } ); + + this.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material ); + + } + + } + + return this.mesh; + + } + + reset() { + + this.texture = null; + this.mesh = null; + + } + + getDepthTexture() { + + return this.texture; + + } + +} + +class WebXRManager extends EventDispatcher { + + constructor( renderer, gl ) { + + super(); + + const scope = this; + + let session = null; + + let framebufferScaleFactor = 1.0; + + let referenceSpace = null; + let referenceSpaceType = 'local-floor'; + // Set default foveation to maximum. + let foveation = 1.0; + let customReferenceSpace = null; + + let pose = null; + let glBinding = null; + let glProjLayer = null; + let glBaseLayer = null; + let xrFrame = null; + + const depthSensing = new WebXRDepthSensing(); + const attributes = gl.getContextAttributes(); + + let initialRenderTarget = null; + let newRenderTarget = null; + + const controllers = []; + const controllerInputSources = []; + + const currentSize = new Vector2(); + let currentPixelRatio = null; + + // + + const cameraL = new PerspectiveCamera(); + cameraL.viewport = new Vector4(); + + const cameraR = new PerspectiveCamera(); + cameraR.viewport = new Vector4(); + + const cameras = [ cameraL, cameraR ]; + + const cameraXR = new ArrayCamera(); + + let _currentDepthNear = null; + let _currentDepthFar = null; + + // + + this.cameraAutoUpdate = true; + this.enabled = false; + + this.isPresenting = false; + + this.getController = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getTargetRaySpace(); + + }; + + this.getControllerGrip = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getGripSpace(); + + }; + + this.getHand = function ( index ) { + + let controller = controllers[ index ]; + + if ( controller === undefined ) { + + controller = new WebXRController(); + controllers[ index ] = controller; + + } + + return controller.getHandSpace(); + + }; + + // + + function onSessionEvent( event ) { + + const controllerIndex = controllerInputSources.indexOf( event.inputSource ); + + if ( controllerIndex === - 1 ) { + + return; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller !== undefined ) { + + controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace ); + controller.dispatchEvent( { type: event.type, data: event.inputSource } ); + + } + + } + + function onSessionEnd() { + + session.removeEventListener( 'select', onSessionEvent ); + session.removeEventListener( 'selectstart', onSessionEvent ); + session.removeEventListener( 'selectend', onSessionEvent ); + session.removeEventListener( 'squeeze', onSessionEvent ); + session.removeEventListener( 'squeezestart', onSessionEvent ); + session.removeEventListener( 'squeezeend', onSessionEvent ); + session.removeEventListener( 'end', onSessionEnd ); + session.removeEventListener( 'inputsourceschange', onInputSourcesChange ); + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + + if ( inputSource === null ) continue; + + controllerInputSources[ i ] = null; + + controllers[ i ].disconnect( inputSource ); + + } + + _currentDepthNear = null; + _currentDepthFar = null; + + depthSensing.reset(); + + // restore framebuffer/rendering state + + renderer.setRenderTarget( initialRenderTarget ); + + glBaseLayer = null; + glProjLayer = null; + glBinding = null; + session = null; + newRenderTarget = null; + + // + + animation.stop(); + + scope.isPresenting = false; + + renderer.setPixelRatio( currentPixelRatio ); + renderer.setSize( currentSize.width, currentSize.height, false ); + + scope.dispatchEvent( { type: 'sessionend' } ); + + } + + this.setFramebufferScaleFactor = function ( value ) { + + framebufferScaleFactor = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' ); + + } + + }; + + this.setReferenceSpaceType = function ( value ) { + + referenceSpaceType = value; + + if ( scope.isPresenting === true ) { + + console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' ); + + } + + }; + + this.getReferenceSpace = function () { + + return customReferenceSpace || referenceSpace; + + }; + + this.setReferenceSpace = function ( space ) { + + customReferenceSpace = space; + + }; + + this.getBaseLayer = function () { + + return glProjLayer !== null ? glProjLayer : glBaseLayer; + + }; + + this.getBinding = function () { + + return glBinding; + + }; + + this.getFrame = function () { + + return xrFrame; + + }; + + this.getSession = function () { + + return session; + + }; + + this.setSession = async function ( value ) { + + session = value; + + if ( session !== null ) { + + initialRenderTarget = renderer.getRenderTarget(); + + session.addEventListener( 'select', onSessionEvent ); + session.addEventListener( 'selectstart', onSessionEvent ); + session.addEventListener( 'selectend', onSessionEvent ); + session.addEventListener( 'squeeze', onSessionEvent ); + session.addEventListener( 'squeezestart', onSessionEvent ); + session.addEventListener( 'squeezeend', onSessionEvent ); + session.addEventListener( 'end', onSessionEnd ); + session.addEventListener( 'inputsourceschange', onInputSourcesChange ); + + if ( attributes.xrCompatible !== true ) { + + await gl.makeXRCompatible(); + + } + + currentPixelRatio = renderer.getPixelRatio(); + renderer.getSize( currentSize ); + + if ( session.renderState.layers === undefined ) { + + const layerInit = { + antialias: attributes.antialias, + alpha: true, + depth: attributes.depth, + stencil: attributes.stencil, + framebufferScaleFactor: framebufferScaleFactor + }; + + glBaseLayer = new XRWebGLLayer( session, gl, layerInit ); + + session.updateRenderState( { baseLayer: glBaseLayer } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glBaseLayer.framebufferWidth, + glBaseLayer.framebufferHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + colorSpace: renderer.outputColorSpace, + stencilBuffer: attributes.stencil + } + ); + + } else { + + let depthFormat = null; + let depthType = null; + let glDepthFormat = null; + + if ( attributes.depth ) { + + glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24; + depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat; + depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType; + + } + + const projectionlayerInit = { + colorFormat: gl.RGBA8, + depthFormat: glDepthFormat, + scaleFactor: framebufferScaleFactor + }; + + glBinding = new XRWebGLBinding( session, gl ); + + glProjLayer = glBinding.createProjectionLayer( projectionlayerInit ); + + session.updateRenderState( { layers: [ glProjLayer ] } ); + + renderer.setPixelRatio( 1 ); + renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false ); + + newRenderTarget = new WebGLRenderTarget( + glProjLayer.textureWidth, + glProjLayer.textureHeight, + { + format: RGBAFormat, + type: UnsignedByteType, + depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ), + stencilBuffer: attributes.stencil, + colorSpace: renderer.outputColorSpace, + samples: attributes.antialias ? 4 : 0, + resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false ) + } ); + + } + + newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278 + + this.setFoveation( foveation ); + + customReferenceSpace = null; + referenceSpace = await session.requestReferenceSpace( referenceSpaceType ); + + animation.setContext( session ); + animation.start(); + + scope.isPresenting = true; + + scope.dispatchEvent( { type: 'sessionstart' } ); + + } + + }; + + this.getEnvironmentBlendMode = function () { + + if ( session !== null ) { + + return session.environmentBlendMode; + + } + + }; + + this.getDepthTexture = function () { + + return depthSensing.getDepthTexture(); + + }; + + function onInputSourcesChange( event ) { + + // Notify disconnected + + for ( let i = 0; i < event.removed.length; i ++ ) { + + const inputSource = event.removed[ i ]; + const index = controllerInputSources.indexOf( inputSource ); + + if ( index >= 0 ) { + + controllerInputSources[ index ] = null; + controllers[ index ].disconnect( inputSource ); + + } + + } + + // Notify connected + + for ( let i = 0; i < event.added.length; i ++ ) { + + const inputSource = event.added[ i ]; + + let controllerIndex = controllerInputSources.indexOf( inputSource ); + + if ( controllerIndex === - 1 ) { + + // Assign input source a controller that currently has no input source + + for ( let i = 0; i < controllers.length; i ++ ) { + + if ( i >= controllerInputSources.length ) { + + controllerInputSources.push( inputSource ); + controllerIndex = i; + break; + + } else if ( controllerInputSources[ i ] === null ) { + + controllerInputSources[ i ] = inputSource; + controllerIndex = i; + break; + + } + + } + + // If all controllers do currently receive input we ignore new ones + + if ( controllerIndex === - 1 ) break; + + } + + const controller = controllers[ controllerIndex ]; + + if ( controller ) { + + controller.connect( inputSource ); + + } + + } + + } + + // + + const cameraLPos = new Vector3(); + const cameraRPos = new Vector3(); + + /** + * Assumes 2 cameras that are parallel and share an X-axis, and that + * the cameras' projection and world matrices have already been set. + * And that near and far planes are identical for both cameras. + * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765 + */ + function setProjectionFromUnion( camera, cameraL, cameraR ) { + + cameraLPos.setFromMatrixPosition( cameraL.matrixWorld ); + cameraRPos.setFromMatrixPosition( cameraR.matrixWorld ); + + const ipd = cameraLPos.distanceTo( cameraRPos ); + + const projL = cameraL.projectionMatrix.elements; + const projR = cameraR.projectionMatrix.elements; + + // VR systems will have identical far and near planes, and + // most likely identical top and bottom frustum extents. + // Use the left camera for these values. + const near = projL[ 14 ] / ( projL[ 10 ] - 1 ); + const far = projL[ 14 ] / ( projL[ 10 ] + 1 ); + const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ]; + const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ]; + + const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ]; + const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ]; + const left = near * leftFov; + const right = near * rightFov; + + // Calculate the new camera's position offset from the + // left camera. xOffset should be roughly half `ipd`. + const zOffset = ipd / ( - leftFov + rightFov ); + const xOffset = zOffset * - leftFov; + + // TODO: Better way to apply this offset? + cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale ); + camera.translateX( xOffset ); + camera.translateZ( zOffset ); + camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale ); + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + // Check if the projection uses an infinite far plane. + if ( projL[ 10 ] === - 1.0 ) { + + // Use the projection matrix from the left eye. + // The camera offset is sufficient to include the view volumes + // of both eyes (assuming symmetric projections). + camera.projectionMatrix.copy( cameraL.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse ); + + } else { + + // Find the union of the frustum values of the cameras and scale + // the values so that the near plane's position does not change in world space, + // although must now be relative to the new union camera. + const near2 = near + zOffset; + const far2 = far + zOffset; + const left2 = left - xOffset; + const right2 = right + ( ipd - xOffset ); + const top2 = topFov * far / far2 * near2; + const bottom2 = bottomFov * far / far2 * near2; + + camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + + } + + } + + function updateCamera( camera, parent ) { + + if ( parent === null ) { + + camera.matrixWorld.copy( camera.matrix ); + + } else { + + camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix ); + + } + + camera.matrixWorldInverse.copy( camera.matrixWorld ).invert(); + + } + + this.updateCamera = function ( camera ) { + + if ( session === null ) return; + + let depthNear = camera.near; + let depthFar = camera.far; + + if ( depthSensing.texture !== null ) { + + if ( depthSensing.depthNear > 0 ) depthNear = depthSensing.depthNear; + if ( depthSensing.depthFar > 0 ) depthFar = depthSensing.depthFar; + + } + + cameraXR.near = cameraR.near = cameraL.near = depthNear; + cameraXR.far = cameraR.far = cameraL.far = depthFar; + + if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) { + + // Note that the new renderState won't apply until the next frame. See #18320 + + session.updateRenderState( { + depthNear: cameraXR.near, + depthFar: cameraXR.far + } ); + + _currentDepthNear = cameraXR.near; + _currentDepthFar = cameraXR.far; + + } + + cameraL.layers.mask = camera.layers.mask | 0b010; + cameraR.layers.mask = camera.layers.mask | 0b100; + cameraXR.layers.mask = cameraL.layers.mask | cameraR.layers.mask; + + const parent = camera.parent; + const cameras = cameraXR.cameras; + + updateCamera( cameraXR, parent ); + + for ( let i = 0; i < cameras.length; i ++ ) { + + updateCamera( cameras[ i ], parent ); + + } + + // update projection matrix for proper view frustum culling + + if ( cameras.length === 2 ) { + + setProjectionFromUnion( cameraXR, cameraL, cameraR ); + + } else { + + // assume single camera setup (AR) + + cameraXR.projectionMatrix.copy( cameraL.projectionMatrix ); + + } + + // update user camera and its children + + updateUserCamera( camera, cameraXR, parent ); + + }; + + function updateUserCamera( camera, cameraXR, parent ) { + + if ( parent === null ) { + + camera.matrix.copy( cameraXR.matrixWorld ); + + } else { + + camera.matrix.copy( parent.matrixWorld ); + camera.matrix.invert(); + camera.matrix.multiply( cameraXR.matrixWorld ); + + } + + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.updateMatrixWorld( true ); + + camera.projectionMatrix.copy( cameraXR.projectionMatrix ); + camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse ); + + if ( camera.isPerspectiveCamera ) { + + camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] ); + camera.zoom = 1; + + } + + } + + this.getCamera = function () { + + return cameraXR; + + }; + + this.getFoveation = function () { + + if ( glProjLayer === null && glBaseLayer === null ) { + + return undefined; + + } + + return foveation; + + }; + + this.setFoveation = function ( value ) { + + // 0 = no foveation = full resolution + // 1 = maximum foveation = the edges render at lower resolution + + foveation = value; + + if ( glProjLayer !== null ) { + + glProjLayer.fixedFoveation = value; + + } + + if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) { + + glBaseLayer.fixedFoveation = value; + + } + + }; + + this.hasDepthSensing = function () { + + return depthSensing.texture !== null; + + }; + + this.getDepthSensingMesh = function () { + + return depthSensing.getMesh( cameraXR ); + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time, frame ) { + + pose = frame.getViewerPose( customReferenceSpace || referenceSpace ); + xrFrame = frame; + + if ( pose !== null ) { + + const views = pose.views; + + if ( glBaseLayer !== null ) { + + renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer ); + renderer.setRenderTarget( newRenderTarget ); + + } + + let cameraXRNeedsUpdate = false; + + // check if it's necessary to rebuild cameraXR's camera list + + if ( views.length !== cameraXR.cameras.length ) { + + cameraXR.cameras.length = 0; + cameraXRNeedsUpdate = true; + + } + + for ( let i = 0; i < views.length; i ++ ) { + + const view = views[ i ]; + + let viewport = null; + + if ( glBaseLayer !== null ) { + + viewport = glBaseLayer.getViewport( view ); + + } else { + + const glSubImage = glBinding.getViewSubImage( glProjLayer, view ); + viewport = glSubImage.viewport; + + // For side-by-side projection, we only produce a single texture for both eyes. + if ( i === 0 ) { + + renderer.setRenderTargetTextures( + newRenderTarget, + glSubImage.colorTexture, + glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture ); + + renderer.setRenderTarget( newRenderTarget ); + + } + + } + + let camera = cameras[ i ]; + + if ( camera === undefined ) { + + camera = new PerspectiveCamera(); + camera.layers.enable( i ); + camera.viewport = new Vector4(); + cameras[ i ] = camera; + + } + + camera.matrix.fromArray( view.transform.matrix ); + camera.matrix.decompose( camera.position, camera.quaternion, camera.scale ); + camera.projectionMatrix.fromArray( view.projectionMatrix ); + camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert(); + camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height ); + + if ( i === 0 ) { + + cameraXR.matrix.copy( camera.matrix ); + cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale ); + + } + + if ( cameraXRNeedsUpdate === true ) { + + cameraXR.cameras.push( camera ); + + } + + } + + // + + const enabledFeatures = session.enabledFeatures; + + if ( enabledFeatures && enabledFeatures.includes( 'depth-sensing' ) ) { + + const depthData = glBinding.getDepthInformation( views[ 0 ] ); + + if ( depthData && depthData.isValid && depthData.texture ) { + + depthSensing.init( renderer, depthData, session.renderState ); + + } + + } + + } + + // + + for ( let i = 0; i < controllers.length; i ++ ) { + + const inputSource = controllerInputSources[ i ]; + const controller = controllers[ i ]; + + if ( inputSource !== null && controller !== undefined ) { + + controller.update( inputSource, frame, customReferenceSpace || referenceSpace ); + + } + + } + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame ); + + if ( frame.detectedPlanes ) { + + scope.dispatchEvent( { type: 'planesdetected', data: frame } ); + + } + + xrFrame = null; + + } + + const animation = new WebGLAnimation(); + + animation.setAnimationLoop( onAnimationFrame ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + + }; + + this.dispose = function () {}; + + } + +} + +const _e1 = /*@__PURE__*/ new Euler(); +const _m1 = /*@__PURE__*/ new Matrix4(); + +function WebGLMaterials( renderer, properties ) { + + function refreshTransformUniform( map, uniform ) { + + if ( map.matrixAutoUpdate === true ) { + + map.updateMatrix(); + + } + + uniform.value.copy( map.matrix ); + + } + + function refreshFogUniforms( uniforms, fog ) { + + fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) ); + + if ( fog.isFog ) { + + uniforms.fogNear.value = fog.near; + uniforms.fogFar.value = fog.far; + + } else if ( fog.isFogExp2 ) { + + uniforms.fogDensity.value = fog.density; + + } + + } + + function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) { + + if ( material.isMeshBasicMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshLambertMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshToonMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsToon( uniforms, material ); + + } else if ( material.isMeshPhongMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsPhong( uniforms, material ); + + } else if ( material.isMeshStandardMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsStandard( uniforms, material ); + + if ( material.isMeshPhysicalMaterial ) { + + refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ); + + } + + } else if ( material.isMeshMatcapMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsMatcap( uniforms, material ); + + } else if ( material.isMeshDepthMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isMeshDistanceMaterial ) { + + refreshUniformsCommon( uniforms, material ); + refreshUniformsDistance( uniforms, material ); + + } else if ( material.isMeshNormalMaterial ) { + + refreshUniformsCommon( uniforms, material ); + + } else if ( material.isLineBasicMaterial ) { + + refreshUniformsLine( uniforms, material ); + + if ( material.isLineDashedMaterial ) { + + refreshUniformsDash( uniforms, material ); + + } + + } else if ( material.isPointsMaterial ) { + + refreshUniformsPoints( uniforms, material, pixelRatio, height ); + + } else if ( material.isSpriteMaterial ) { + + refreshUniformsSprites( uniforms, material ); + + } else if ( material.isShadowMaterial ) { + + uniforms.color.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + } else if ( material.isShaderMaterial ) { + + material.uniformsNeedUpdate = false; // #15581 + + } + + } + + function refreshUniformsCommon( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + if ( material.color ) { + + uniforms.diffuse.value.copy( material.color ); + + } + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.bumpMap ) { + + uniforms.bumpMap.value = material.bumpMap; + + refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform ); + + uniforms.bumpScale.value = material.bumpScale; + + if ( material.side === BackSide ) { + + uniforms.bumpScale.value *= - 1; + + } + + } + + if ( material.normalMap ) { + + uniforms.normalMap.value = material.normalMap; + + refreshTransformUniform( material.normalMap, uniforms.normalMapTransform ); + + uniforms.normalScale.value.copy( material.normalScale ); + + if ( material.side === BackSide ) { + + uniforms.normalScale.value.negate(); + + } + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + + refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform ); + + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform ); + + } + + if ( material.specularMap ) { + + uniforms.specularMap.value = material.specularMap; + + refreshTransformUniform( material.specularMap, uniforms.specularMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + const materialProperties = properties.get( material ); + + const envMap = materialProperties.envMap; + const envMapRotation = materialProperties.envMapRotation; + + if ( envMap ) { + + uniforms.envMap.value = envMap; + + _e1.copy( envMapRotation ); + + // accommodate left-handed frame + _e1.x *= - 1; _e1.y *= - 1; _e1.z *= - 1; + + if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) { + + // environment maps which are not cube render targets or PMREMs follow a different convention + _e1.y *= - 1; + _e1.z *= - 1; + + } + + uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) ); + + uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; + + uniforms.reflectivity.value = material.reflectivity; + uniforms.ior.value = material.ior; + uniforms.refractionRatio.value = material.refractionRatio; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + refreshTransformUniform( material.lightMap, uniforms.lightMapTransform ); + + } + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + refreshTransformUniform( material.aoMap, uniforms.aoMapTransform ); + + } + + } + + function refreshUniformsLine( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + } + + function refreshUniformsDash( uniforms, material ) { + + uniforms.dashSize.value = material.dashSize; + uniforms.totalSize.value = material.dashSize + material.gapSize; + uniforms.scale.value = material.scale; + + } + + function refreshUniformsPoints( uniforms, material, pixelRatio, height ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * pixelRatio; + uniforms.scale.value = height * 0.5; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.uvTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsSprites( uniforms, material ) { + + uniforms.diffuse.value.copy( material.color ); + uniforms.opacity.value = material.opacity; + uniforms.rotation.value = material.rotation; + + if ( material.map ) { + + uniforms.map.value = material.map; + + refreshTransformUniform( material.map, uniforms.mapTransform ); + + } + + if ( material.alphaMap ) { + + uniforms.alphaMap.value = material.alphaMap; + + refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform ); + + } + + if ( material.alphaTest > 0 ) { + + uniforms.alphaTest.value = material.alphaTest; + + } + + } + + function refreshUniformsPhong( uniforms, material ) { + + uniforms.specular.value.copy( material.specular ); + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + } + + function refreshUniformsToon( uniforms, material ) { + + if ( material.gradientMap ) { + + uniforms.gradientMap.value = material.gradientMap; + + } + + } + + function refreshUniformsStandard( uniforms, material ) { + + uniforms.metalness.value = material.metalness; + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform ); + + } + + uniforms.roughness.value = material.roughness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform ); + + } + + if ( material.envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) { + + uniforms.ior.value = material.ior; // also part of uniforms common + + if ( material.sheen > 0 ) { + + uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen ); + + uniforms.sheenRoughness.value = material.sheenRoughness; + + if ( material.sheenColorMap ) { + + uniforms.sheenColorMap.value = material.sheenColorMap; + + refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform ); + + } + + if ( material.sheenRoughnessMap ) { + + uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap; + + refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform ); + + } + + } + + if ( material.clearcoat > 0 ) { + + uniforms.clearcoat.value = material.clearcoat; + uniforms.clearcoatRoughness.value = material.clearcoatRoughness; + + if ( material.clearcoatMap ) { + + uniforms.clearcoatMap.value = material.clearcoatMap; + + refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform ); + + } + + if ( material.clearcoatRoughnessMap ) { + + uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap; + + refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform ); + + } + + if ( material.clearcoatNormalMap ) { + + uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap; + + refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform ); + + uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale ); + + if ( material.side === BackSide ) { + + uniforms.clearcoatNormalScale.value.negate(); + + } + + } + + } + + if ( material.dispersion > 0 ) { + + uniforms.dispersion.value = material.dispersion; + + } + + if ( material.iridescence > 0 ) { + + uniforms.iridescence.value = material.iridescence; + uniforms.iridescenceIOR.value = material.iridescenceIOR; + uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ]; + uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ]; + + if ( material.iridescenceMap ) { + + uniforms.iridescenceMap.value = material.iridescenceMap; + + refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform ); + + } + + if ( material.iridescenceThicknessMap ) { + + uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap; + + refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform ); + + } + + } + + if ( material.transmission > 0 ) { + + uniforms.transmission.value = material.transmission; + uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture; + uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height ); + + if ( material.transmissionMap ) { + + uniforms.transmissionMap.value = material.transmissionMap; + + refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform ); + + } + + uniforms.thickness.value = material.thickness; + + if ( material.thicknessMap ) { + + uniforms.thicknessMap.value = material.thicknessMap; + + refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform ); + + } + + uniforms.attenuationDistance.value = material.attenuationDistance; + uniforms.attenuationColor.value.copy( material.attenuationColor ); + + } + + if ( material.anisotropy > 0 ) { + + uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); + + if ( material.anisotropyMap ) { + + uniforms.anisotropyMap.value = material.anisotropyMap; + + refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform ); + + } + + } + + uniforms.specularIntensity.value = material.specularIntensity; + uniforms.specularColor.value.copy( material.specularColor ); + + if ( material.specularColorMap ) { + + uniforms.specularColorMap.value = material.specularColorMap; + + refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform ); + + } + + if ( material.specularIntensityMap ) { + + uniforms.specularIntensityMap.value = material.specularIntensityMap; + + refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform ); + + } + + } + + function refreshUniformsMatcap( uniforms, material ) { + + if ( material.matcap ) { + + uniforms.matcap.value = material.matcap; + + } + + } + + function refreshUniformsDistance( uniforms, material ) { + + const light = properties.get( material ).light; + + uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld ); + uniforms.nearDistance.value = light.shadow.camera.near; + uniforms.farDistance.value = light.shadow.camera.far; + + } + + return { + refreshFogUniforms: refreshFogUniforms, + refreshMaterialUniforms: refreshMaterialUniforms + }; + +} + +function WebGLUniformsGroups( gl, info, capabilities, state ) { + + let buffers = {}; + let updateList = {}; + let allocatedBindingPoints = []; + + const maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program + + function bind( uniformsGroup, program ) { + + const webglProgram = program.program; + state.uniformBlockBinding( uniformsGroup, webglProgram ); + + } + + function update( uniformsGroup, program ) { + + let buffer = buffers[ uniformsGroup.id ]; + + if ( buffer === undefined ) { + + prepareUniformsGroup( uniformsGroup ); + + buffer = createBuffer( uniformsGroup ); + buffers[ uniformsGroup.id ] = buffer; + + uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose ); + + } + + // ensure to update the binding points/block indices mapping for this program + + const webglProgram = program.program; + state.updateUBOMapping( uniformsGroup, webglProgram ); + + // update UBO once per frame + + const frame = info.render.frame; + + if ( updateList[ uniformsGroup.id ] !== frame ) { + + updateBufferData( uniformsGroup ); + + updateList[ uniformsGroup.id ] = frame; + + } + + } + + function createBuffer( uniformsGroup ) { + + // the setup of an UBO is independent of a particular shader program but global + + const bindingPointIndex = allocateBindingPointIndex(); + uniformsGroup.__bindingPointIndex = bindingPointIndex; + + const buffer = gl.createBuffer(); + const size = uniformsGroup.__size; + const usage = uniformsGroup.usage; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + gl.bufferData( gl.UNIFORM_BUFFER, size, usage ); + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer ); + + return buffer; + + } + + function allocateBindingPointIndex() { + + for ( let i = 0; i < maxBindingPoints; i ++ ) { + + if ( allocatedBindingPoints.indexOf( i ) === - 1 ) { + + allocatedBindingPoints.push( i ); + return i; + + } + + } + + console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' ); + + return 0; + + } + + function updateBufferData( uniformsGroup ) { + + const buffer = buffers[ uniformsGroup.id ]; + const uniforms = uniformsGroup.uniforms; + const cache = uniformsGroup.__cache; + + gl.bindBuffer( gl.UNIFORM_BUFFER, buffer ); + + for ( let i = 0, il = uniforms.length; i < il; i ++ ) { + + const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; + + for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { + + const uniform = uniformArray[ j ]; + + if ( hasUniformChanged( uniform, i, j, cache ) === true ) { + + const offset = uniform.__offset; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + let arrayOffset = 0; + + for ( let k = 0; k < values.length; k ++ ) { + + const value = values[ k ]; + + const info = getUniformSize( value ); + + // TODO add integer and struct support + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + uniform.__data[ 0 ] = value; + gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data ); + + } else if ( value.isMatrix3 ) { + + // manually converting 3x3 to 3x4 + + uniform.__data[ 0 ] = value.elements[ 0 ]; + uniform.__data[ 1 ] = value.elements[ 1 ]; + uniform.__data[ 2 ] = value.elements[ 2 ]; + uniform.__data[ 3 ] = 0; + uniform.__data[ 4 ] = value.elements[ 3 ]; + uniform.__data[ 5 ] = value.elements[ 4 ]; + uniform.__data[ 6 ] = value.elements[ 5 ]; + uniform.__data[ 7 ] = 0; + uniform.__data[ 8 ] = value.elements[ 6 ]; + uniform.__data[ 9 ] = value.elements[ 7 ]; + uniform.__data[ 10 ] = value.elements[ 8 ]; + uniform.__data[ 11 ] = 0; + + } else { + + value.toArray( uniform.__data, arrayOffset ); + + arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT; + + } + + } + + gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data ); + + } + + } + + } + + gl.bindBuffer( gl.UNIFORM_BUFFER, null ); + + } + + function hasUniformChanged( uniform, index, indexArray, cache ) { + + const value = uniform.value; + const indexString = index + '_' + indexArray; + + if ( cache[ indexString ] === undefined ) { + + // cache entry does not exist so far + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + cache[ indexString ] = value; + + } else { + + cache[ indexString ] = value.clone(); + + } + + return true; + + } else { + + const cachedObject = cache[ indexString ]; + + // compare current value with cached entry + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + if ( cachedObject !== value ) { + + cache[ indexString ] = value; + return true; + + } + + } else { + + if ( cachedObject.equals( value ) === false ) { + + cachedObject.copy( value ); + return true; + + } + + } + + } + + return false; + + } + + function prepareUniformsGroup( uniformsGroup ) { + + // determine total buffer size according to the STD140 layout + // Hint: STD140 is the only supported layout in WebGL 2 + + const uniforms = uniformsGroup.uniforms; + + let offset = 0; // global buffer offset in bytes + const chunkSize = 16; // size of a chunk in bytes + + for ( let i = 0, l = uniforms.length; i < l; i ++ ) { + + const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ]; + + for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) { + + const uniform = uniformArray[ j ]; + + const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ]; + + for ( let k = 0, kl = values.length; k < kl; k ++ ) { + + const value = values[ k ]; + + const info = getUniformSize( value ); + + const chunkOffset = offset % chunkSize; // offset in the current chunk + const chunkPadding = chunkOffset % info.boundary; // required padding to match boundary + const chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data + + offset += chunkPadding; + + // Check for chunk overflow + if ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) { + + // Add padding and adjust offset + offset += ( chunkSize - chunkStart ); + + } + + // the following two properties will be used for partial buffer updates + uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT ); + uniform.__offset = offset; + + // Update the global offset + offset += info.storage; + + } + + } + + } + + // ensure correct final padding + + const chunkOffset = offset % chunkSize; + + if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset ); + + // + + uniformsGroup.__size = offset; + uniformsGroup.__cache = {}; + + return this; + + } + + function getUniformSize( value ) { + + const info = { + boundary: 0, // bytes + storage: 0 // bytes + }; + + // determine sizes according to STD140 + + if ( typeof value === 'number' || typeof value === 'boolean' ) { + + // float/int/bool + + info.boundary = 4; + info.storage = 4; + + } else if ( value.isVector2 ) { + + // vec2 + + info.boundary = 8; + info.storage = 8; + + } else if ( value.isVector3 || value.isColor ) { + + // vec3 + + info.boundary = 16; + info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes + + } else if ( value.isVector4 ) { + + // vec4 + + info.boundary = 16; + info.storage = 16; + + } else if ( value.isMatrix3 ) { + + // mat3 (in STD140 a 3x3 matrix is represented as 3x4) + + info.boundary = 48; + info.storage = 48; + + } else if ( value.isMatrix4 ) { + + // mat4 + + info.boundary = 64; + info.storage = 64; + + } else if ( value.isTexture ) { + + console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' ); + + } else { + + console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value ); + + } + + return info; + + } + + function onUniformsGroupsDispose( event ) { + + const uniformsGroup = event.target; + + uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose ); + + const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex ); + allocatedBindingPoints.splice( index, 1 ); + + gl.deleteBuffer( buffers[ uniformsGroup.id ] ); + + delete buffers[ uniformsGroup.id ]; + delete updateList[ uniformsGroup.id ]; + + } + + function dispose() { + + for ( const id in buffers ) { + + gl.deleteBuffer( buffers[ id ] ); + + } + + allocatedBindingPoints = []; + buffers = {}; + updateList = {}; + + } + + return { + + bind: bind, + update: update, + + dispose: dispose + + }; + +} + +class WebGLRenderer { + + constructor( parameters = {} ) { + + const { + canvas = createCanvasElement(), + context = null, + depth = true, + stencil = false, + alpha = false, + antialias = false, + premultipliedAlpha = true, + preserveDrawingBuffer = false, + powerPreference = 'default', + failIfMajorPerformanceCaveat = false, + reverseDepthBuffer = false, + } = parameters; + + this.isWebGLRenderer = true; + + let _alpha; + + if ( context !== null ) { + + if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) { + + throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' ); + + } + + _alpha = context.getContextAttributes().alpha; + + } else { + + _alpha = alpha; + + } + + const uintClearColor = new Uint32Array( 4 ); + const intClearColor = new Int32Array( 4 ); + + let currentRenderList = null; + let currentRenderState = null; + + // render() can be called from within a callback triggered by another render. + // We track this so that the nested render call gets its list and state isolated from the parent render call. + + const renderListStack = []; + const renderStateStack = []; + + // public properties + + this.domElement = canvas; + + // Debug configuration container + this.debug = { + + /** + * Enables error checking and reporting when shader programs are being compiled + * @type {boolean} + */ + checkShaderErrors: true, + /** + * Callback for custom error reporting. + * @type {?Function} + */ + onShaderError: null + }; + + // clearing + + this.autoClear = true; + this.autoClearColor = true; + this.autoClearDepth = true; + this.autoClearStencil = true; + + // scene graph + + this.sortObjects = true; + + // user-defined clipping + + this.clippingPlanes = []; + this.localClippingEnabled = false; + + // physically based shading + + this._outputColorSpace = SRGBColorSpace; + + // tone mapping + + this.toneMapping = NoToneMapping; + this.toneMappingExposure = 1.0; + + // internal properties + + const _this = this; + + let _isContextLost = false; + + // internal state cache + + let _currentActiveCubeFace = 0; + let _currentActiveMipmapLevel = 0; + let _currentRenderTarget = null; + let _currentMaterialId = - 1; + + let _currentCamera = null; + + const _currentViewport = new Vector4(); + const _currentScissor = new Vector4(); + let _currentScissorTest = null; + + const _currentClearColor = new Color( 0x000000 ); + let _currentClearAlpha = 0; + + // + + let _width = canvas.width; + let _height = canvas.height; + + let _pixelRatio = 1; + let _opaqueSort = null; + let _transparentSort = null; + + const _viewport = new Vector4( 0, 0, _width, _height ); + const _scissor = new Vector4( 0, 0, _width, _height ); + let _scissorTest = false; + + // frustum + + const _frustum = new Frustum(); + + // clipping + + let _clippingEnabled = false; + let _localClippingEnabled = false; + + // camera matrices cache + + const _currentProjectionMatrix = new Matrix4(); + const _projScreenMatrix = new Matrix4(); + + const _vector3 = new Vector3(); + + const _vector4 = new Vector4(); + + const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true }; + + let _renderBackground = false; + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + // initialize + + let _gl = context; + + function getContext( contextName, contextAttributes ) { + + return canvas.getContext( contextName, contextAttributes ); + + } + + try { + + const contextAttributes = { + alpha: true, + depth, + stencil, + antialias, + premultipliedAlpha, + preserveDrawingBuffer, + powerPreference, + failIfMajorPerformanceCaveat, + }; + + // OffscreenCanvas does not have setAttribute, see #22811 + if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` ); + + // event listeners must be registered before WebGL context is created, see #12753 + canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + canvas.addEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + if ( _gl === null ) { + + const contextName = 'webgl2'; + + _gl = getContext( contextName, contextAttributes ); + + if ( _gl === null ) { + + if ( getContext( contextName ) ) { + + throw new Error( 'Error creating WebGL context with your selected attributes.' ); + + } else { + + throw new Error( 'Error creating WebGL context.' ); + + } + + } + + } + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error.message ); + throw error; + + } + + let extensions, capabilities, state, info; + let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects; + let programCache, materials, renderLists, renderStates, clipping, shadowMap; + + let background, morphtargets, bufferRenderer, indexedBufferRenderer; + + let utils, bindingStates, uniformsGroups; + + function initGLContext() { + + extensions = new WebGLExtensions( _gl ); + extensions.init(); + + utils = new WebGLUtils( _gl, extensions ); + + capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils ); + + state = new WebGLState( _gl, extensions ); + + if ( capabilities.reverseDepthBuffer && reverseDepthBuffer ) { + + state.buffers.depth.setReversed( true ); + + } + + info = new WebGLInfo( _gl ); + properties = new WebGLProperties(); + textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); + cubemaps = new WebGLCubeMaps( _this ); + cubeuvmaps = new WebGLCubeUVMaps( _this ); + attributes = new WebGLAttributes( _gl ); + bindingStates = new WebGLBindingStates( _gl, attributes ); + geometries = new WebGLGeometries( _gl, attributes, info, bindingStates ); + objects = new WebGLObjects( _gl, geometries, attributes, info ); + morphtargets = new WebGLMorphtargets( _gl, capabilities, textures ); + clipping = new WebGLClipping( properties ); + programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ); + materials = new WebGLMaterials( _this, properties ); + renderLists = new WebGLRenderLists(); + renderStates = new WebGLRenderStates( extensions ); + background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha ); + shadowMap = new WebGLShadowMap( _this, objects, capabilities ); + uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state ); + + bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info ); + indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info ); + + info.programs = programCache.programs; + + _this.capabilities = capabilities; + _this.extensions = extensions; + _this.properties = properties; + _this.renderLists = renderLists; + _this.shadowMap = shadowMap; + _this.state = state; + _this.info = info; + + } + + initGLContext(); + + // xr + + const xr = new WebXRManager( _this, _gl ); + + this.xr = xr; + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.loseContext(); + + }; + + this.forceContextRestore = function () { + + const extension = extensions.get( 'WEBGL_lose_context' ); + if ( extension ) extension.restoreContext(); + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _width, _height, false ); + + }; + + this.getSize = function ( target ) { + + return target.set( _width, _height ); + + }; + + this.setSize = function ( width, height, updateStyle = true ) { + + if ( xr.isPresenting ) { + + console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' ); + return; + + } + + _width = width; + _height = height; + + canvas.width = Math.floor( width * _pixelRatio ); + canvas.height = Math.floor( height * _pixelRatio ); + + if ( updateStyle === true ) { + + canvas.style.width = width + 'px'; + canvas.style.height = height + 'px'; + + } + + this.setViewport( 0, 0, width, height ); + + }; + + this.getDrawingBufferSize = function ( target ) { + + return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor(); + + }; + + this.setDrawingBufferSize = function ( width, height, pixelRatio ) { + + _width = width; + _height = height; + + _pixelRatio = pixelRatio; + + canvas.width = Math.floor( width * pixelRatio ); + canvas.height = Math.floor( height * pixelRatio ); + + this.setViewport( 0, 0, width, height ); + + }; + + this.getCurrentViewport = function ( target ) { + + return target.copy( _currentViewport ); + + }; + + this.getViewport = function ( target ) { + + return target.copy( _viewport ); + + }; + + this.setViewport = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _viewport.set( x.x, x.y, x.z, x.w ); + + } else { + + _viewport.set( x, y, width, height ); + + } + + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() ); + + }; + + this.getScissor = function ( target ) { + + return target.copy( _scissor ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + if ( x.isVector4 ) { + + _scissor.set( x.x, x.y, x.z, x.w ); + + } else { + + _scissor.set( x, y, width, height ); + + } + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() ); + + }; + + this.getScissorTest = function () { + + return _scissorTest; + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + this.setOpaqueSort = function ( method ) { + + _opaqueSort = method; + + }; + + this.setTransparentSort = function ( method ) { + + _transparentSort = method; + + }; + + // Clearing + + this.getClearColor = function ( target ) { + + return target.copy( background.getClearColor() ); + + }; + + this.setClearColor = function () { + + background.setClearColor.apply( background, arguments ); + + }; + + this.getClearAlpha = function () { + + return background.getClearAlpha(); + + }; + + this.setClearAlpha = function () { + + background.setClearAlpha.apply( background, arguments ); + + }; + + this.clear = function ( color = true, depth = true, stencil = true ) { + + let bits = 0; + + if ( color ) { + + // check if we're trying to clear an integer target + let isIntegerFormat = false; + if ( _currentRenderTarget !== null ) { + + const targetFormat = _currentRenderTarget.texture.format; + isIntegerFormat = targetFormat === RGBAIntegerFormat || + targetFormat === RGIntegerFormat || + targetFormat === RedIntegerFormat; + + } + + // use the appropriate clear functions to clear the target if it's a signed + // or unsigned integer target + if ( isIntegerFormat ) { + + const targetType = _currentRenderTarget.texture.type; + const isUnsignedType = targetType === UnsignedByteType || + targetType === UnsignedIntType || + targetType === UnsignedShortType || + targetType === UnsignedInt248Type || + targetType === UnsignedShort4444Type || + targetType === UnsignedShort5551Type; + + const clearColor = background.getClearColor(); + const a = background.getClearAlpha(); + const r = clearColor.r; + const g = clearColor.g; + const b = clearColor.b; + + if ( isUnsignedType ) { + + uintClearColor[ 0 ] = r; + uintClearColor[ 1 ] = g; + uintClearColor[ 2 ] = b; + uintClearColor[ 3 ] = a; + _gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor ); + + } else { + + intClearColor[ 0 ] = r; + intClearColor[ 1 ] = g; + intClearColor[ 2 ] = b; + intClearColor[ 3 ] = a; + _gl.clearBufferiv( _gl.COLOR, 0, intClearColor ); + + } + + } else { + + bits |= _gl.COLOR_BUFFER_BIT; + + } + + } + + if ( depth ) { + + bits |= _gl.DEPTH_BUFFER_BIT; + + } + + if ( stencil ) { + + bits |= _gl.STENCIL_BUFFER_BIT; + this.state.buffers.stencil.setMask( 0xffffffff ); + + } + + _gl.clear( bits ); + + }; + + this.clearColor = function () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + // + + this.dispose = function () { + + canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false ); + canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false ); + + renderLists.dispose(); + renderStates.dispose(); + properties.dispose(); + cubemaps.dispose(); + cubeuvmaps.dispose(); + objects.dispose(); + bindingStates.dispose(); + uniformsGroups.dispose(); + programCache.dispose(); + + xr.dispose(); + + xr.removeEventListener( 'sessionstart', onXRSessionStart ); + xr.removeEventListener( 'sessionend', onXRSessionEnd ); + + animation.stop(); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + console.log( 'THREE.WebGLRenderer: Context Lost.' ); + + _isContextLost = true; + + } + + function onContextRestore( /* event */ ) { + + console.log( 'THREE.WebGLRenderer: Context Restored.' ); + + _isContextLost = false; + + const infoAutoReset = info.autoReset; + const shadowMapEnabled = shadowMap.enabled; + const shadowMapAutoUpdate = shadowMap.autoUpdate; + const shadowMapNeedsUpdate = shadowMap.needsUpdate; + const shadowMapType = shadowMap.type; + + initGLContext(); + + info.autoReset = infoAutoReset; + shadowMap.enabled = shadowMapEnabled; + shadowMap.autoUpdate = shadowMapAutoUpdate; + shadowMap.needsUpdate = shadowMapNeedsUpdate; + shadowMap.type = shadowMapType; + + } + + function onContextCreationError( event ) { + + console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage ); + + } + + function onMaterialDispose( event ) { + + const material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateMaterial( material ) { + + releaseMaterialProgramReferences( material ); + + properties.remove( material ); + + } + + + function releaseMaterialProgramReferences( material ) { + + const programs = properties.get( material ).programs; + + if ( programs !== undefined ) { + + programs.forEach( function ( program ) { + + programCache.releaseProgram( program ); + + } ); + + if ( material.isShaderMaterial ) { + + programCache.releaseShaderCache( material ); + + } + + } + + } + + // Buffer rendering + + this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) { + + if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null) + + const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 ); + + const program = setProgram( camera, scene, geometry, material, object ); + + state.setMaterial( material, frontFaceCW ); + + // + + let index = geometry.index; + let rangeFactor = 1; + + if ( material.wireframe === true ) { + + index = geometries.getWireframeAttribute( geometry ); + + if ( index === undefined ) return; + + rangeFactor = 2; + + } + + // + + const drawRange = geometry.drawRange; + const position = geometry.attributes.position; + + let drawStart = drawRange.start * rangeFactor; + let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor; + + if ( group !== null ) { + + drawStart = Math.max( drawStart, group.start * rangeFactor ); + drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor ); + + } + + if ( index !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, index.count ); + + } else if ( position !== undefined && position !== null ) { + + drawStart = Math.max( drawStart, 0 ); + drawEnd = Math.min( drawEnd, position.count ); + + } + + const drawCount = drawEnd - drawStart; + + if ( drawCount < 0 || drawCount === Infinity ) return; + + // + + bindingStates.setup( object, material, program, geometry, index ); + + let attribute; + let renderer = bufferRenderer; + + if ( index !== null ) { + + attribute = attributes.get( index ); + + renderer = indexedBufferRenderer; + renderer.setIndex( attribute ); + + } + + // + + if ( object.isMesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.TRIANGLES ); + + } + + } else if ( object.isLine ) { + + let lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object.isLineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else if ( object.isLineLoop ) { + + renderer.setMode( _gl.LINE_LOOP ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object.isPoints ) { + + renderer.setMode( _gl.POINTS ); + + } else if ( object.isSprite ) { + + renderer.setMode( _gl.TRIANGLES ); + + } + + if ( object.isBatchedMesh ) { + + if ( object._multiDrawInstances !== null ) { + + renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances ); + + } else { + + if ( ! extensions.get( 'WEBGL_multi_draw' ) ) { + + const starts = object._multiDrawStarts; + const counts = object._multiDrawCounts; + const drawCount = object._multiDrawCount; + const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1; + const uniforms = properties.get( material ).currentProgram.getUniforms(); + for ( let i = 0; i < drawCount; i ++ ) { + + uniforms.setValue( _gl, '_gl_DrawID', i ); + renderer.render( starts[ i ] / bytesPerElement, counts[ i ] ); + + } + + } else { + + renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount ); + + } + + } + + } else if ( object.isInstancedMesh ) { + + renderer.renderInstances( drawStart, drawCount, object.count ); + + } else if ( geometry.isInstancedBufferGeometry ) { + + const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity; + const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount ); + + renderer.renderInstances( drawStart, drawCount, instanceCount ); + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + // Compile + + function prepareMaterial( material, scene, object ) { + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = FrontSide; + material.needsUpdate = true; + getProgram( material, scene, object ); + + material.side = DoubleSide; + + } else { + + getProgram( material, scene, object ); + + } + + } + + this.compile = function ( scene, camera, targetScene = null ) { + + if ( targetScene === null ) targetScene = scene; + + currentRenderState = renderStates.get( targetScene ); + currentRenderState.init( camera ); + + renderStateStack.push( currentRenderState ); + + // gather lights from both the target scene and the new object that will be added to the scene. + + targetScene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + if ( scene !== targetScene ) { + + scene.traverseVisible( function ( object ) { + + if ( object.isLight && object.layers.test( camera.layers ) ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } + + } ); + + } + + currentRenderState.setupLights(); + + // Only initialize materials in the new scene, not the targetScene. + + const materials = new Set(); + + scene.traverse( function ( object ) { + + if ( ! ( object.isMesh || object.isPoints || object.isLine || object.isSprite ) ) { + + return; + + } + + const material = object.material; + + if ( material ) { + + if ( Array.isArray( material ) ) { + + for ( let i = 0; i < material.length; i ++ ) { + + const material2 = material[ i ]; + + prepareMaterial( material2, targetScene, object ); + materials.add( material2 ); + + } + + } else { + + prepareMaterial( material, targetScene, object ); + materials.add( material ); + + } + + } + + } ); + + renderStateStack.pop(); + currentRenderState = null; + + return materials; + + }; + + // compileAsync + + this.compileAsync = function ( scene, camera, targetScene = null ) { + + const materials = this.compile( scene, camera, targetScene ); + + // Wait for all the materials in the new object to indicate that they're + // ready to be used before resolving the promise. + + return new Promise( ( resolve ) => { + + function checkMaterialsReady() { + + materials.forEach( function ( material ) { + + const materialProperties = properties.get( material ); + const program = materialProperties.currentProgram; + + if ( program.isReady() ) { + + // remove any programs that report they're ready to use from the list + materials.delete( material ); + + } + + } ); + + // once the list of compiling materials is empty, call the callback + + if ( materials.size === 0 ) { + + resolve( scene ); + return; + + } + + // if some materials are still not ready, wait a bit and check again + + setTimeout( checkMaterialsReady, 10 ); + + } + + if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) { + + // If we can check the compilation status of the materials without + // blocking then do so right away. + + checkMaterialsReady(); + + } else { + + // Otherwise start by waiting a bit to give the materials we just + // initialized a chance to finish. + + setTimeout( checkMaterialsReady, 10 ); + + } + + } ); + + }; + + // Animation Loop + + let onAnimationFrameCallback = null; + + function onAnimationFrame( time ) { + + if ( onAnimationFrameCallback ) onAnimationFrameCallback( time ); + + } + + function onXRSessionStart() { + + animation.stop(); + + } + + function onXRSessionEnd() { + + animation.start(); + + } + + const animation = new WebGLAnimation(); + animation.setAnimationLoop( onAnimationFrame ); + + if ( typeof self !== 'undefined' ) animation.setContext( self ); + + this.setAnimationLoop = function ( callback ) { + + onAnimationFrameCallback = callback; + xr.setAnimationLoop( callback ); + + ( callback === null ) ? animation.stop() : animation.start(); + + }; + + xr.addEventListener( 'sessionstart', onXRSessionStart ); + xr.addEventListener( 'sessionend', onXRSessionEnd ); + + // Rendering + + this.render = function ( scene, camera ) { + + if ( camera !== undefined && camera.isCamera !== true ) { + + console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' ); + return; + + } + + if ( _isContextLost === true ) return; + + // update scene graph + + if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); + + if ( xr.enabled === true && xr.isPresenting === true ) { + + if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera ); + + camera = xr.getCamera(); // use XR camera for rendering + + } + + // + if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget ); + + currentRenderState = renderStates.get( scene, renderStateStack.length ); + currentRenderState.init( camera ); + + renderStateStack.push( currentRenderState ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromProjectionMatrix( _projScreenMatrix ); + + _localClippingEnabled = this.localClippingEnabled; + _clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled ); + + currentRenderList = renderLists.get( scene, renderListStack.length ); + currentRenderList.init(); + + renderListStack.push( currentRenderList ); + + if ( xr.enabled === true && xr.isPresenting === true ) { + + const depthSensingMesh = _this.xr.getDepthSensingMesh(); + + if ( depthSensingMesh !== null ) { + + projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects ); + + } + + } + + projectObject( scene, camera, 0, _this.sortObjects ); + + currentRenderList.finish(); + + if ( _this.sortObjects === true ) { + + currentRenderList.sort( _opaqueSort, _transparentSort ); + + } + + _renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false; + if ( _renderBackground ) { + + background.addToRenderList( currentRenderList, scene ); + + } + + // + + this.info.render.frame ++; + + if ( _clippingEnabled === true ) clipping.beginShadows(); + + const shadowsArray = currentRenderState.state.shadowsArray; + + shadowMap.render( shadowsArray, scene, camera ); + + if ( _clippingEnabled === true ) clipping.endShadows(); + + // + + if ( this.info.autoReset === true ) this.info.reset(); + + // render scene + + const opaqueObjects = currentRenderList.opaque; + const transmissiveObjects = currentRenderList.transmissive; + + currentRenderState.setupLights(); + + if ( camera.isArrayCamera ) { + + const cameras = camera.cameras; + + if ( transmissiveObjects.length > 0 ) { + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 ); + + } + + } + + if ( _renderBackground ) background.render( scene ); + + for ( let i = 0, l = cameras.length; i < l; i ++ ) { + + const camera2 = cameras[ i ]; + + renderScene( currentRenderList, scene, camera2, camera2.viewport ); + + } + + } else { + + if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ); + + if ( _renderBackground ) background.render( scene ); + + renderScene( currentRenderList, scene, camera ); + + } + + // + + if ( _currentRenderTarget !== null ) { + + // resolve multisample renderbuffers to a single-sample texture if necessary + + textures.updateMultisampleRenderTarget( _currentRenderTarget ); + + // Generate mipmap if we're using any kind of mipmap filtering + + textures.updateRenderTargetMipmap( _currentRenderTarget ); + + } + + // + + if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera ); + + // _gl.finish(); + + bindingStates.resetDefaultState(); + _currentMaterialId = - 1; + _currentCamera = null; + + renderStateStack.pop(); + + if ( renderStateStack.length > 0 ) { + + currentRenderState = renderStateStack[ renderStateStack.length - 1 ]; + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera ); + + } else { + + currentRenderState = null; + + } + + renderListStack.pop(); + + if ( renderListStack.length > 0 ) { + + currentRenderList = renderListStack[ renderListStack.length - 1 ]; + + } else { + + currentRenderList = null; + + } + + }; + + function projectObject( object, camera, groupOrder, sortObjects ) { + + if ( object.visible === false ) return; + + const visible = object.layers.test( camera.layers ); + + if ( visible ) { + + if ( object.isGroup ) { + + groupOrder = object.renderOrder; + + } else if ( object.isLOD ) { + + if ( object.autoUpdate === true ) object.update( camera ); + + } else if ( object.isLight ) { + + currentRenderState.pushLight( object ); + + if ( object.castShadow ) { + + currentRenderState.pushShadow( object ); + + } + + } else if ( object.isSprite ) { + + if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) { + + if ( sortObjects ) { + + _vector4.setFromMatrixPosition( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + const geometry = objects.update( object ); + const material = object.material; + + if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null ); + + } + + } + + } else if ( object.isMesh || object.isLine || object.isPoints ) { + + if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) { + + const geometry = objects.update( object ); + const material = object.material; + + if ( sortObjects ) { + + if ( object.boundingSphere !== undefined ) { + + if ( object.boundingSphere === null ) object.computeBoundingSphere(); + _vector4.copy( object.boundingSphere.center ); + + } else { + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + _vector4.copy( geometry.boundingSphere.center ); + + } + + _vector4 + .applyMatrix4( object.matrixWorld ) + .applyMatrix4( _projScreenMatrix ); + + } + + if ( Array.isArray( material ) ) { + + const groups = geometry.groups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + const groupMaterial = material[ group.materialIndex ]; + + if ( groupMaterial && groupMaterial.visible ) { + + currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group ); + + } + + } + + } else if ( material.visible ) { + + currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null ); + + } + + } + + } + + } + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, groupOrder, sortObjects ); + + } + + } + + function renderScene( currentRenderList, scene, camera, viewport ) { + + const opaqueObjects = currentRenderList.opaque; + const transmissiveObjects = currentRenderList.transmissive; + const transparentObjects = currentRenderList.transparent; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + if ( viewport ) state.viewport( _currentViewport.copy( viewport ) ); + + if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera ); + if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera ); + if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera ); + + // Ensure depth buffer writing is enabled so it can be cleared on next render + + state.buffers.depth.setTest( true ); + state.buffers.depth.setMask( true ); + state.buffers.color.setMask( true ); + + state.setPolygonOffset( false ); + + } + + function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + if ( overrideMaterial !== null ) { + + return; + + } + + if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) { + + currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, { + generateMipmaps: true, + type: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType, + minFilter: LinearMipmapLinearFilter, + samples: 4, + stencilBuffer: stencil, + resolveDepthBuffer: false, + resolveStencilBuffer: false, + colorSpace: ColorManagement.workingColorSpace, + } ); + + // debug + + /* + const geometry = new PlaneGeometry(); + const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } ); + + const mesh = new Mesh( geometry, material ); + scene.add( mesh ); + */ + + } + + const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ]; + + const activeViewport = camera.viewport || _currentViewport; + transmissionRenderTarget.setSize( activeViewport.z, activeViewport.w ); + + // + + const currentRenderTarget = _this.getRenderTarget(); + _this.setRenderTarget( transmissionRenderTarget ); + + _this.getClearColor( _currentClearColor ); + _currentClearAlpha = _this.getClearAlpha(); + if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 ); + + _this.clear(); + + if ( _renderBackground ) background.render( scene ); + + // Turn off the features which can affect the frag color for opaque objects pass. + // Otherwise they are applied twice in opaque objects pass and transmission objects pass. + const currentToneMapping = _this.toneMapping; + _this.toneMapping = NoToneMapping; + + // Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector). + // Transmission render pass requires viewport to match the transmissionRenderTarget. + const currentCameraViewport = camera.viewport; + if ( camera.viewport !== undefined ) camera.viewport = undefined; + + currentRenderState.setupLightsView( camera ); + + if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera ); + + renderObjects( opaqueObjects, scene, camera ); + + textures.updateMultisampleRenderTarget( transmissionRenderTarget ); + textures.updateRenderTargetMipmap( transmissionRenderTarget ); + + if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131 + + let renderTargetNeedsUpdate = false; + + for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) { + + const renderItem = transmissiveObjects[ i ]; + + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = renderItem.material; + const group = renderItem.group; + + if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) { + + const currentSide = material.side; + + material.side = BackSide; + material.needsUpdate = true; + + renderObject( object, scene, camera, geometry, material, group ); + + material.side = currentSide; + material.needsUpdate = true; + + renderTargetNeedsUpdate = true; + + } + + } + + if ( renderTargetNeedsUpdate === true ) { + + textures.updateMultisampleRenderTarget( transmissionRenderTarget ); + textures.updateRenderTargetMipmap( transmissionRenderTarget ); + + } + + } + + _this.setRenderTarget( currentRenderTarget ); + + _this.setClearColor( _currentClearColor, _currentClearAlpha ); + + if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport; + + _this.toneMapping = currentToneMapping; + + } + + function renderObjects( renderList, scene, camera ) { + + const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null; + + for ( let i = 0, l = renderList.length; i < l; i ++ ) { + + const renderItem = renderList[ i ]; + + const object = renderItem.object; + const geometry = renderItem.geometry; + const material = overrideMaterial === null ? renderItem.material : overrideMaterial; + const group = renderItem.group; + + if ( object.layers.test( camera.layers ) ) { + + renderObject( object, scene, camera, geometry, material, group ); + + } + + } + + } + + function renderObject( object, scene, camera, geometry, material, group ) { + + object.onBeforeRender( _this, scene, camera, geometry, material, group ); + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + material.onBeforeRender( _this, scene, camera, geometry, object, group ); + + if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) { + + material.side = BackSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = FrontSide; + material.needsUpdate = true; + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + material.side = DoubleSide; + + } else { + + _this.renderBufferDirect( camera, scene, geometry, material, object, group ); + + } + + object.onAfterRender( _this, scene, camera, geometry, material, group ); + + } + + function getProgram( material, scene, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + const materialProperties = properties.get( material ); + + const lights = currentRenderState.state.lights; + const shadowsArray = currentRenderState.state.shadowsArray; + + const lightsStateVersion = lights.state.version; + + const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object ); + const programCacheKey = programCache.getProgramCacheKey( parameters ); + + let programs = materialProperties.programs; + + // always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change + + materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null; + materialProperties.fog = scene.fog; + materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment ); + materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation; + + if ( programs === undefined ) { + + // new material + + material.addEventListener( 'dispose', onMaterialDispose ); + + programs = new Map(); + materialProperties.programs = programs; + + } + + let program = programs.get( programCacheKey ); + + if ( program !== undefined ) { + + // early out if program and light state is identical + + if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) { + + updateCommonMaterialProperties( material, parameters ); + + return program; + + } + + } else { + + parameters.uniforms = programCache.getUniforms( material ); + + material.onBeforeCompile( parameters, _this ); + + program = programCache.acquireProgram( parameters, programCacheKey ); + programs.set( programCacheKey, program ); + + materialProperties.uniforms = parameters.uniforms; + + } + + const uniforms = materialProperties.uniforms; + + if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) { + + uniforms.clippingPlanes = clipping.uniform; + + } + + updateCommonMaterialProperties( material, parameters ); + + // store the light setup it was created for + + materialProperties.needsLights = materialNeedsLights( material ); + materialProperties.lightsStateVersion = lightsStateVersion; + + if ( materialProperties.needsLights ) { + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = lights.state.ambient; + uniforms.lightProbe.value = lights.state.probe; + uniforms.directionalLights.value = lights.state.directional; + uniforms.directionalLightShadows.value = lights.state.directionalShadow; + uniforms.spotLights.value = lights.state.spot; + uniforms.spotLightShadows.value = lights.state.spotShadow; + uniforms.rectAreaLights.value = lights.state.rectArea; + uniforms.ltc_1.value = lights.state.rectAreaLTC1; + uniforms.ltc_2.value = lights.state.rectAreaLTC2; + uniforms.pointLights.value = lights.state.point; + uniforms.pointLightShadows.value = lights.state.pointShadow; + uniforms.hemisphereLights.value = lights.state.hemi; + + uniforms.directionalShadowMap.value = lights.state.directionalShadowMap; + uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix; + uniforms.spotShadowMap.value = lights.state.spotShadowMap; + uniforms.spotLightMatrix.value = lights.state.spotLightMatrix; + uniforms.spotLightMap.value = lights.state.spotLightMap; + uniforms.pointShadowMap.value = lights.state.pointShadowMap; + uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix; + // TODO (abelnation): add area lights shadow info to uniforms + + } + + materialProperties.currentProgram = program; + materialProperties.uniformsList = null; + + return program; + + } + + function getUniformList( materialProperties ) { + + if ( materialProperties.uniformsList === null ) { + + const progUniforms = materialProperties.currentProgram.getUniforms(); + materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms ); + + } + + return materialProperties.uniformsList; + + } + + function updateCommonMaterialProperties( material, parameters ) { + + const materialProperties = properties.get( material ); + + materialProperties.outputColorSpace = parameters.outputColorSpace; + materialProperties.batching = parameters.batching; + materialProperties.batchingColor = parameters.batchingColor; + materialProperties.instancing = parameters.instancing; + materialProperties.instancingColor = parameters.instancingColor; + materialProperties.instancingMorph = parameters.instancingMorph; + materialProperties.skinning = parameters.skinning; + materialProperties.morphTargets = parameters.morphTargets; + materialProperties.morphNormals = parameters.morphNormals; + materialProperties.morphColors = parameters.morphColors; + materialProperties.morphTargetsCount = parameters.morphTargetsCount; + materialProperties.numClippingPlanes = parameters.numClippingPlanes; + materialProperties.numIntersection = parameters.numClipIntersection; + materialProperties.vertexAlphas = parameters.vertexAlphas; + materialProperties.vertexTangents = parameters.vertexTangents; + materialProperties.toneMapping = parameters.toneMapping; + + } + + function setProgram( camera, scene, geometry, material, object ) { + + if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ... + + textures.resetTextureUnits(); + + const fog = scene.fog; + const environment = material.isMeshStandardMaterial ? scene.environment : null; + const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ); + const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment ); + const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4; + const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 ); + const morphTargets = !! geometry.morphAttributes.position; + const morphNormals = !! geometry.morphAttributes.normal; + const morphColors = !! geometry.morphAttributes.color; + + let toneMapping = NoToneMapping; + + if ( material.toneMapped ) { + + if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) { + + toneMapping = _this.toneMapping; + + } + + } + + const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color; + const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0; + + const materialProperties = properties.get( material ); + const lights = currentRenderState.state.lights; + + if ( _clippingEnabled === true ) { + + if ( _localClippingEnabled === true || camera !== _currentCamera ) { + + const useCache = + camera === _currentCamera && + material.id === _currentMaterialId; + + // we might want to call this function with some ClippingGroup + // object instead of the material, once it becomes feasible + // (#8465, #8379) + clipping.setState( material, camera, useCache ); + + } + + } + + // + + let needsProgramChange = false; + + if ( material.version === materialProperties.__version ) { + + if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.outputColorSpace !== colorSpace ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batching === false ) { + + needsProgramChange = true; + + } else if ( ! object.isBatchedMesh && materialProperties.batching === true ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) { + + needsProgramChange = true; + + } else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancing === false ) { + + needsProgramChange = true; + + } else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) { + + needsProgramChange = true; + + } else if ( object.isSkinnedMesh && materialProperties.skinning === false ) { + + needsProgramChange = true; + + } else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) { + + needsProgramChange = true; + + } else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) { + + needsProgramChange = true; + + } else if ( materialProperties.envMap !== envMap ) { + + needsProgramChange = true; + + } else if ( material.fog === true && materialProperties.fog !== fog ) { + + needsProgramChange = true; + + } else if ( materialProperties.numClippingPlanes !== undefined && + ( materialProperties.numClippingPlanes !== clipping.numPlanes || + materialProperties.numIntersection !== clipping.numIntersection ) ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexAlphas !== vertexAlphas ) { + + needsProgramChange = true; + + } else if ( materialProperties.vertexTangents !== vertexTangents ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargets !== morphTargets ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphNormals !== morphNormals ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphColors !== morphColors ) { + + needsProgramChange = true; + + } else if ( materialProperties.toneMapping !== toneMapping ) { + + needsProgramChange = true; + + } else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) { + + needsProgramChange = true; + + } + + } else { + + needsProgramChange = true; + materialProperties.__version = material.version; + + } + + // + + let program = materialProperties.currentProgram; + + if ( needsProgramChange === true ) { + + program = getProgram( material, scene, object ); + + } + + let refreshProgram = false; + let refreshMaterial = false; + let refreshLights = false; + + const p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.uniforms; + + if ( state.useProgram( program.program ) ) { + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || _currentCamera !== camera ) { + + // common camera uniforms + + const reverseDepthBuffer = state.buffers.depth.getReversed(); + + if ( reverseDepthBuffer ) { + + _currentProjectionMatrix.copy( camera.projectionMatrix ); + + toNormalizedProjectionMatrix( _currentProjectionMatrix ); + toReversedProjectionMatrix( _currentProjectionMatrix ); + + p_uniforms.setValue( _gl, 'projectionMatrix', _currentProjectionMatrix ); + + } else { + + p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix ); + + } + + p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse ); + + const uCamPos = p_uniforms.map.cameraPosition; + + if ( uCamPos !== undefined ) { + + uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) ); + + } + + if ( capabilities.logarithmicDepthBuffer ) { + + p_uniforms.setValue( _gl, 'logDepthBufFC', + 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + // consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067 + + if ( material.isMeshPhongMaterial || + material.isMeshToonMaterial || + material.isMeshLambertMaterial || + material.isMeshBasicMaterial || + material.isMeshStandardMaterial || + material.isShaderMaterial ) { + + p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true ); + + } + + if ( _currentCamera !== camera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + } + + // skinning and morph target uniforms must be set even if material didn't change + // auto-setting of texture unit for bone and morph texture must go before other textures + // otherwise textures used for skinning and morphing can take over texture units reserved for other material textures + + if ( object.isSkinnedMesh ) { + + p_uniforms.setOptional( _gl, object, 'bindMatrix' ); + p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' ); + + const skeleton = object.skeleton; + + if ( skeleton ) { + + if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture(); + + p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures ); + + } + + } + + if ( object.isBatchedMesh ) { + + p_uniforms.setOptional( _gl, object, 'batchingTexture' ); + p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures ); + + p_uniforms.setOptional( _gl, object, 'batchingIdTexture' ); + p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures ); + + p_uniforms.setOptional( _gl, object, 'batchingColorTexture' ); + if ( object._colorsTexture !== null ) { + + p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures ); + + } + + } + + const morphAttributes = geometry.morphAttributes; + + if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) { + + morphtargets.update( object, geometry, program ); + + } + + if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) { + + materialProperties.receiveShadow = object.receiveShadow; + p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow ); + + } + + // https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512 + + if ( material.isMeshGouraudMaterial && material.envMap !== null ) { + + m_uniforms.envMap.value = envMap; + + m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1; + + } + + if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) { + + m_uniforms.envMapIntensity.value = scene.environmentIntensity; + + } + + if ( refreshMaterial ) { + + p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure ); + + if ( materialProperties.needsLights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog === true ) { + + materials.refreshFogUniforms( m_uniforms, fog ); + + } + + materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] ); + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + + } + + if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) { + + WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures ); + material.uniformsNeedUpdate = false; + + } + + if ( material.isSpriteMaterial ) { + + p_uniforms.setValue( _gl, 'center', object.center ); + + } + + // common matrices + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); + + // UBOs + + if ( material.isShaderMaterial || material.isRawShaderMaterial ) { + + const groups = material.uniformsGroups; + + for ( let i = 0, l = groups.length; i < l; i ++ ) { + + const group = groups[ i ]; + + uniformsGroups.update( group, program ); + uniformsGroups.bind( group, program ); + + } + + } + + return program; + + } + + // If uniforms are marked as clean, they don't need to be loaded to the GPU. + + function markUniformsLightsNeedsUpdate( uniforms, value ) { + + uniforms.ambientLightColor.needsUpdate = value; + uniforms.lightProbe.needsUpdate = value; + + uniforms.directionalLights.needsUpdate = value; + uniforms.directionalLightShadows.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.pointLightShadows.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.spotLightShadows.needsUpdate = value; + uniforms.rectAreaLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + function materialNeedsLights( material ) { + + return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || + material.isMeshStandardMaterial || material.isShadowMaterial || + ( material.isShaderMaterial && material.lights === true ); + + } + + this.getActiveCubeFace = function () { + + return _currentActiveCubeFace; + + }; + + this.getActiveMipmapLevel = function () { + + return _currentActiveMipmapLevel; + + }; + + this.getRenderTarget = function () { + + return _currentRenderTarget; + + }; + + this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) { + + properties.get( renderTarget.texture ).__webglTexture = colorTexture; + properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture; + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__hasExternalTextures = true; + + renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined; + + if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) { + + // The multisample_render_to_texture extension doesn't work properly if there + // are midframe flushes and an external depth buffer. Disable use of the extension. + if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) { + + console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' ); + renderTargetProperties.__useRenderToTexture = false; + + } + + } + + }; + + this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) { + + const renderTargetProperties = properties.get( renderTarget ); + renderTargetProperties.__webglFramebuffer = defaultFramebuffer; + renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined; + + }; + + this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) { + + _currentRenderTarget = renderTarget; + _currentActiveCubeFace = activeCubeFace; + _currentActiveMipmapLevel = activeMipmapLevel; + + let useDefaultFramebuffer = true; + let framebuffer = null; + let isCube = false; + let isRenderTarget3D = false; + + if ( renderTarget ) { + + const renderTargetProperties = properties.get( renderTarget ); + + if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) { + + // We need to make sure to rebind the framebuffer. + state.bindFramebuffer( _gl.FRAMEBUFFER, null ); + useDefaultFramebuffer = false; + + } else if ( renderTargetProperties.__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( renderTarget ); + + } else if ( renderTargetProperties.__hasExternalTextures ) { + + // Color and depth texture must be rebound in order for the swapchain to update. + textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture ); + + } else if ( renderTarget.depthBuffer ) { + + // check if the depth texture is already bound to the frame buffer and that it's been initialized + const depthTexture = renderTarget.depthTexture; + if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) { + + // check if the depth texture is compatible + if ( + depthTexture !== null && + properties.has( depthTexture ) && + ( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height ) + ) { + + throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' ); + + } + + // Swap the depth buffer to the currently attached one + textures.setupDepthRenderbuffer( renderTarget ); + + } + + } + + const texture = renderTarget.texture; + + if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + isRenderTarget3D = true; + + } + + const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget ) { + + if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) { + + framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer[ activeCubeFace ]; + + } + + isCube = true; + + } else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) { + + framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer; + + } else { + + if ( Array.isArray( __webglFramebuffer ) ) { + + framebuffer = __webglFramebuffer[ activeMipmapLevel ]; + + } else { + + framebuffer = __webglFramebuffer; + + } + + } + + _currentViewport.copy( renderTarget.viewport ); + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + } else { + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor(); + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor(); + _currentScissorTest = _scissorTest; + + } + + const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + if ( framebufferBound && useDefaultFramebuffer ) { + + state.drawBuffers( renderTarget, framebuffer ); + + } + + state.viewport( _currentViewport ); + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + if ( isCube ) { + + const textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel ); + + } else if ( isRenderTarget3D ) { + + const textureProperties = properties.get( renderTarget.texture ); + const layer = activeCubeFace || 0; + _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer ); + + } + + _currentMaterialId = - 1; // reset current material to ensure correct uniform bindings + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + try { + + const texture = renderTarget.texture; + const textureFormat = texture.format; + const textureType = texture.type; + + if ( ! capabilities.textureFormatReadable( textureFormat ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( ! capabilities.textureTypeReadable( textureType ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer ); + + } + + } finally { + + // restore framebuffer of current render target if necessary + + const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + } + + } + + }; + + this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) { + + if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + + } + + let framebuffer = properties.get( renderTarget ).__webglFramebuffer; + if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) { + + framebuffer = framebuffer[ activeCubeFaceIndex ]; + + } + + if ( framebuffer ) { + + const texture = renderTarget.texture; + const textureFormat = texture.format; + const textureType = texture.type; + + if ( ! capabilities.textureFormatReadable( textureFormat ) ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' ); + + } + + if ( ! capabilities.textureTypeReadable( textureType ) ) { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' ); + + } + + // the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604) + if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) { + + // set the active frame buffer to the one we want to read + state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + const glBuffer = _gl.createBuffer(); + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); + _gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ ); + _gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 ); + + // reset the frame buffer to the currently set buffer before waiting + const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null; + state.bindFramebuffer( _gl.FRAMEBUFFER, currFramebuffer ); + + // check if the commands have finished every 8 ms + const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 ); + + _gl.flush(); + + await probeAsync( _gl, sync, 4 ); + + // read the data and delete the buffer + _gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer ); + _gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer ); + _gl.deleteBuffer( glBuffer ); + _gl.deleteSync( sync ); + + return buffer; + + } else { + + throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.' ); + + } + + } + + }; + + this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) { + + // support previous signature with position first + if ( texture.isTexture !== true ) { + + // @deprecated, r165 + warnOnce( 'WebGLRenderer: copyFramebufferToTexture function signature has changed.' ); + + position = arguments[ 0 ] || null; + texture = arguments[ 1 ]; + + } + + const levelScale = Math.pow( 2, - level ); + const width = Math.floor( texture.image.width * levelScale ); + const height = Math.floor( texture.image.height * levelScale ); + + const x = position !== null ? position.x : 0; + const y = position !== null ? position.y : 0; + + textures.setTexture2D( texture, 0 ); + + _gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height ); + + state.unbindTexture(); + + }; + + this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) { + + // support previous signature with dstPosition first + if ( srcTexture.isTexture !== true ) { + + // @deprecated, r165 + warnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed.' ); + + dstPosition = arguments[ 0 ] || null; + srcTexture = arguments[ 1 ]; + dstTexture = arguments[ 2 ]; + level = arguments[ 3 ] || 0; + srcRegion = null; + + } + + // gather the necessary dimensions to copy + let width, height, depth, minX, minY, minZ; + let dstX, dstY, dstZ; + const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image; + if ( srcRegion !== null ) { + + width = srcRegion.max.x - srcRegion.min.x; + height = srcRegion.max.y - srcRegion.min.y; + depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1; + minX = srcRegion.min.x; + minY = srcRegion.min.y; + minZ = srcRegion.isBox3 ? srcRegion.min.z : 0; + + } else { + + width = image.width; + height = image.height; + depth = image.depth || 1; + minX = 0; + minY = 0; + minZ = 0; + + } + + if ( dstPosition !== null ) { + + dstX = dstPosition.x; + dstY = dstPosition.y; + dstZ = dstPosition.z; + + } else { + + dstX = 0; + dstY = 0; + dstZ = 0; + + } + + // Set up the destination target + const glFormat = utils.convert( dstTexture.format ); + const glType = utils.convert( dstTexture.type ); + let glTarget; + + if ( dstTexture.isData3DTexture ) { + + textures.setTexture3D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_3D; + + } else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D_ARRAY; + + } else { + + textures.setTexture2D( dstTexture, 0 ); + glTarget = _gl.TEXTURE_2D; + + } + + _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY ); + _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha ); + _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment ); + + // used for copying data from cpu + const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH ); + const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT ); + const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS ); + const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS ); + const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES ); + + _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width ); + _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height ); + _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX ); + _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY ); + _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ ); + + // set up the src texture + const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture; + const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture; + if ( srcTexture.isRenderTargetTexture || srcTexture.isDepthTexture ) { + + const srcTextureProperties = properties.get( srcTexture ); + const dstTextureProperties = properties.get( dstTexture ); + const srcRenderTargetProperties = properties.get( srcTextureProperties.__renderTarget ); + const dstRenderTargetProperties = properties.get( dstTextureProperties.__renderTarget ); + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer ); + + for ( let i = 0; i < depth; i ++ ) { + + // if the source or destination are a 3d target then a layer needs to be bound + if ( isSrc3D ) { + + _gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, level, minZ + i ); + + } + + if ( srcTexture.isDepthTexture ) { + + if ( isDst3D ) { + + _gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, level, dstZ + i ); + + } + + _gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST ); + + } else if ( isDst3D ) { + + _gl.copyTexSubImage3D( glTarget, level, dstX, dstY, dstZ + i, minX, minY, width, height ); + + } else { + + _gl.copyTexSubImage2D( glTarget, level, dstX, dstY, dstZ + i, minX, minY, width, height ); + + } + + } + + state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null ); + state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null ); + + } else { + + if ( isDst3D ) { + + // copy data into the 3d texture + if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) { + + _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data ); + + } else if ( dstTexture.isCompressedArrayTexture ) { + + _gl.compressedTexSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, image.data ); + + } else { + + _gl.texSubImage3D( glTarget, level, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image ); + + } + + } else { + + // copy data into the 2d texture + if ( srcTexture.isDataTexture ) { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image.data ); + + } else if ( srcTexture.isCompressedTexture ) { + + _gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, image.width, image.height, glFormat, image.data ); + + } else { + + _gl.texSubImage2D( _gl.TEXTURE_2D, level, dstX, dstY, width, height, glFormat, glType, image ); + + } + + } + + } + + // reset values + _gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen ); + _gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight ); + _gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels ); + _gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows ); + _gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages ); + + // Generate mipmaps only when copying level 0 + if ( level === 0 && dstTexture.generateMipmaps ) { + + _gl.generateMipmap( glTarget ); + + } + + state.unbindTexture(); + + }; + + this.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) { + + // support previous signature with source box first + if ( srcTexture.isTexture !== true ) { + + // @deprecated, r165 + warnOnce( 'WebGLRenderer: copyTextureToTexture3D function signature has changed.' ); + + srcRegion = arguments[ 0 ] || null; + dstPosition = arguments[ 1 ] || null; + srcTexture = arguments[ 2 ]; + dstTexture = arguments[ 3 ]; + level = arguments[ 4 ] || 0; + + } + + // @deprecated, r170 + warnOnce( 'WebGLRenderer: copyTextureToTexture3D function has been deprecated. Use "copyTextureToTexture" instead.' ); + + return this.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level ); + + }; + + this.initRenderTarget = function ( target ) { + + if ( properties.get( target ).__webglFramebuffer === undefined ) { + + textures.setupRenderTarget( target ); + + } + + }; + + this.initTexture = function ( texture ) { + + if ( texture.isCubeTexture ) { + + textures.setTextureCube( texture, 0 ); + + } else if ( texture.isData3DTexture ) { + + textures.setTexture3D( texture, 0 ); + + } else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) { + + textures.setTexture2DArray( texture, 0 ); + + } else { + + textures.setTexture2D( texture, 0 ); + + } + + state.unbindTexture(); + + }; + + this.resetState = function () { + + _currentActiveCubeFace = 0; + _currentActiveMipmapLevel = 0; + _currentRenderTarget = null; + + state.reset(); + bindingStates.reset(); + + }; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + get coordinateSystem() { + + return WebGLCoordinateSystem; + + } + + get outputColorSpace() { + + return this._outputColorSpace; + + } + + set outputColorSpace( colorSpace ) { + + this._outputColorSpace = colorSpace; + + const gl = this.getContext(); + gl.drawingBufferColorspace = ColorManagement._getDrawingBufferColorSpace( colorSpace ); + gl.unpackColorSpace = ColorManagement._getUnpackColorSpace(); + + } + +} + +class FogExp2 { + + constructor( color, density = 0.00025 ) { + + this.isFogExp2 = true; + + this.name = ''; + + this.color = new Color( color ); + this.density = density; + + } + + clone() { + + return new FogExp2( this.color, this.density ); + + } + + toJSON( /* meta */ ) { + + return { + type: 'FogExp2', + name: this.name, + color: this.color.getHex(), + density: this.density + }; + + } + +} + +class Fog { + + constructor( color, near = 1, far = 1000 ) { + + this.isFog = true; + + this.name = ''; + + this.color = new Color( color ); + + this.near = near; + this.far = far; + + } + + clone() { + + return new Fog( this.color, this.near, this.far ); + + } + + toJSON( /* meta */ ) { + + return { + type: 'Fog', + name: this.name, + color: this.color.getHex(), + near: this.near, + far: this.far + }; + + } + +} + +class Scene extends Object3D { + + constructor() { + + super(); + + this.isScene = true; + + this.type = 'Scene'; + + this.background = null; + this.environment = null; + this.fog = null; + + this.backgroundBlurriness = 0; + this.backgroundIntensity = 1; + this.backgroundRotation = new Euler(); + + this.environmentIntensity = 1; + this.environmentRotation = new Euler(); + + this.overrideMaterial = null; + + if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.background !== null ) this.background = source.background.clone(); + if ( source.environment !== null ) this.environment = source.environment.clone(); + if ( source.fog !== null ) this.fog = source.fog.clone(); + + this.backgroundBlurriness = source.backgroundBlurriness; + this.backgroundIntensity = source.backgroundIntensity; + this.backgroundRotation.copy( source.backgroundRotation ); + + this.environmentIntensity = source.environmentIntensity; + this.environmentRotation.copy( source.environmentRotation ); + + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.fog !== null ) data.object.fog = this.fog.toJSON(); + + if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness; + if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity; + data.object.backgroundRotation = this.backgroundRotation.toArray(); + + if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity; + data.object.environmentRotation = this.environmentRotation.toArray(); + + return data; + + } + +} + +class InterleavedBuffer { + + constructor( array, stride ) { + + this.isInterleavedBuffer = true; + + this.array = array; + this.stride = stride; + this.count = array !== undefined ? array.length / stride : 0; + + this.usage = StaticDrawUsage; + this.updateRanges = []; + + this.version = 0; + + this.uuid = generateUUID(); + + } + + onUploadCallback() {} + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + addUpdateRange( start, count ) { + + this.updateRanges.push( { start, count } ); + + } + + clearUpdateRanges() { + + this.updateRanges.length = 0; + + } + + copy( source ) { + + this.array = new source.array.constructor( source.array ); + this.count = source.count; + this.stride = source.stride; + this.usage = source.usage; + + return this; + + } + + copyAt( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( let i = 0, l = this.stride; i < l; i ++ ) { + + this.array[ index1 + i ] = attribute.array[ index2 + i ]; + + } + + return this; + + } + + set( value, offset = 0 ) { + + this.array.set( value, offset ); + + return this; + + } + + clone( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = this.array.slice( 0 ).buffer; + + } + + const array = new this.array.constructor( data.arrayBuffers[ this.array.buffer._uuid ] ); + + const ib = new this.constructor( array, this.stride ); + ib.setUsage( this.usage ); + + return ib; + + } + + onUpload( callback ) { + + this.onUploadCallback = callback; + + return this; + + } + + toJSON( data ) { + + if ( data.arrayBuffers === undefined ) { + + data.arrayBuffers = {}; + + } + + // generate UUID for array buffer if necessary + + if ( this.array.buffer._uuid === undefined ) { + + this.array.buffer._uuid = generateUUID(); + + } + + if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) { + + data.arrayBuffers[ this.array.buffer._uuid ] = Array.from( new Uint32Array( this.array.buffer ) ); + + } + + // + + return { + uuid: this.uuid, + buffer: this.array.buffer._uuid, + type: this.array.constructor.name, + stride: this.stride + }; + + } + +} + +const _vector$6 = /*@__PURE__*/ new Vector3(); + +class InterleavedBufferAttribute { + + constructor( interleavedBuffer, itemSize, offset, normalized = false ) { + + this.isInterleavedBufferAttribute = true; + + this.name = ''; + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + + this.normalized = normalized; + + } + + get count() { + + return this.data.count; + + } + + get array() { + + return this.data.array; + + } + + set needsUpdate( value ) { + + this.data.needsUpdate = value; + + } + + applyMatrix4( m ) { + + for ( let i = 0, l = this.data.count; i < l; i ++ ) { + + _vector$6.fromBufferAttribute( this, i ); + + _vector$6.applyMatrix4( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + applyNormalMatrix( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$6.fromBufferAttribute( this, i ); + + _vector$6.applyNormalMatrix( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + transformDirection( m ) { + + for ( let i = 0, l = this.count; i < l; i ++ ) { + + _vector$6.fromBufferAttribute( this, i ); + + _vector$6.transformDirection( m ); + + this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z ); + + } + + return this; + + } + + getComponent( index, component ) { + + let value = this.array[ index * this.data.stride + this.offset + component ]; + + if ( this.normalized ) value = denormalize( value, this.array ); + + return value; + + } + + setComponent( index, component, value ) { + + if ( this.normalized ) value = normalize( value, this.array ); + + this.data.array[ index * this.data.stride + this.offset + component ] = value; + + return this; + + } + + setX( index, x ) { + + if ( this.normalized ) x = normalize( x, this.array ); + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + } + + setY( index, y ) { + + if ( this.normalized ) y = normalize( y, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + } + + setZ( index, z ) { + + if ( this.normalized ) z = normalize( z, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + } + + setW( index, w ) { + + if ( this.normalized ) w = normalize( w, this.array ); + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + } + + getX( index ) { + + let x = this.data.array[ index * this.data.stride + this.offset ]; + + if ( this.normalized ) x = denormalize( x, this.array ); + + return x; + + } + + getY( index ) { + + let y = this.data.array[ index * this.data.stride + this.offset + 1 ]; + + if ( this.normalized ) y = denormalize( y, this.array ); + + return y; + + } + + getZ( index ) { + + let z = this.data.array[ index * this.data.stride + this.offset + 2 ]; + + if ( this.normalized ) z = denormalize( z, this.array ); + + return z; + + } + + getW( index ) { + + let w = this.data.array[ index * this.data.stride + this.offset + 3 ]; + + if ( this.normalized ) w = denormalize( w, this.array ); + + return w; + + } + + setXY( index, x, y ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + } + + setXYZ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + } + + setXYZW( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + if ( this.normalized ) { + + x = normalize( x, this.array ); + y = normalize( y, this.array ); + z = normalize( z, this.array ); + w = normalize( w, this.array ); + + } + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + + clone( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + return new BufferAttribute( new this.array.constructor( array ), this.itemSize, this.normalized ); + + } else { + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data ); + + } + + return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized ); + + } + + } + + toJSON( data ) { + + if ( data === undefined ) { + + console.log( 'THREE.InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.' ); + + const array = []; + + for ( let i = 0; i < this.count; i ++ ) { + + const index = i * this.data.stride + this.offset; + + for ( let j = 0; j < this.itemSize; j ++ ) { + + array.push( this.data.array[ index + j ] ); + + } + + } + + // de-interleave data and save it as an ordinary buffer attribute for now + + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: array, + normalized: this.normalized + }; + + } else { + + // save as true interleaved attribute + + if ( data.interleavedBuffers === undefined ) { + + data.interleavedBuffers = {}; + + } + + if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) { + + data.interleavedBuffers[ this.data.uuid ] = this.data.toJSON( data ); + + } + + return { + isInterleavedBufferAttribute: true, + itemSize: this.itemSize, + data: this.data.uuid, + offset: this.offset, + normalized: this.normalized + }; + + } + + } + +} + +class SpriteMaterial extends Material { + + static get type() { + + return 'SpriteMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isSpriteMaterial = true; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.rotation = 0; + + this.sizeAttenuation = true; + + this.transparent = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.rotation = source.rotation; + + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + +} + +let _geometry; + +const _intersectPoint = /*@__PURE__*/ new Vector3(); +const _worldScale = /*@__PURE__*/ new Vector3(); +const _mvPosition = /*@__PURE__*/ new Vector3(); + +const _alignedPosition = /*@__PURE__*/ new Vector2(); +const _rotatedPosition = /*@__PURE__*/ new Vector2(); +const _viewWorldMatrix = /*@__PURE__*/ new Matrix4(); + +const _vA = /*@__PURE__*/ new Vector3(); +const _vB = /*@__PURE__*/ new Vector3(); +const _vC = /*@__PURE__*/ new Vector3(); + +const _uvA = /*@__PURE__*/ new Vector2(); +const _uvB = /*@__PURE__*/ new Vector2(); +const _uvC = /*@__PURE__*/ new Vector2(); + +class Sprite extends Object3D { + + constructor( material = new SpriteMaterial() ) { + + super(); + + this.isSprite = true; + + this.type = 'Sprite'; + + if ( _geometry === undefined ) { + + _geometry = new BufferGeometry(); + + const float32Array = new Float32Array( [ + - 0.5, - 0.5, 0, 0, 0, + 0.5, - 0.5, 0, 1, 0, + 0.5, 0.5, 0, 1, 1, + - 0.5, 0.5, 0, 0, 1 + ] ); + + const interleavedBuffer = new InterleavedBuffer( float32Array, 5 ); + + _geometry.setIndex( [ 0, 1, 2, 0, 2, 3 ] ); + _geometry.setAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) ); + _geometry.setAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) ); + + } + + this.geometry = _geometry; + this.material = material; + + this.center = new Vector2( 0.5, 0.5 ); + + } + + raycast( raycaster, intersects ) { + + if ( raycaster.camera === null ) { + + console.error( 'THREE.Sprite: "Raycaster.camera" needs to be set in order to raycast against sprites.' ); + + } + + _worldScale.setFromMatrixScale( this.matrixWorld ); + + _viewWorldMatrix.copy( raycaster.camera.matrixWorld ); + this.modelViewMatrix.multiplyMatrices( raycaster.camera.matrixWorldInverse, this.matrixWorld ); + + _mvPosition.setFromMatrixPosition( this.modelViewMatrix ); + + if ( raycaster.camera.isPerspectiveCamera && this.material.sizeAttenuation === false ) { + + _worldScale.multiplyScalar( - _mvPosition.z ); + + } + + const rotation = this.material.rotation; + let sin, cos; + + if ( rotation !== 0 ) { + + cos = Math.cos( rotation ); + sin = Math.sin( rotation ); + + } + + const center = this.center; + + transformVertex( _vA.set( - 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vB.set( 0.5, - 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + transformVertex( _vC.set( 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + + _uvA.set( 0, 0 ); + _uvB.set( 1, 0 ); + _uvC.set( 1, 1 ); + + // check first triangle + let intersect = raycaster.ray.intersectTriangle( _vA, _vB, _vC, false, _intersectPoint ); + + if ( intersect === null ) { + + // check second triangle + transformVertex( _vB.set( - 0.5, 0.5, 0 ), _mvPosition, center, _worldScale, sin, cos ); + _uvB.set( 0, 1 ); + + intersect = raycaster.ray.intersectTriangle( _vA, _vC, _vB, false, _intersectPoint ); + if ( intersect === null ) { + + return; + + } + + } + + const distance = raycaster.ray.origin.distanceTo( _intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + point: _intersectPoint.clone(), + uv: Triangle.getInterpolation( _intersectPoint, _vA, _vB, _vC, _uvA, _uvB, _uvC, new Vector2() ), + face: null, + object: this + + } ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + if ( source.center !== undefined ) this.center.copy( source.center ); + + this.material = source.material; + + return this; + + } + +} + +function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) { + + // compute position in camera space + _alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale ); + + // to check if rotation is not zero + if ( sin !== undefined ) { + + _rotatedPosition.x = ( cos * _alignedPosition.x ) - ( sin * _alignedPosition.y ); + _rotatedPosition.y = ( sin * _alignedPosition.x ) + ( cos * _alignedPosition.y ); + + } else { + + _rotatedPosition.copy( _alignedPosition ); + + } + + + vertexPosition.copy( mvPosition ); + vertexPosition.x += _rotatedPosition.x; + vertexPosition.y += _rotatedPosition.y; + + // transform to world space + vertexPosition.applyMatrix4( _viewWorldMatrix ); + +} + +const _v1$2 = /*@__PURE__*/ new Vector3(); +const _v2$1 = /*@__PURE__*/ new Vector3(); + +class LOD extends Object3D { + + constructor() { + + super(); + + this._currentLevel = 0; + + this.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + }, + isLOD: { + value: true, + } + } ); + + this.autoUpdate = true; + + } + + copy( source ) { + + super.copy( source, false ); + + const levels = source.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance, level.hysteresis ); + + } + + this.autoUpdate = source.autoUpdate; + + return this; + + } + + addLevel( object, distance = 0, hysteresis = 0 ) { + + distance = Math.abs( distance ); + + const levels = this.levels; + + let l; + + for ( l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, hysteresis: hysteresis, object: object } ); + + this.add( object ); + + return this; + + } + + removeLevel( distance ) { + + const levels = this.levels; + + for ( let i = 0; i < levels.length; i ++ ) { + + if ( levels[ i ].distance === distance ) { + + const removedElements = levels.splice( i, 1 ); + this.remove( removedElements[ 0 ].object ); + + return true; + + } + + } + + return false; + + } + + getCurrentLevel() { + + return this._currentLevel; + + } + + + + getObjectForDistance( distance ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance < levelDistance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + + } + + return null; + + } + + raycast( raycaster, intersects ) { + + const levels = this.levels; + + if ( levels.length > 0 ) { + + _v1$2.setFromMatrixPosition( this.matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( _v1$2 ); + + this.getObjectForDistance( distance ).raycast( raycaster, intersects ); + + } + + } + + update( camera ) { + + const levels = this.levels; + + if ( levels.length > 1 ) { + + _v1$2.setFromMatrixPosition( camera.matrixWorld ); + _v2$1.setFromMatrixPosition( this.matrixWorld ); + + const distance = _v1$2.distanceTo( _v2$1 ) / camera.zoom; + + levels[ 0 ].object.visible = true; + + let i, l; + + for ( i = 1, l = levels.length; i < l; i ++ ) { + + let levelDistance = levels[ i ].distance; + + if ( levels[ i ].object.visible ) { + + levelDistance -= levelDistance * levels[ i ].hysteresis; + + } + + if ( distance >= levelDistance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + this._currentLevel = i - 1; + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + if ( this.autoUpdate === false ) data.object.autoUpdate = false; + + data.object.levels = []; + + const levels = this.levels; + + for ( let i = 0, l = levels.length; i < l; i ++ ) { + + const level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance, + hysteresis: level.hysteresis + } ); + + } + + return data; + + } + +} + +const _basePosition = /*@__PURE__*/ new Vector3(); + +const _skinIndex = /*@__PURE__*/ new Vector4(); +const _skinWeight = /*@__PURE__*/ new Vector4(); + +const _vector3 = /*@__PURE__*/ new Vector3(); +const _matrix4 = /*@__PURE__*/ new Matrix4(); +const _vertex = /*@__PURE__*/ new Vector3(); + +const _sphere$4 = /*@__PURE__*/ new Sphere(); +const _inverseMatrix$2 = /*@__PURE__*/ new Matrix4(); +const _ray$2 = /*@__PURE__*/ new Ray(); + +class SkinnedMesh extends Mesh { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isSkinnedMesh = true; + + this.type = 'SkinnedMesh'; + + this.bindMode = AttachedBindMode; + this.bindMatrix = new Matrix4(); + this.bindMatrixInverse = new Matrix4(); + + this.boundingBox = null; + this.boundingSphere = null; + + } + + computeBoundingBox() { + + const geometry = this.geometry; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + this.boundingBox.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingBox.expandByPoint( _vertex ); + + } + + } + + computeBoundingSphere() { + + const geometry = this.geometry; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + this.boundingSphere.makeEmpty(); + + const positionAttribute = geometry.getAttribute( 'position' ); + + for ( let i = 0; i < positionAttribute.count; i ++ ) { + + this.getVertexPosition( i, _vertex ); + this.boundingSphere.expandByPoint( _vertex ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.bindMode = source.bindMode; + this.bindMatrix.copy( source.bindMatrix ); + this.bindMatrixInverse.copy( source.bindMatrixInverse ); + + this.skeleton = source.skeleton; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + raycast( raycaster, intersects ) { + + const material = this.material; + const matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // test with bounding sphere in world space + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$4.copy( this.boundingSphere ); + _sphere$4.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$4 ) === false ) return; + + // convert ray to local space of skinned mesh + + _inverseMatrix$2.copy( matrixWorld ).invert(); + _ray$2.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$2 ); + + // test with bounding box in local space + + if ( this.boundingBox !== null ) { + + if ( _ray$2.intersectsBox( this.boundingBox ) === false ) return; + + } + + // test for intersections with geometry + + this._computeIntersections( raycaster, intersects, _ray$2 ); + + } + + getVertexPosition( index, target ) { + + super.getVertexPosition( index, target ); + + this.applyBoneTransform( index, target ); + + return target; + + } + + bind( skeleton, bindMatrix ) { + + this.skeleton = skeleton; + + if ( bindMatrix === undefined ) { + + this.updateMatrixWorld( true ); + + this.skeleton.calculateInverses(); + + bindMatrix = this.matrixWorld; + + } + + this.bindMatrix.copy( bindMatrix ); + this.bindMatrixInverse.copy( bindMatrix ).invert(); + + } + + pose() { + + this.skeleton.pose(); + + } + + normalizeSkinWeights() { + + const vector = new Vector4(); + + const skinWeight = this.geometry.attributes.skinWeight; + + for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { + + vector.fromBufferAttribute( skinWeight, i ); + + const scale = 1.0 / vector.manhattanLength(); + + if ( scale !== Infinity ) { + + vector.multiplyScalar( scale ); + + } else { + + vector.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); + + } + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.bindMode === AttachedBindMode ) { + + this.bindMatrixInverse.copy( this.matrixWorld ).invert(); + + } else if ( this.bindMode === DetachedBindMode ) { + + this.bindMatrixInverse.copy( this.bindMatrix ).invert(); + + } else { + + console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); + + } + + } + + applyBoneTransform( index, vector ) { + + const skeleton = this.skeleton; + const geometry = this.geometry; + + _skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); + _skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); + + _basePosition.copy( vector ).applyMatrix4( this.bindMatrix ); + + vector.set( 0, 0, 0 ); + + for ( let i = 0; i < 4; i ++ ) { + + const weight = _skinWeight.getComponent( i ); + + if ( weight !== 0 ) { + + const boneIndex = _skinIndex.getComponent( i ); + + _matrix4.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); + + vector.addScaledVector( _vector3.copy( _basePosition ).applyMatrix4( _matrix4 ), weight ); + + } + + } + + return vector.applyMatrix4( this.bindMatrixInverse ); + + } + +} + +class Bone extends Object3D { + + constructor() { + + super(); + + this.isBone = true; + + this.type = 'Bone'; + + } + +} + +class DataTexture extends Texture { + + constructor( data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isDataTexture = true; + + this.image = { data: data, width: width, height: height }; + + this.generateMipmaps = false; + this.flipY = false; + this.unpackAlignment = 1; + + } + +} + +const _offsetMatrix = /*@__PURE__*/ new Matrix4(); +const _identityMatrix = /*@__PURE__*/ new Matrix4(); + +class Skeleton { + + constructor( bones = [], boneInverses = [] ) { + + this.uuid = generateUUID(); + + this.bones = bones.slice( 0 ); + this.boneInverses = boneInverses; + this.boneMatrices = null; + + this.boneTexture = null; + + this.init(); + + } + + init() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + + this.boneMatrices = new Float32Array( bones.length * 16 ); + + // calculate inverse bone matrices if necessary + + if ( boneInverses.length === 0 ) { + + this.calculateInverses(); + + } else { + + // handle special case + + if ( bones.length !== boneInverses.length ) { + + console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' ); + + this.boneInverses = []; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + this.boneInverses.push( new Matrix4() ); + + } + + } + + } + + } + + calculateInverses() { + + this.boneInverses.length = 0; + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const inverse = new Matrix4(); + + if ( this.bones[ i ] ) { + + inverse.copy( this.bones[ i ].matrixWorld ).invert(); + + } + + this.boneInverses.push( inverse ); + + } + + } + + pose() { + + // recover the bind-time world matrices + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); + + } + + } + + // compute the local matrices, positions, rotations and scales + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone ) { + + if ( bone.parent && bone.parent.isBone ) { + + bone.matrix.copy( bone.parent.matrixWorld ).invert(); + bone.matrix.multiply( bone.matrixWorld ); + + } else { + + bone.matrix.copy( bone.matrixWorld ); + + } + + bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); + + } + + } + + } + + update() { + + const bones = this.bones; + const boneInverses = this.boneInverses; + const boneMatrices = this.boneMatrices; + const boneTexture = this.boneTexture; + + // flatten bone matrices to array + + for ( let i = 0, il = bones.length; i < il; i ++ ) { + + // compute the offset between the current and the original transform + + const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; + + _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); + _offsetMatrix.toArray( boneMatrices, i * 16 ); + + } + + if ( boneTexture !== null ) { + + boneTexture.needsUpdate = true; + + } + + } + + clone() { + + return new Skeleton( this.bones, this.boneInverses ); + + } + + computeBoneTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + boneMatrices.set( this.boneMatrices ); // copy current values + + const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType ); + boneTexture.needsUpdate = true; + + this.boneMatrices = boneMatrices; + this.boneTexture = boneTexture; + + return this; + + } + + getBoneByName( name ) { + + for ( let i = 0, il = this.bones.length; i < il; i ++ ) { + + const bone = this.bones[ i ]; + + if ( bone.name === name ) { + + return bone; + + } + + } + + return undefined; + + } + + dispose( ) { + + if ( this.boneTexture !== null ) { + + this.boneTexture.dispose(); + + this.boneTexture = null; + + } + + } + + fromJSON( json, bones ) { + + this.uuid = json.uuid; + + for ( let i = 0, l = json.bones.length; i < l; i ++ ) { + + const uuid = json.bones[ i ]; + let bone = bones[ uuid ]; + + if ( bone === undefined ) { + + console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid ); + bone = new Bone(); + + } + + this.bones.push( bone ); + this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); + + } + + this.init(); + + return this; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'Skeleton', + generator: 'Skeleton.toJSON' + }, + bones: [], + boneInverses: [] + }; + + data.uuid = this.uuid; + + const bones = this.bones; + const boneInverses = this.boneInverses; + + for ( let i = 0, l = bones.length; i < l; i ++ ) { + + const bone = bones[ i ]; + data.bones.push( bone.uuid ); + + const boneInverse = boneInverses[ i ]; + data.boneInverses.push( boneInverse.toArray() ); + + } + + return data; + + } + +} + +class InstancedBufferAttribute extends BufferAttribute { + + constructor( array, itemSize, normalized, meshPerAttribute = 1 ) { + + super( array, itemSize, normalized ); + + this.isInstancedBufferAttribute = true; + + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.meshPerAttribute = this.meshPerAttribute; + + data.isInstancedBufferAttribute = true; + + return data; + + } + +} + +const _instanceLocalMatrix = /*@__PURE__*/ new Matrix4(); +const _instanceWorldMatrix = /*@__PURE__*/ new Matrix4(); + +const _instanceIntersects = []; + +const _box3 = /*@__PURE__*/ new Box3(); +const _identity = /*@__PURE__*/ new Matrix4(); +const _mesh$1 = /*@__PURE__*/ new Mesh(); +const _sphere$3 = /*@__PURE__*/ new Sphere(); + +class InstancedMesh extends Mesh { + + constructor( geometry, material, count ) { + + super( geometry, material ); + + this.isInstancedMesh = true; + + this.instanceMatrix = new InstancedBufferAttribute( new Float32Array( count * 16 ), 16 ); + this.instanceColor = null; + this.morphTexture = null; + + this.count = count; + + this.boundingBox = null; + this.boundingSphere = null; + + for ( let i = 0; i < count; i ++ ) { + + this.setMatrixAt( i, _identity ); + + } + + } + + computeBoundingBox() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + this.boundingBox.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _box3.copy( geometry.boundingBox ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingBox.union( _box3 ); + + } + + } + + computeBoundingSphere() { + + const geometry = this.geometry; + const count = this.count; + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + if ( geometry.boundingSphere === null ) { + + geometry.computeBoundingSphere(); + + } + + this.boundingSphere.makeEmpty(); + + for ( let i = 0; i < count; i ++ ) { + + this.getMatrixAt( i, _instanceLocalMatrix ); + + _sphere$3.copy( geometry.boundingSphere ).applyMatrix4( _instanceLocalMatrix ); + + this.boundingSphere.union( _sphere$3 ); + + } + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.instanceMatrix.copy( source.instanceMatrix ); + + if ( source.morphTexture !== null ) this.morphTexture = source.morphTexture.clone(); + if ( source.instanceColor !== null ) this.instanceColor = source.instanceColor.clone(); + + this.count = source.count; + + if ( source.boundingBox !== null ) this.boundingBox = source.boundingBox.clone(); + if ( source.boundingSphere !== null ) this.boundingSphere = source.boundingSphere.clone(); + + return this; + + } + + getColorAt( index, color ) { + + color.fromArray( this.instanceColor.array, index * 3 ); + + } + + getMatrixAt( index, matrix ) { + + matrix.fromArray( this.instanceMatrix.array, index * 16 ); + + } + + getMorphAt( index, object ) { + + const objectInfluences = object.morphTargetInfluences; + + const array = this.morphTexture.source.data.data; + + const len = objectInfluences.length + 1; // All influences + the baseInfluenceSum + + const dataIndex = index * len + 1; // Skip the baseInfluenceSum at the beginning + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + objectInfluences[ i ] = array[ dataIndex + i ]; + + } + + } + + raycast( raycaster, intersects ) { + + const matrixWorld = this.matrixWorld; + const raycastTimes = this.count; + + _mesh$1.geometry = this.geometry; + _mesh$1.material = this.material; + + if ( _mesh$1.material === undefined ) return; + + // test with bounding sphere first + + if ( this.boundingSphere === null ) this.computeBoundingSphere(); + + _sphere$3.copy( this.boundingSphere ); + _sphere$3.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( _sphere$3 ) === false ) return; + + // now test each instance + + for ( let instanceId = 0; instanceId < raycastTimes; instanceId ++ ) { + + // calculate the world matrix for each instance + + this.getMatrixAt( instanceId, _instanceLocalMatrix ); + + _instanceWorldMatrix.multiplyMatrices( matrixWorld, _instanceLocalMatrix ); + + // the mesh represents this single instance + + _mesh$1.matrixWorld = _instanceWorldMatrix; + + _mesh$1.raycast( raycaster, _instanceIntersects ); + + // process the result of raycast + + for ( let i = 0, l = _instanceIntersects.length; i < l; i ++ ) { + + const intersect = _instanceIntersects[ i ]; + intersect.instanceId = instanceId; + intersect.object = this; + intersects.push( intersect ); + + } + + _instanceIntersects.length = 0; + + } + + } + + setColorAt( index, color ) { + + if ( this.instanceColor === null ) { + + this.instanceColor = new InstancedBufferAttribute( new Float32Array( this.instanceMatrix.count * 3 ).fill( 1 ), 3 ); + + } + + color.toArray( this.instanceColor.array, index * 3 ); + + } + + setMatrixAt( index, matrix ) { + + matrix.toArray( this.instanceMatrix.array, index * 16 ); + + } + + setMorphAt( index, object ) { + + const objectInfluences = object.morphTargetInfluences; + + const len = objectInfluences.length + 1; // morphBaseInfluence + all influences + + if ( this.morphTexture === null ) { + + this.morphTexture = new DataTexture( new Float32Array( len * this.count ), len, this.count, RedFormat, FloatType ); + + } + + const array = this.morphTexture.source.data.data; + + let morphInfluencesSum = 0; + + for ( let i = 0; i < objectInfluences.length; i ++ ) { + + morphInfluencesSum += objectInfluences[ i ]; + + } + + const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum; + + const dataIndex = len * index; + + array[ dataIndex ] = morphBaseInfluence; + + array.set( objectInfluences, dataIndex + 1 ); + + } + + updateMorphTargets() { + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + if ( this.morphTexture !== null ) { + + this.morphTexture.dispose(); + this.morphTexture = null; + + } + + return this; + + } + +} + +function ascIdSort( a, b ) { + + return a - b; + +} + +function sortOpaque( a, b ) { + + return a.z - b.z; + +} + +function sortTransparent( a, b ) { + + return b.z - a.z; + +} + +class MultiDrawRenderList { + + constructor() { + + this.index = 0; + this.pool = []; + this.list = []; + + } + + push( start, count, z, index ) { + + const pool = this.pool; + const list = this.list; + if ( this.index >= pool.length ) { + + pool.push( { + + start: - 1, + count: - 1, + z: - 1, + index: - 1, + + } ); + + } + + const item = pool[ this.index ]; + list.push( item ); + this.index ++; + + item.start = start; + item.count = count; + item.z = z; + item.index = index; + + } + + reset() { + + this.list.length = 0; + this.index = 0; + + } + +} + +const _matrix$1 = /*@__PURE__*/ new Matrix4(); +const _whiteColor = /*@__PURE__*/ new Color( 1, 1, 1 ); +const _frustum = /*@__PURE__*/ new Frustum(); +const _box$1 = /*@__PURE__*/ new Box3(); +const _sphere$2 = /*@__PURE__*/ new Sphere(); +const _vector$5 = /*@__PURE__*/ new Vector3(); +const _forward = /*@__PURE__*/ new Vector3(); +const _temp = /*@__PURE__*/ new Vector3(); +const _renderList = /*@__PURE__*/ new MultiDrawRenderList(); +const _mesh = /*@__PURE__*/ new Mesh(); +const _batchIntersects = []; + +// copies data from attribute "src" into "target" starting at "targetOffset" +function copyAttributeData( src, target, targetOffset = 0 ) { + + const itemSize = target.itemSize; + if ( src.isInterleavedBufferAttribute || src.array.constructor !== target.array.constructor ) { + + // use the component getters and setters if the array data cannot + // be copied directly + const vertexCount = src.count; + for ( let i = 0; i < vertexCount; i ++ ) { + + for ( let c = 0; c < itemSize; c ++ ) { + + target.setComponent( i + targetOffset, c, src.getComponent( i, c ) ); + + } + + } + + } else { + + // faster copy approach using typed array set function + target.array.set( src.array, targetOffset * itemSize ); + + } + + target.needsUpdate = true; + +} + +// safely copies array contents to a potentially smaller array +function copyArrayContents( src, target ) { + + if ( src.constructor !== target.constructor ) { + + // if arrays are of a different type (eg due to index size increasing) then data must be per-element copied + const len = Math.min( src.length, target.length ); + for ( let i = 0; i < len; i ++ ) { + + target[ i ] = src[ i ]; + + } + + } else { + + // if the arrays use the same data layout we can use a fast block copy + const len = Math.min( src.length, target.length ); + target.set( new src.constructor( src.buffer, 0, len ) ); + + } + +} + +class BatchedMesh extends Mesh { + + get maxInstanceCount() { + + return this._maxInstanceCount; + + } + + get instanceCount() { + + return this._instanceInfo.length - this._availableInstanceIds.length; + + } + + get unusedVertexCount() { + + return this._maxVertexCount - this._nextVertexStart; + + } + + get unusedIndexCount() { + + return this._maxIndexCount - this._nextIndexStart; + + } + + constructor( maxInstanceCount, maxVertexCount, maxIndexCount = maxVertexCount * 2, material ) { + + super( new BufferGeometry(), material ); + + this.isBatchedMesh = true; + this.perObjectFrustumCulled = true; + this.sortObjects = true; + this.boundingBox = null; + this.boundingSphere = null; + this.customSort = null; + + // stores visible, active, and geometry id per instance and reserved buffer ranges for geometries + this._instanceInfo = []; + this._geometryInfo = []; + + // instance, geometry ids that have been set as inactive, and are available to be overwritten + this._availableInstanceIds = []; + this._availableGeometryIds = []; + + // used to track where the next point is that geometry should be inserted + this._nextIndexStart = 0; + this._nextVertexStart = 0; + this._geometryCount = 0; + + // flags + this._visibilityChanged = true; + this._geometryInitialized = false; + + // cached user options + this._maxInstanceCount = maxInstanceCount; + this._maxVertexCount = maxVertexCount; + this._maxIndexCount = maxIndexCount; + + // buffers for multi draw + this._multiDrawCounts = new Int32Array( maxInstanceCount ); + this._multiDrawStarts = new Int32Array( maxInstanceCount ); + this._multiDrawCount = 0; + this._multiDrawInstances = null; + + // Local matrix per geometry by using data texture + this._matricesTexture = null; + this._indirectTexture = null; + this._colorsTexture = null; + + this._initMatricesTexture(); + this._initIndirectTexture(); + + } + + _initMatricesTexture() { + + // layout (1 matrix = 4 pixels) + // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) + // with 8x8 pixel texture max 16 matrices * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 matrices * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 matrices * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 matrices * 4 pixels = (64 * 64) + + let size = Math.sqrt( this._maxInstanceCount * 4 ); // 4 pixels needed for 1 matrix + size = Math.ceil( size / 4 ) * 4; + size = Math.max( size, 4 ); + + const matricesArray = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel + const matricesTexture = new DataTexture( matricesArray, size, size, RGBAFormat, FloatType ); + + this._matricesTexture = matricesTexture; + + } + + _initIndirectTexture() { + + let size = Math.sqrt( this._maxInstanceCount ); + size = Math.ceil( size ); + + const indirectArray = new Uint32Array( size * size ); + const indirectTexture = new DataTexture( indirectArray, size, size, RedIntegerFormat, UnsignedIntType ); + + this._indirectTexture = indirectTexture; + + } + + _initColorsTexture() { + + let size = Math.sqrt( this._maxInstanceCount ); + size = Math.ceil( size ); + + // 4 floats per RGBA pixel initialized to white + const colorsArray = new Float32Array( size * size * 4 ).fill( 1 ); + const colorsTexture = new DataTexture( colorsArray, size, size, RGBAFormat, FloatType ); + colorsTexture.colorSpace = ColorManagement.workingColorSpace; + + this._colorsTexture = colorsTexture; + + } + + _initializeGeometry( reference ) { + + const geometry = this.geometry; + const maxVertexCount = this._maxVertexCount; + const maxIndexCount = this._maxIndexCount; + if ( this._geometryInitialized === false ) { + + for ( const attributeName in reference.attributes ) { + + const srcAttribute = reference.getAttribute( attributeName ); + const { array, itemSize, normalized } = srcAttribute; + + const dstArray = new array.constructor( maxVertexCount * itemSize ); + const dstAttribute = new BufferAttribute( dstArray, itemSize, normalized ); + + geometry.setAttribute( attributeName, dstAttribute ); + + } + + if ( reference.getIndex() !== null ) { + + // Reserve last u16 index for primitive restart. + const indexArray = maxVertexCount > 65535 + ? new Uint32Array( maxIndexCount ) + : new Uint16Array( maxIndexCount ); + + geometry.setIndex( new BufferAttribute( indexArray, 1 ) ); + + } + + this._geometryInitialized = true; + + } + + } + + // Make sure the geometry is compatible with the existing combined geometry attributes + _validateGeometry( geometry ) { + + // check to ensure the geometries are using consistent attributes and indices + const batchGeometry = this.geometry; + if ( Boolean( geometry.getIndex() ) !== Boolean( batchGeometry.getIndex() ) ) { + + throw new Error( 'BatchedMesh: All geometries must consistently have "index".' ); + + } + + for ( const attributeName in batchGeometry.attributes ) { + + if ( ! geometry.hasAttribute( attributeName ) ) { + + throw new Error( `BatchedMesh: Added geometry missing "${ attributeName }". All geometries must have consistent attributes.` ); + + } + + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + if ( srcAttribute.itemSize !== dstAttribute.itemSize || srcAttribute.normalized !== dstAttribute.normalized ) { + + throw new Error( 'BatchedMesh: All attributes must have a consistent itemSize and normalized value.' ); + + } + + } + + } + + setCustomSort( func ) { + + this.customSort = func; + return this; + + } + + computeBoundingBox() { + + if ( this.boundingBox === null ) { + + this.boundingBox = new Box3(); + + } + + const boundingBox = this.boundingBox; + const instanceInfo = this._instanceInfo; + + boundingBox.makeEmpty(); + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active === false ) continue; + + const geometryId = instanceInfo[ i ].geometryIndex; + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingBoxAt( geometryId, _box$1 ).applyMatrix4( _matrix$1 ); + boundingBox.union( _box$1 ); + + } + + } + + computeBoundingSphere() { + + if ( this.boundingSphere === null ) { + + this.boundingSphere = new Sphere(); + + } + + const boundingSphere = this.boundingSphere; + const instanceInfo = this._instanceInfo; + + boundingSphere.makeEmpty(); + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].active === false ) continue; + + const geometryId = instanceInfo[ i ].geometryIndex; + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + boundingSphere.union( _sphere$2 ); + + } + + } + + addInstance( geometryId ) { + + const atCapacity = this._instanceInfo.length >= this.maxInstanceCount; + + // ensure we're not over geometry + if ( atCapacity && this._availableInstanceIds.length === 0 ) { + + throw new Error( 'BatchedMesh: Maximum item count reached.' ); + + } + + const instanceInfo = { + visible: true, + active: true, + geometryIndex: geometryId, + }; + + let drawId = null; + + // Prioritize using previously freed instance ids + if ( this._availableInstanceIds.length > 0 ) { + + this._availableInstanceIds.sort( ascIdSort ); + + drawId = this._availableInstanceIds.shift(); + this._instanceInfo[ drawId ] = instanceInfo; + + } else { + + drawId = this._instanceInfo.length; + this._instanceInfo.push( instanceInfo ); + + } + + const matricesTexture = this._matricesTexture; + _matrix$1.identity().toArray( matricesTexture.image.data, drawId * 16 ); + matricesTexture.needsUpdate = true; + + const colorsTexture = this._colorsTexture; + if ( colorsTexture ) { + + _whiteColor.toArray( colorsTexture.image.data, drawId * 4 ); + colorsTexture.needsUpdate = true; + + } + + this._visibilityChanged = true; + return drawId; + + } + + addGeometry( geometry, reservedVertexCount = - 1, reservedIndexCount = - 1 ) { + + this._initializeGeometry( geometry ); + + this._validateGeometry( geometry ); + + const geometryInfo = { + // geometry information + vertexStart: - 1, + vertexCount: - 1, + reservedVertexCount: - 1, + + indexStart: - 1, + indexCount: - 1, + reservedIndexCount: - 1, + + // draw range information + start: - 1, + count: - 1, + + // state + boundingBox: null, + boundingSphere: null, + active: true, + }; + + const geometryInfoList = this._geometryInfo; + geometryInfo.vertexStart = this._nextVertexStart; + geometryInfo.reservedVertexCount = reservedVertexCount === - 1 ? geometry.getAttribute( 'position' ).count : reservedVertexCount; + + const index = geometry.getIndex(); + const hasIndex = index !== null; + if ( hasIndex ) { + + geometryInfo.indexStart = this._nextIndexStart; + geometryInfo.reservedIndexCount = reservedIndexCount === - 1 ? index.count : reservedIndexCount; + + } + + if ( + geometryInfo.indexStart !== - 1 && + geometryInfo.indexStart + geometryInfo.reservedIndexCount > this._maxIndexCount || + geometryInfo.vertexStart + geometryInfo.reservedVertexCount > this._maxVertexCount + ) { + + throw new Error( 'BatchedMesh: Reserved space request exceeds the maximum buffer size.' ); + + } + + // update id + let geometryId; + if ( this._availableGeometryIds.length > 0 ) { + + this._availableGeometryIds.sort( ascIdSort ); + + geometryId = this._availableGeometryIds.shift(); + geometryInfoList[ geometryId ] = geometryInfo; + + + } else { + + geometryId = this._geometryCount; + this._geometryCount ++; + geometryInfoList.push( geometryInfo ); + + } + + // update the geometry + this.setGeometryAt( geometryId, geometry ); + + // increment the next geometry position + this._nextIndexStart = geometryInfo.indexStart + geometryInfo.reservedIndexCount; + this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount; + + return geometryId; + + } + + setGeometryAt( geometryId, geometry ) { + + if ( geometryId >= this._geometryCount ) { + + throw new Error( 'BatchedMesh: Maximum geometry count reached.' ); + + } + + this._validateGeometry( geometry ); + + const batchGeometry = this.geometry; + const hasIndex = batchGeometry.getIndex() !== null; + const dstIndex = batchGeometry.getIndex(); + const srcIndex = geometry.getIndex(); + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( + hasIndex && + srcIndex.count > geometryInfo.reservedIndexCount || + geometry.attributes.position.count > geometryInfo.reservedVertexCount + ) { + + throw new Error( 'BatchedMesh: Reserved space not large enough for provided geometry.' ); + + } + + // copy geometry buffer data over + const vertexStart = geometryInfo.vertexStart; + const reservedVertexCount = geometryInfo.reservedVertexCount; + geometryInfo.vertexCount = geometry.getAttribute( 'position' ).count; + + for ( const attributeName in batchGeometry.attributes ) { + + // copy attribute data + const srcAttribute = geometry.getAttribute( attributeName ); + const dstAttribute = batchGeometry.getAttribute( attributeName ); + copyAttributeData( srcAttribute, dstAttribute, vertexStart ); + + // fill the rest in with zeroes + const itemSize = srcAttribute.itemSize; + for ( let i = srcAttribute.count, l = reservedVertexCount; i < l; i ++ ) { + + const index = vertexStart + i; + for ( let c = 0; c < itemSize; c ++ ) { + + dstAttribute.setComponent( index, c, 0 ); + + } + + } + + dstAttribute.needsUpdate = true; + dstAttribute.addUpdateRange( vertexStart * itemSize, reservedVertexCount * itemSize ); + + } + + // copy index + if ( hasIndex ) { + + const indexStart = geometryInfo.indexStart; + const reservedIndexCount = geometryInfo.reservedIndexCount; + geometryInfo.indexCount = geometry.getIndex().count; + + // copy index data over + for ( let i = 0; i < srcIndex.count; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart + srcIndex.getX( i ) ); + + } + + // fill the rest in with zeroes + for ( let i = srcIndex.count, l = reservedIndexCount; i < l; i ++ ) { + + dstIndex.setX( indexStart + i, vertexStart ); + + } + + dstIndex.needsUpdate = true; + dstIndex.addUpdateRange( indexStart, geometryInfo.reservedIndexCount ); + + } + + // update the draw range + geometryInfo.start = hasIndex ? geometryInfo.indexStart : geometryInfo.vertexStart; + geometryInfo.count = hasIndex ? geometryInfo.indexCount : geometryInfo.vertexCount; + + // store the bounding boxes + geometryInfo.boundingBox = null; + if ( geometry.boundingBox !== null ) { + + geometryInfo.boundingBox = geometry.boundingBox.clone(); + + } + + geometryInfo.boundingSphere = null; + if ( geometry.boundingSphere !== null ) { + + geometryInfo.boundingSphere = geometry.boundingSphere.clone(); + + } + + this._visibilityChanged = true; + return geometryId; + + } + + deleteGeometry( geometryId ) { + + const geometryInfoList = this._geometryInfo; + if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { + + return this; + + } + + // delete any instances associated with this geometry + const instanceInfo = this._instanceInfo; + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].geometryIndex === geometryId ) { + + this.deleteInstance( i ); + + } + + } + + geometryInfoList[ geometryId ].active = false; + this._availableGeometryIds.push( geometryId ); + this._visibilityChanged = true; + + return this; + + } + + deleteInstance( instanceId ) { + + const instanceInfo = this._instanceInfo; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return this; + + } + + instanceInfo[ instanceId ].active = false; + this._availableInstanceIds.push( instanceId ); + this._visibilityChanged = true; + + return this; + + } + + optimize() { + + // track the next indices to copy data to + let nextVertexStart = 0; + let nextIndexStart = 0; + + // Iterate over all geometry ranges in order sorted from earliest in the geometry buffer to latest + // in the geometry buffer. Because draw range objects can be reused there is no guarantee of their order. + const geometryInfoList = this._geometryInfo; + const indices = geometryInfoList + .map( ( e, i ) => i ) + .sort( ( a, b ) => { + + return geometryInfoList[ a ].vertexStart - geometryInfoList[ b ].vertexStart; + + } ); + + const geometry = this.geometry; + for ( let i = 0, l = geometryInfoList.length; i < l; i ++ ) { + + // if a geometry range is inactive then don't copy anything + const index = indices[ i ]; + const geometryInfo = geometryInfoList[ index ]; + if ( geometryInfo.active === false ) { + + continue; + + } + + // if a geometry contains an index buffer then shift it, as well + if ( geometry.index !== null ) { + + if ( geometryInfo.indexStart !== nextIndexStart ) { + + const { indexStart, vertexStart, reservedIndexCount } = geometryInfo; + const index = geometry.index; + const array = index.array; + + // shift the index pointers based on how the vertex data will shift + // adjusting the index must happen first so the original vertex start value is available + const elementDelta = nextVertexStart - vertexStart; + for ( let j = indexStart; j < indexStart + reservedIndexCount; j ++ ) { + + array[ j ] = array[ j ] + elementDelta; + + } + + index.array.copyWithin( nextIndexStart, indexStart, indexStart + reservedIndexCount ); + index.addUpdateRange( nextIndexStart, reservedIndexCount ); + + geometryInfo.indexStart = nextIndexStart; + + } + + nextIndexStart += geometryInfo.reservedIndexCount; + + } + + // if a geometry needs to be moved then copy attribute data to overwrite unused space + if ( geometryInfo.vertexStart !== nextVertexStart ) { + + const { vertexStart, reservedVertexCount } = geometryInfo; + const attributes = geometry.attributes; + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + const { array, itemSize } = attribute; + array.copyWithin( nextVertexStart * itemSize, vertexStart * itemSize, ( vertexStart + reservedVertexCount ) * itemSize ); + attribute.addUpdateRange( nextVertexStart * itemSize, reservedVertexCount * itemSize ); + + } + + geometryInfo.vertexStart = nextVertexStart; + + } + + nextVertexStart += geometryInfo.reservedVertexCount; + geometryInfo.start = geometry.index ? geometryInfo.indexStart : geometryInfo.vertexStart; + + // step the next geometry points to the shifted position + this._nextIndexStart = geometry.index ? geometryInfo.indexStart + geometryInfo.reservedIndexCount : 0; + this._nextVertexStart = geometryInfo.vertexStart + geometryInfo.reservedVertexCount; + + } + + return this; + + } + + // get bounding box and compute it if it doesn't exist + getBoundingBoxAt( geometryId, target ) { + + if ( geometryId >= this._geometryCount ) { + + return null; + + } + + // compute bounding box + const geometry = this.geometry; + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( geometryInfo.boundingBox === null ) { + + const box = new Box3(); + const index = geometry.index; + const position = geometry.attributes.position; + for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + box.expandByPoint( _vector$5.fromBufferAttribute( position, iv ) ); + + } + + geometryInfo.boundingBox = box; + + } + + target.copy( geometryInfo.boundingBox ); + return target; + + } + + // get bounding sphere and compute it if it doesn't exist + getBoundingSphereAt( geometryId, target ) { + + if ( geometryId >= this._geometryCount ) { + + return null; + + } + + // compute bounding sphere + const geometry = this.geometry; + const geometryInfo = this._geometryInfo[ geometryId ]; + if ( geometryInfo.boundingSphere === null ) { + + const sphere = new Sphere(); + this.getBoundingBoxAt( geometryId, _box$1 ); + _box$1.getCenter( sphere.center ); + + const index = geometry.index; + const position = geometry.attributes.position; + + let maxRadiusSq = 0; + for ( let i = geometryInfo.start, l = geometryInfo.start + geometryInfo.count; i < l; i ++ ) { + + let iv = i; + if ( index ) { + + iv = index.getX( iv ); + + } + + _vector$5.fromBufferAttribute( position, iv ); + maxRadiusSq = Math.max( maxRadiusSq, sphere.center.distanceToSquared( _vector$5 ) ); + + } + + sphere.radius = Math.sqrt( maxRadiusSq ); + geometryInfo.boundingSphere = sphere; + + } + + target.copy( geometryInfo.boundingSphere ); + return target; + + } + + setMatrixAt( instanceId, matrix ) { + + const instanceInfo = this._instanceInfo; + const matricesTexture = this._matricesTexture; + const matricesArray = this._matricesTexture.image.data; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return this; + + } + + matrix.toArray( matricesArray, instanceId * 16 ); + matricesTexture.needsUpdate = true; + + return this; + + } + + getMatrixAt( instanceId, matrix ) { + + const instanceInfo = this._instanceInfo; + const matricesArray = this._matricesTexture.image.data; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return null; + + } + + return matrix.fromArray( matricesArray, instanceId * 16 ); + + } + + setColorAt( instanceId, color ) { + + if ( this._colorsTexture === null ) { + + this._initColorsTexture(); + + } + + const colorsTexture = this._colorsTexture; + const colorsArray = this._colorsTexture.image.data; + const instanceInfo = this._instanceInfo; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return this; + + } + + color.toArray( colorsArray, instanceId * 4 ); + colorsTexture.needsUpdate = true; + + return this; + + } + + getColorAt( instanceId, color ) { + + const colorsArray = this._colorsTexture.image.data; + const instanceInfo = this._instanceInfo; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return null; + + } + + return color.fromArray( colorsArray, instanceId * 4 ); + + } + + setVisibleAt( instanceId, value ) { + + // if the geometry is out of range, not active, or visibility state + // does not change then return early + const instanceInfo = this._instanceInfo; + if ( + instanceId >= instanceInfo.length || + instanceInfo[ instanceId ].active === false || + instanceInfo[ instanceId ].visible === value + ) { + + return this; + + } + + instanceInfo[ instanceId ].visible = value; + this._visibilityChanged = true; + + return this; + + } + + getVisibleAt( instanceId ) { + + // return early if the geometry is out of range or not active + const instanceInfo = this._instanceInfo; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return false; + + } + + return instanceInfo[ instanceId ].visible; + + } + + setGeometryIdAt( instanceId, geometryId ) { + + // return early if the geometry is out of range or not active + const instanceInfo = this._instanceInfo; + const geometryInfoList = this._geometryInfo; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return null; + + } + + // check if the provided geometryId is within the valid range + if ( geometryId >= geometryInfoList.length || geometryInfoList[ geometryId ].active === false ) { + + return null; + + } + + instanceInfo[ instanceId ].geometryIndex = geometryId; + + return this; + + } + + getGeometryIdAt( instanceId ) { + + const instanceInfo = this._instanceInfo; + if ( instanceId >= instanceInfo.length || instanceInfo[ instanceId ].active === false ) { + + return - 1; + + } + + return instanceInfo[ instanceId ].geometryIndex; + + } + + getGeometryRangeAt( geometryId, target = {} ) { + + if ( geometryId < 0 || geometryId >= this._geometryCount ) { + + return null; + + } + + const geometryInfo = this._geometryInfo[ geometryId ]; + target.vertexStart = geometryInfo.vertexStart; + target.vertexCount = geometryInfo.vertexCount; + target.reservedVertexCount = geometryInfo.reservedVertexCount; + + target.indexStart = geometryInfo.indexStart; + target.indexCount = geometryInfo.indexCount; + target.reservedIndexCount = geometryInfo.reservedIndexCount; + + target.start = geometryInfo.start; + target.count = geometryInfo.count; + + return target; + + } + + setInstanceCount( maxInstanceCount ) { + + // shrink the available instances as much as possible + const availableInstanceIds = this._availableInstanceIds; + const instanceInfo = this._instanceInfo; + availableInstanceIds.sort( ascIdSort ); + while ( availableInstanceIds[ availableInstanceIds.length - 1 ] === instanceInfo.length ) { + + instanceInfo.pop(); + availableInstanceIds.pop(); + + } + + // throw an error if it can't be shrunk to the desired size + if ( maxInstanceCount < instanceInfo.length ) { + + throw new Error( `BatchedMesh: Instance ids outside the range ${ maxInstanceCount } are being used. Cannot shrink instance count.` ); + + } + + // copy the multi draw counts + const multiDrawCounts = new Int32Array( maxInstanceCount ); + const multiDrawStarts = new Int32Array( maxInstanceCount ); + copyArrayContents( this._multiDrawCounts, multiDrawCounts ); + copyArrayContents( this._multiDrawStarts, multiDrawStarts ); + + this._multiDrawCounts = multiDrawCounts; + this._multiDrawStarts = multiDrawStarts; + this._maxInstanceCount = maxInstanceCount; + + // update texture data for instance sampling + const indirectTexture = this._indirectTexture; + const matricesTexture = this._matricesTexture; + const colorsTexture = this._colorsTexture; + + indirectTexture.dispose(); + this._initIndirectTexture(); + copyArrayContents( indirectTexture.image.data, this._indirectTexture.image.data ); + + matricesTexture.dispose(); + this._initMatricesTexture(); + copyArrayContents( matricesTexture.image.data, this._matricesTexture.image.data ); + + if ( colorsTexture ) { + + colorsTexture.dispose(); + this._initColorsTexture(); + copyArrayContents( colorsTexture.image.data, this._colorsTexture.image.data ); + + } + + } + + setGeometrySize( maxVertexCount, maxIndexCount ) { + + // Check if we can shrink to the requested vertex attribute size + const validRanges = [ ...this._geometryInfo ].filter( info => info.active ); + const requiredVertexLength = Math.max( ...validRanges.map( range => range.vertexStart + range.reservedVertexCount ) ); + if ( requiredVertexLength > maxVertexCount ) { + + throw new Error( `BatchedMesh: Geometry vertex values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); + + } + + // Check if we can shrink to the requested index attribute size + if ( this.geometry.index ) { + + const requiredIndexLength = Math.max( ...validRanges.map( range => range.indexStart + range.reservedIndexCount ) ); + if ( requiredIndexLength > maxIndexCount ) { + + throw new Error( `BatchedMesh: Geometry index values are being used outside the range ${ maxIndexCount }. Cannot shrink further.` ); + + } + + } + + // + + // dispose of the previous geometry + const oldGeometry = this.geometry; + oldGeometry.dispose(); + + // recreate the geometry needed based on the previous variant + this._maxVertexCount = maxVertexCount; + this._maxIndexCount = maxIndexCount; + + if ( this._geometryInitialized ) { + + this._geometryInitialized = false; + this.geometry = new BufferGeometry(); + this._initializeGeometry( oldGeometry ); + + } + + // copy data from the previous geometry + const geometry = this.geometry; + if ( oldGeometry.index ) { + + copyArrayContents( oldGeometry.index.array, geometry.index.array ); + + } + + for ( const key in oldGeometry.attributes ) { + + copyArrayContents( oldGeometry.attributes[ key ].array, geometry.attributes[ key ].array ); + + } + + } + + raycast( raycaster, intersects ) { + + const instanceInfo = this._instanceInfo; + const geometryInfoList = this._geometryInfo; + const matrixWorld = this.matrixWorld; + const batchGeometry = this.geometry; + + // iterate over each geometry + _mesh.material = this.material; + _mesh.geometry.index = batchGeometry.index; + _mesh.geometry.attributes = batchGeometry.attributes; + if ( _mesh.geometry.boundingBox === null ) { + + _mesh.geometry.boundingBox = new Box3(); + + } + + if ( _mesh.geometry.boundingSphere === null ) { + + _mesh.geometry.boundingSphere = new Sphere(); + + } + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( ! instanceInfo[ i ].visible || ! instanceInfo[ i ].active ) { + + continue; + + } + + const geometryId = instanceInfo[ i ].geometryIndex; + const geometryInfo = geometryInfoList[ geometryId ]; + _mesh.geometry.setDrawRange( geometryInfo.start, geometryInfo.count ); + + // get the intersects + this.getMatrixAt( i, _mesh.matrixWorld ).premultiply( matrixWorld ); + this.getBoundingBoxAt( geometryId, _mesh.geometry.boundingBox ); + this.getBoundingSphereAt( geometryId, _mesh.geometry.boundingSphere ); + _mesh.raycast( raycaster, _batchIntersects ); + + // add batch id to the intersects + for ( let j = 0, l = _batchIntersects.length; j < l; j ++ ) { + + const intersect = _batchIntersects[ j ]; + intersect.object = this; + intersect.batchId = i; + intersects.push( intersect ); + + } + + _batchIntersects.length = 0; + + } + + _mesh.material = null; + _mesh.geometry.index = null; + _mesh.geometry.attributes = {}; + _mesh.geometry.setDrawRange( 0, Infinity ); + + } + + copy( source ) { + + super.copy( source ); + + this.geometry = source.geometry.clone(); + this.perObjectFrustumCulled = source.perObjectFrustumCulled; + this.sortObjects = source.sortObjects; + this.boundingBox = source.boundingBox !== null ? source.boundingBox.clone() : null; + this.boundingSphere = source.boundingSphere !== null ? source.boundingSphere.clone() : null; + + this._geometryInfo = source._geometryInfo.map( info => ( { + ...info, + + boundingBox: info.boundingBox !== null ? info.boundingBox.clone() : null, + boundingSphere: info.boundingSphere !== null ? info.boundingSphere.clone() : null, + } ) ); + this._instanceInfo = source._instanceInfo.map( info => ( { ...info } ) ); + + this._maxInstanceCount = source._maxInstanceCount; + this._maxVertexCount = source._maxVertexCount; + this._maxIndexCount = source._maxIndexCount; + + this._geometryInitialized = source._geometryInitialized; + this._geometryCount = source._geometryCount; + this._multiDrawCounts = source._multiDrawCounts.slice(); + this._multiDrawStarts = source._multiDrawStarts.slice(); + + this._matricesTexture = source._matricesTexture.clone(); + this._matricesTexture.image.data = this._matricesTexture.image.data.slice(); + + if ( this._colorsTexture !== null ) { + + this._colorsTexture = source._colorsTexture.clone(); + this._colorsTexture.image.data = this._colorsTexture.image.data.slice(); + + } + + return this; + + } + + dispose() { + + // Assuming the geometry is not shared with other meshes + this.geometry.dispose(); + + this._matricesTexture.dispose(); + this._matricesTexture = null; + + this._indirectTexture.dispose(); + this._indirectTexture = null; + + if ( this._colorsTexture !== null ) { + + this._colorsTexture.dispose(); + this._colorsTexture = null; + + } + + return this; + + } + + onBeforeRender( renderer, scene, camera, geometry, material/*, _group*/ ) { + + // if visibility has not changed and frustum culling and object sorting is not required + // then skip iterating over all items + if ( ! this._visibilityChanged && ! this.perObjectFrustumCulled && ! this.sortObjects ) { + + return; + + } + + // the indexed version of the multi draw function requires specifying the start + // offset in bytes. + const index = geometry.getIndex(); + const bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT; + + const instanceInfo = this._instanceInfo; + const multiDrawStarts = this._multiDrawStarts; + const multiDrawCounts = this._multiDrawCounts; + const geometryInfoList = this._geometryInfo; + const perObjectFrustumCulled = this.perObjectFrustumCulled; + const indirectTexture = this._indirectTexture; + const indirectArray = indirectTexture.image.data; + + // prepare the frustum in the local frame + if ( perObjectFrustumCulled ) { + + _matrix$1 + .multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ) + .multiply( this.matrixWorld ); + _frustum.setFromProjectionMatrix( + _matrix$1, + renderer.coordinateSystem + ); + + } + + let multiDrawCount = 0; + if ( this.sortObjects ) { + + // get the camera position in the local frame + _matrix$1.copy( this.matrixWorld ).invert(); + _vector$5.setFromMatrixPosition( camera.matrixWorld ).applyMatrix4( _matrix$1 ); + _forward.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ).transformDirection( _matrix$1 ); + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { + + const geometryId = instanceInfo[ i ].geometryIndex; + + // get the bounds in world space + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + culled = ! _frustum.intersectsSphere( _sphere$2 ); + + } + + if ( ! culled ) { + + // get the distance from camera used for sorting + const geometryInfo = geometryInfoList[ geometryId ]; + const z = _temp.subVectors( _sphere$2.center, _vector$5 ).dot( _forward ); + _renderList.push( geometryInfo.start, geometryInfo.count, z, i ); + + } + + } + + } + + // Sort the draw ranges and prep for rendering + const list = _renderList.list; + const customSort = this.customSort; + if ( customSort === null ) { + + list.sort( material.transparent ? sortTransparent : sortOpaque ); + + } else { + + customSort.call( this, list, camera ); + + } + + for ( let i = 0, l = list.length; i < l; i ++ ) { + + const item = list[ i ]; + multiDrawStarts[ multiDrawCount ] = item.start * bytesPerElement; + multiDrawCounts[ multiDrawCount ] = item.count; + indirectArray[ multiDrawCount ] = item.index; + multiDrawCount ++; + + } + + _renderList.reset(); + + } else { + + for ( let i = 0, l = instanceInfo.length; i < l; i ++ ) { + + if ( instanceInfo[ i ].visible && instanceInfo[ i ].active ) { + + const geometryId = instanceInfo[ i ].geometryIndex; + + // determine whether the batched geometry is within the frustum + let culled = false; + if ( perObjectFrustumCulled ) { + + // get the bounds in world space + this.getMatrixAt( i, _matrix$1 ); + this.getBoundingSphereAt( geometryId, _sphere$2 ).applyMatrix4( _matrix$1 ); + culled = ! _frustum.intersectsSphere( _sphere$2 ); + + } + + if ( ! culled ) { + + const geometryInfo = geometryInfoList[ geometryId ]; + multiDrawStarts[ multiDrawCount ] = geometryInfo.start * bytesPerElement; + multiDrawCounts[ multiDrawCount ] = geometryInfo.count; + indirectArray[ multiDrawCount ] = i; + multiDrawCount ++; + + } + + } + + } + + } + + indirectTexture.needsUpdate = true; + this._multiDrawCount = multiDrawCount; + this._visibilityChanged = false; + + } + + onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial/* , group */ ) { + + this.onBeforeRender( renderer, null, shadowCamera, geometry, depthMaterial ); + + } + +} + +class LineBasicMaterial extends Material { + + static get type() { + + return 'LineBasicMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isLineBasicMaterial = true; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.linewidth = 1; + this.linecap = 'round'; + this.linejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.fog = source.fog; + + return this; + + } + +} + +const _vStart = /*@__PURE__*/ new Vector3(); +const _vEnd = /*@__PURE__*/ new Vector3(); + +const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _ray$1 = /*@__PURE__*/ new Ray(); +const _sphere$1 = /*@__PURE__*/ new Sphere(); + +const _intersectPointOnRay = /*@__PURE__*/ new Vector3(); +const _intersectPointOnSegment = /*@__PURE__*/ new Vector3(); + +class Line extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) { + + super(); + + this.isLine = true; + + this.type = 'Line'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = [ 0 ]; + + for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) { + + _vStart.fromBufferAttribute( positionAttribute, i - 1 ); + _vEnd.fromBufferAttribute( positionAttribute, i ); + + lineDistances[ i ] = lineDistances[ i - 1 ]; + lineDistances[ i ] += _vStart.distanceTo( _vEnd ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Line.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere$1.copy( geometry.boundingSphere ); + _sphere$1.applyMatrix4( matrixWorld ); + _sphere$1.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere$1 ) === false ) return; + + // + + _inverseMatrix$1.copy( matrixWorld ).invert(); + _ray$1.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$1 ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const step = this.isLineSegments ? 2 : 1; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const a = index.getX( i ); + const b = index.getX( i + 1 ); + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + if ( this.isLineLoop ) { + + const a = index.getX( end - 1 ); + const b = index.getX( start ); + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, a, b ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end - 1; i < l; i += step ) { + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, i, i + 1 ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + if ( this.isLineLoop ) { + + const intersect = checkIntersection( this, raycaster, _ray$1, localThresholdSq, end - 1, start ); + + if ( intersect ) { + + intersects.push( intersect ); + + } + + } + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +function checkIntersection( object, raycaster, ray, thresholdSq, a, b ) { + + const positionAttribute = object.geometry.attributes.position; + + _vStart.fromBufferAttribute( positionAttribute, a ); + _vEnd.fromBufferAttribute( positionAttribute, b ); + + const distSq = ray.distanceSqToSegment( _vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment ); + + if ( distSq > thresholdSq ) return; + + _intersectPointOnRay.applyMatrix4( object.matrixWorld ); // Move back to world space for distance calculation + + const distance = raycaster.ray.origin.distanceTo( _intersectPointOnRay ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + return { + + distance: distance, + // What do we want? intersection point on the ray or on the segment?? + // point: raycaster.ray.at( distance ), + point: _intersectPointOnSegment.clone().applyMatrix4( object.matrixWorld ), + index: a, + face: null, + faceIndex: null, + barycoord: null, + object: object + + }; + +} + +const _start = /*@__PURE__*/ new Vector3(); +const _end = /*@__PURE__*/ new Vector3(); + +class LineSegments extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isLineSegments = true; + + this.type = 'LineSegments'; + + } + + computeLineDistances() { + + const geometry = this.geometry; + + // we assume non-indexed geometry + + if ( geometry.index === null ) { + + const positionAttribute = geometry.attributes.position; + const lineDistances = []; + + for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) { + + _start.fromBufferAttribute( positionAttribute, i ); + _end.fromBufferAttribute( positionAttribute, i + 1 ); + + lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ]; + lineDistances[ i + 1 ] = lineDistances[ i ] + _start.distanceTo( _end ); + + } + + geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) ); + + } else { + + console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' ); + + } + + return this; + + } + +} + +class LineLoop extends Line { + + constructor( geometry, material ) { + + super( geometry, material ); + + this.isLineLoop = true; + + this.type = 'LineLoop'; + + } + +} + +class PointsMaterial extends Material { + + static get type() { + + return 'PointsMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isPointsMaterial = true; + + this.color = new Color( 0xffffff ); + + this.map = null; + + this.alphaMap = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.alphaMap = source.alphaMap; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.fog = source.fog; + + return this; + + } + +} + +const _inverseMatrix = /*@__PURE__*/ new Matrix4(); +const _ray = /*@__PURE__*/ new Ray(); +const _sphere = /*@__PURE__*/ new Sphere(); +const _position$2 = /*@__PURE__*/ new Vector3(); + +class Points extends Object3D { + + constructor( geometry = new BufferGeometry(), material = new PointsMaterial() ) { + + super(); + + this.isPoints = true; + + this.type = 'Points'; + + this.geometry = geometry; + this.material = material; + + this.updateMorphTargets(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.material = Array.isArray( source.material ) ? source.material.slice() : source.material; + this.geometry = source.geometry; + + return this; + + } + + raycast( raycaster, intersects ) { + + const geometry = this.geometry; + const matrixWorld = this.matrixWorld; + const threshold = raycaster.params.Points.threshold; + const drawRange = geometry.drawRange; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + _sphere.copy( geometry.boundingSphere ); + _sphere.applyMatrix4( matrixWorld ); + _sphere.radius += threshold; + + if ( raycaster.ray.intersectsSphere( _sphere ) === false ) return; + + // + + _inverseMatrix.copy( matrixWorld ).invert(); + _ray.copy( raycaster.ray ).applyMatrix4( _inverseMatrix ); + + const localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + const localThresholdSq = localThreshold * localThreshold; + + const index = geometry.index; + const attributes = geometry.attributes; + const positionAttribute = attributes.position; + + if ( index !== null ) { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( index.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, il = end; i < il; i ++ ) { + + const a = index.getX( i ); + + _position$2.fromBufferAttribute( positionAttribute, a ); + + testPoint( _position$2, a, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } else { + + const start = Math.max( 0, drawRange.start ); + const end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) ); + + for ( let i = start, l = end; i < l; i ++ ) { + + _position$2.fromBufferAttribute( positionAttribute, i ); + + testPoint( _position$2, i, localThresholdSq, matrixWorld, raycaster, intersects, this ); + + } + + } + + } + + updateMorphTargets() { + + const geometry = this.geometry; + + const morphAttributes = geometry.morphAttributes; + const keys = Object.keys( morphAttributes ); + + if ( keys.length > 0 ) { + + const morphAttribute = morphAttributes[ keys[ 0 ] ]; + + if ( morphAttribute !== undefined ) { + + this.morphTargetInfluences = []; + this.morphTargetDictionary = {}; + + for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) { + + const name = morphAttribute[ m ].name || String( m ); + + this.morphTargetInfluences.push( 0 ); + this.morphTargetDictionary[ name ] = m; + + } + + } + + } + + } + +} + +function testPoint( point, index, localThresholdSq, matrixWorld, raycaster, intersects, object ) { + + const rayPointDistanceSq = _ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + const intersectPoint = new Vector3(); + + _ray.closestPointToPoint( point, intersectPoint ); + intersectPoint.applyMatrix4( matrixWorld ); + + const distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint, + index: index, + face: null, + faceIndex: null, + barycoord: null, + object: object + + } ); + + } + +} + +class VideoTexture extends Texture { + + constructor( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isVideoTexture = true; + + this.minFilter = minFilter !== undefined ? minFilter : LinearFilter; + this.magFilter = magFilter !== undefined ? magFilter : LinearFilter; + + this.generateMipmaps = false; + + const scope = this; + + function updateVideo() { + + scope.needsUpdate = true; + video.requestVideoFrameCallback( updateVideo ); + + } + + if ( 'requestVideoFrameCallback' in video ) { + + video.requestVideoFrameCallback( updateVideo ); + + } + + } + + clone() { + + return new this.constructor( this.image ).copy( this ); + + } + + update() { + + const video = this.image; + const hasVideoFrameCallback = 'requestVideoFrameCallback' in video; + + if ( hasVideoFrameCallback === false && video.readyState >= video.HAVE_CURRENT_DATA ) { + + this.needsUpdate = true; + + } + + } + +} + +class FramebufferTexture extends Texture { + + constructor( width, height ) { + + super( { width, height } ); + + this.isFramebufferTexture = true; + + this.magFilter = NearestFilter; + this.minFilter = NearestFilter; + + this.generateMipmaps = false; + + this.needsUpdate = true; + + } + +} + +class CompressedTexture extends Texture { + + constructor( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, colorSpace ) { + + super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ); + + this.isCompressedTexture = true; + + this.image = { width: width, height: height }; + this.mipmaps = mipmaps; + + // no flipping for cube textures + // (also flipping doesn't work for compressed textures ) + + this.flipY = false; + + // can't generate mipmaps for compressed textures + // mips must be embedded in DDS files + + this.generateMipmaps = false; + + } + +} + +class CompressedArrayTexture extends CompressedTexture { + + constructor( mipmaps, width, height, depth, format, type ) { + + super( mipmaps, width, height, format, type ); + + this.isCompressedArrayTexture = true; + this.image.depth = depth; + this.wrapR = ClampToEdgeWrapping; + + this.layerUpdates = new Set(); + + } + + addLayerUpdate( layerIndex ) { + + this.layerUpdates.add( layerIndex ); + + } + + clearLayerUpdates() { + + this.layerUpdates.clear(); + + } + +} + +class CompressedCubeTexture extends CompressedTexture { + + constructor( images, format, type ) { + + super( undefined, images[ 0 ].width, images[ 0 ].height, format, type, CubeReflectionMapping ); + + this.isCompressedCubeTexture = true; + this.isCubeTexture = true; + + this.image = images; + + } + +} + +class CanvasTexture extends Texture { + + constructor( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + super( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.isCanvasTexture = true; + + this.needsUpdate = true; + + } + +} + +/** + * Extensible curve object. + * + * Some common of curve methods: + * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget ) + * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget ) + * .getPoints(), .getSpacedPoints() + * .getLength() + * .updateArcLengths() + * + * This following curves inherit from THREE.Curve: + * + * -- 2D curves -- + * THREE.ArcCurve + * THREE.CubicBezierCurve + * THREE.EllipseCurve + * THREE.LineCurve + * THREE.QuadraticBezierCurve + * THREE.SplineCurve + * + * -- 3D curves -- + * THREE.CatmullRomCurve3 + * THREE.CubicBezierCurve3 + * THREE.LineCurve3 + * THREE.QuadraticBezierCurve3 + * + * A series of curves can be represented as a THREE.CurvePath. + * + **/ + +class Curve { + + constructor() { + + this.type = 'Curve'; + + this.arcLengthDivisions = 200; + + } + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint( /* t, optionalTarget */ ) { + + console.warn( 'THREE.Curve: .getPoint() not implemented.' ); + return null; + + } + + // Get point at relative position in curve according to arc length + // - u [0 .. 1] + + getPointAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getPoint( t, optionalTarget ); + + } + + // Get sequence of points using getPoint( t ) + + getPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPoint( d / divisions ) ); + + } + + return points; + + } + + // Get sequence of points using getPointAt( u ) + + getSpacedPoints( divisions = 5 ) { + + const points = []; + + for ( let d = 0; d <= divisions; d ++ ) { + + points.push( this.getPointAt( d / divisions ) ); + + } + + return points; + + } + + // Get total curve arc length + + getLength() { + + const lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + } + + // Get list of cumulative segment lengths + + getLengths( divisions = this.arcLengthDivisions ) { + + if ( this.cacheArcLengths && + ( this.cacheArcLengths.length === divisions + 1 ) && + ! this.needsUpdate ) { + + return this.cacheArcLengths; + + } + + this.needsUpdate = false; + + const cache = []; + let current, last = this.getPoint( 0 ); + let sum = 0; + + cache.push( 0 ); + + for ( let p = 1; p <= divisions; p ++ ) { + + current = this.getPoint( p / divisions ); + sum += current.distanceTo( last ); + cache.push( sum ); + last = current; + + } + + this.cacheArcLengths = cache; + + return cache; // { sums: cache, sum: sum }; Sum is in the last element. + + } + + updateArcLengths() { + + this.needsUpdate = true; + this.getLengths(); + + } + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + getUtoTmapping( u, distance ) { + + const arcLengths = this.getLengths(); + + let i = 0; + const il = arcLengths.length; + + let targetArcLength; // The targeted u distance value to get + + if ( distance ) { + + targetArcLength = distance; + + } else { + + targetArcLength = u * arcLengths[ il - 1 ]; + + } + + // binary search for the index with largest value smaller than target u distance + + let low = 0, high = il - 1, comparison; + + while ( low <= high ) { + + i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats + + comparison = arcLengths[ i ] - targetArcLength; + + if ( comparison < 0 ) { + + low = i + 1; + + } else if ( comparison > 0 ) { + + high = i - 1; + + } else { + + high = i; + break; + + // DONE + + } + + } + + i = high; + + if ( arcLengths[ i ] === targetArcLength ) { + + return i / ( il - 1 ); + + } + + // we could get finer grain at lengths, or use simple interpolation between two points + + const lengthBefore = arcLengths[ i ]; + const lengthAfter = arcLengths[ i + 1 ]; + + const segmentLength = lengthAfter - lengthBefore; + + // determine where we are between the 'before' and 'after' points + + const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength; + + // add that fractional amount to t + + const t = ( i + segmentFraction ) / ( il - 1 ); + + return t; + + } + + // Returns a unit vector tangent at t + // In case any sub curve does not implement its tangent derivation, + // 2 points a small delta apart will be used to find its gradient + // which seems to give a reasonable approximation + + getTangent( t, optionalTarget ) { + + const delta = 0.0001; + let t1 = t - delta; + let t2 = t + delta; + + // Capping in case of danger + + if ( t1 < 0 ) t1 = 0; + if ( t2 > 1 ) t2 = 1; + + const pt1 = this.getPoint( t1 ); + const pt2 = this.getPoint( t2 ); + + const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() ); + + tangent.copy( pt2 ).sub( pt1 ).normalize(); + + return tangent; + + } + + getTangentAt( u, optionalTarget ) { + + const t = this.getUtoTmapping( u ); + return this.getTangent( t, optionalTarget ); + + } + + computeFrenetFrames( segments, closed ) { + + // see http://www.cs.indiana.edu/pub/techreports/TR425.pdf + + const normal = new Vector3(); + + const tangents = []; + const normals = []; + const binormals = []; + + const vec = new Vector3(); + const mat = new Matrix4(); + + // compute the tangent vectors for each segment on the curve + + for ( let i = 0; i <= segments; i ++ ) { + + const u = i / segments; + + tangents[ i ] = this.getTangentAt( u, new Vector3() ); + + } + + // select an initial normal vector perpendicular to the first tangent vector, + // and in the direction of the minimum tangent xyz component + + normals[ 0 ] = new Vector3(); + binormals[ 0 ] = new Vector3(); + let min = Number.MAX_VALUE; + const tx = Math.abs( tangents[ 0 ].x ); + const ty = Math.abs( tangents[ 0 ].y ); + const tz = Math.abs( tangents[ 0 ].z ); + + if ( tx <= min ) { + + min = tx; + normal.set( 1, 0, 0 ); + + } + + if ( ty <= min ) { + + min = ty; + normal.set( 0, 1, 0 ); + + } + + if ( tz <= min ) { + + normal.set( 0, 0, 1 ); + + } + + vec.crossVectors( tangents[ 0 ], normal ).normalize(); + + normals[ 0 ].crossVectors( tangents[ 0 ], vec ); + binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ); + + + // compute the slowly-varying normal and binormal vectors for each segment on the curve + + for ( let i = 1; i <= segments; i ++ ) { + + normals[ i ] = normals[ i - 1 ].clone(); + + binormals[ i ] = binormals[ i - 1 ].clone(); + + vec.crossVectors( tangents[ i - 1 ], tangents[ i ] ); + + if ( vec.length() > Number.EPSILON ) { + + vec.normalize(); + + const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors + + normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) ); + + } + + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same + + if ( closed === true ) { + + let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) ); + theta /= segments; + + if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) { + + theta = - theta; + + } + + for ( let i = 1; i <= segments; i ++ ) { + + // twist a little... + normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) ); + binormals[ i ].crossVectors( tangents[ i ], normals[ i ] ); + + } + + } + + return { + tangents: tangents, + normals: normals, + binormals: binormals + }; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( source ) { + + this.arcLengthDivisions = source.arcLengthDivisions; + + return this; + + } + + toJSON() { + + const data = { + metadata: { + version: 4.6, + type: 'Curve', + generator: 'Curve.toJSON' + } + }; + + data.arcLengthDivisions = this.arcLengthDivisions; + data.type = this.type; + + return data; + + } + + fromJSON( json ) { + + this.arcLengthDivisions = json.arcLengthDivisions; + + return this; + + } + +} + +class EllipseCurve extends Curve { + + constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) { + + super(); + + this.isEllipseCurve = true; + + this.type = 'EllipseCurve'; + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + + this.aRotation = aRotation; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const twoPi = Math.PI * 2; + let deltaAngle = this.aEndAngle - this.aStartAngle; + const samePoints = Math.abs( deltaAngle ) < Number.EPSILON; + + // ensures that deltaAngle is 0 .. 2 PI + while ( deltaAngle < 0 ) deltaAngle += twoPi; + while ( deltaAngle > twoPi ) deltaAngle -= twoPi; + + if ( deltaAngle < Number.EPSILON ) { + + if ( samePoints ) { + + deltaAngle = 0; + + } else { + + deltaAngle = twoPi; + + } + + } + + if ( this.aClockwise === true && ! samePoints ) { + + if ( deltaAngle === twoPi ) { + + deltaAngle = - twoPi; + + } else { + + deltaAngle = deltaAngle - twoPi; + + } + + } + + const angle = this.aStartAngle + t * deltaAngle; + let x = this.aX + this.xRadius * Math.cos( angle ); + let y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + const cos = Math.cos( this.aRotation ); + const sin = Math.sin( this.aRotation ); + + const tx = x - this.aX; + const ty = y - this.aY; + + // Rotate the point about the center of the ellipse. + x = tx * cos - ty * sin + this.aX; + y = tx * sin + ty * cos + this.aY; + + } + + return point.set( x, y ); + + } + + copy( source ) { + + super.copy( source ); + + this.aX = source.aX; + this.aY = source.aY; + + this.xRadius = source.xRadius; + this.yRadius = source.yRadius; + + this.aStartAngle = source.aStartAngle; + this.aEndAngle = source.aEndAngle; + + this.aClockwise = source.aClockwise; + + this.aRotation = source.aRotation; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.aX = this.aX; + data.aY = this.aY; + + data.xRadius = this.xRadius; + data.yRadius = this.yRadius; + + data.aStartAngle = this.aStartAngle; + data.aEndAngle = this.aEndAngle; + + data.aClockwise = this.aClockwise; + + data.aRotation = this.aRotation; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.aX = json.aX; + this.aY = json.aY; + + this.xRadius = json.xRadius; + this.yRadius = json.yRadius; + + this.aStartAngle = json.aStartAngle; + this.aEndAngle = json.aEndAngle; + + this.aClockwise = json.aClockwise; + + this.aRotation = json.aRotation; + + return this; + + } + +} + +class ArcCurve extends EllipseCurve { + + constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + this.isArcCurve = true; + + this.type = 'ArcCurve'; + + } + +} + +/** + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + + +/* +Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + +This CubicPoly class could be used for reusing some variables and calculations, +but for three.js curve use, it could be possible inlined and flatten into a single function call +which can be placed in CurveUtils. +*/ + +function CubicPoly() { + + let c0 = 0, c1 = 0, c2 = 0, c3 = 0; + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + function init( x0, x1, t0, t1 ) { + + c0 = x0; + c1 = t0; + c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + c3 = 2 * x0 - 2 * x1 + t0 + t1; + + } + + return { + + initCatmullRom: function ( x0, x1, x2, x3, tension ) { + + init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }, + + initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + init( x1, x2, t1, t2 ); + + }, + + calc: function ( t ) { + + const t2 = t * t; + const t3 = t2 * t; + return c0 + c1 * t + c2 * t2 + c3 * t3; + + } + + }; + +} + +// + +const tmp = /*@__PURE__*/ new Vector3(); +const px = /*@__PURE__*/ new CubicPoly(); +const py = /*@__PURE__*/ new CubicPoly(); +const pz = /*@__PURE__*/ new CubicPoly(); + +class CatmullRomCurve3 extends Curve { + + constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) { + + super(); + + this.isCatmullRomCurve3 = true; + + this.type = 'CatmullRomCurve3'; + + this.points = points; + this.closed = closed; + this.curveType = curveType; + this.tension = tension; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const points = this.points; + const l = points.length; + + const p = ( l - ( this.closed ? 0 : 1 ) ) * t; + let intPoint = Math.floor( p ); + let weight = p - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + let p0, p3; // 4 points (p1 & p2 defined below) + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + const p1 = points[ intPoint % l ]; + const p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + const pow = this.curveType === 'chordal' ? 0.5 : 0.25; + let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.curveType === 'catmullrom' ) { + + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension ); + + } + + point.set( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + this.closed = source.closed; + this.curveType = source.curveType; + this.tension = source.tension; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + data.closed = this.closed; + data.curveType = this.curveType; + data.tension = this.tension; + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector3().fromArray( point ) ); + + } + + this.closed = json.closed; + this.curveType = json.curveType; + this.tension = json.tension; + + return this; + + } + +} + +/** + * Bezier Curves formulas obtained from + * https://en.wikipedia.org/wiki/B%C3%A9zier_curve + */ + +function CatmullRom( t, p0, p1, p2, p3 ) { + + const v0 = ( p2 - p0 ) * 0.5; + const v1 = ( p3 - p1 ) * 0.5; + const t2 = t * t; + const t3 = t * t2; + return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1; + +} + +// + +function QuadraticBezierP0( t, p ) { + + const k = 1 - t; + return k * k * p; + +} + +function QuadraticBezierP1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + +} + +function QuadraticBezierP2( t, p ) { + + return t * t * p; + +} + +function QuadraticBezier( t, p0, p1, p2 ) { + + return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) + + QuadraticBezierP2( t, p2 ); + +} + +// + +function CubicBezierP0( t, p ) { + + const k = 1 - t; + return k * k * k * p; + +} + +function CubicBezierP1( t, p ) { + + const k = 1 - t; + return 3 * k * k * t * p; + +} + +function CubicBezierP2( t, p ) { + + return 3 * ( 1 - t ) * t * t * p; + +} + +function CubicBezierP3( t, p ) { + + return t * t * t * p; + +} + +function CubicBezier( t, p0, p1, p2, p3 ) { + + return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) + + CubicBezierP3( t, p3 ); + +} + +class CubicBezierCurve extends Curve { + + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) { + + super(); + + this.isCubicBezierCurve = true; + + this.type = 'CubicBezierCurve'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + +} + +class CubicBezierCurve3 extends Curve { + + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) { + + super(); + + this.isCubicBezierCurve3 = true; + + this.type = 'CubicBezierCurve3'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + this.v3 = v3; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3; + + point.set( + CubicBezier( t, v0.x, v1.x, v2.x, v3.x ), + CubicBezier( t, v0.y, v1.y, v2.y, v3.y ), + CubicBezier( t, v0.z, v1.z, v2.z, v3.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + this.v3.copy( source.v3 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + data.v3 = this.v3.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + this.v3.fromArray( json.v3 ); + + return this; + + } + +} + +class LineCurve extends Curve { + + constructor( v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + this.isLineCurve = true; + + this.type = 'LineCurve'; + + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector2() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class LineCurve3 extends Curve { + + constructor( v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + this.isLineCurve3 = true; + + this.type = 'LineCurve3'; + + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + if ( t === 1 ) { + + point.copy( this.v2 ); + + } else { + + point.copy( this.v2 ).sub( this.v1 ); + point.multiplyScalar( t ).add( this.v1 ); + + } + + return point; + + } + + // Line curve is linear, so we can overwrite default getPointAt + getPointAt( u, optionalTarget ) { + + return this.getPoint( u, optionalTarget ); + + } + + getTangent( t, optionalTarget = new Vector3() ) { + + return optionalTarget.subVectors( this.v2, this.v1 ).normalize(); + + } + + getTangentAt( u, optionalTarget ) { + + return this.getTangent( u, optionalTarget ); + + } + + copy( source ) { + + super.copy( source ); + + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class QuadraticBezierCurve extends Curve { + + constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) { + + super(); + + this.isQuadraticBezierCurve = true; + + this.type = 'QuadraticBezierCurve'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class QuadraticBezierCurve3 extends Curve { + + constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) { + + super(); + + this.isQuadraticBezierCurve3 = true; + + this.type = 'QuadraticBezierCurve3'; + + this.v0 = v0; + this.v1 = v1; + this.v2 = v2; + + } + + getPoint( t, optionalTarget = new Vector3() ) { + + const point = optionalTarget; + + const v0 = this.v0, v1 = this.v1, v2 = this.v2; + + point.set( + QuadraticBezier( t, v0.x, v1.x, v2.x ), + QuadraticBezier( t, v0.y, v1.y, v2.y ), + QuadraticBezier( t, v0.z, v1.z, v2.z ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.v0.copy( source.v0 ); + this.v1.copy( source.v1 ); + this.v2.copy( source.v2 ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.v0 = this.v0.toArray(); + data.v1 = this.v1.toArray(); + data.v2 = this.v2.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.v0.fromArray( json.v0 ); + this.v1.fromArray( json.v1 ); + this.v2.fromArray( json.v2 ); + + return this; + + } + +} + +class SplineCurve extends Curve { + + constructor( points = [] ) { + + super(); + + this.isSplineCurve = true; + + this.type = 'SplineCurve'; + + this.points = points; + + } + + getPoint( t, optionalTarget = new Vector2() ) { + + const point = optionalTarget; + + const points = this.points; + const p = ( points.length - 1 ) * t; + + const intPoint = Math.floor( p ); + const weight = p - intPoint; + + const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ]; + const p1 = points[ intPoint ]; + const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ]; + const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ]; + + point.set( + CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ), + CatmullRom( weight, p0.y, p1.y, p2.y, p3.y ) + ); + + return point; + + } + + copy( source ) { + + super.copy( source ); + + this.points = []; + + for ( let i = 0, l = source.points.length; i < l; i ++ ) { + + const point = source.points[ i ]; + + this.points.push( point.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.points = []; + + for ( let i = 0, l = this.points.length; i < l; i ++ ) { + + const point = this.points[ i ]; + data.points.push( point.toArray() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.points = []; + + for ( let i = 0, l = json.points.length; i < l; i ++ ) { + + const point = json.points[ i ]; + this.points.push( new Vector2().fromArray( point ) ); + + } + + return this; + + } + +} + +var Curves = /*#__PURE__*/Object.freeze({ + __proto__: null, + ArcCurve: ArcCurve, + CatmullRomCurve3: CatmullRomCurve3, + CubicBezierCurve: CubicBezierCurve, + CubicBezierCurve3: CubicBezierCurve3, + EllipseCurve: EllipseCurve, + LineCurve: LineCurve, + LineCurve3: LineCurve3, + QuadraticBezierCurve: QuadraticBezierCurve, + QuadraticBezierCurve3: QuadraticBezierCurve3, + SplineCurve: SplineCurve +}); + +/************************************************************** + * Curved Path - a curve path is simply a array of connected + * curves, but retains the api of a curve + **************************************************************/ + +class CurvePath extends Curve { + + constructor() { + + super(); + + this.type = 'CurvePath'; + + this.curves = []; + this.autoClose = false; // Automatically closes the path + + } + + add( curve ) { + + this.curves.push( curve ); + + } + + closePath() { + + // Add a line curve if start and end of lines are not connected + const startPoint = this.curves[ 0 ].getPoint( 0 ); + const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 ); + + if ( ! startPoint.equals( endPoint ) ) { + + const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3'; + this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) ); + + } + + return this; + + } + + // To get accurate point with reference to + // entire path distance at time t, + // following has to be done: + + // 1. Length of each sub path have to be known + // 2. Locate and identify type of curve + // 3. Get t for the curve + // 4. Return curve.getPointAt(t') + + getPoint( t, optionalTarget ) { + + const d = t * this.getLength(); + const curveLengths = this.getCurveLengths(); + let i = 0; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + const diff = curveLengths[ i ] - d; + const curve = this.curves[ i ]; + + const segmentLength = curve.getLength(); + const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength; + + return curve.getPointAt( u, optionalTarget ); + + } + + i ++; + + } + + return null; + + // loop where sum != 0, sum > d , sum+1 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) { + + points.push( points[ 0 ] ); + + } + + return points; + + } + + copy( source ) { + + super.copy( source ); + + this.curves = []; + + for ( let i = 0, l = source.curves.length; i < l; i ++ ) { + + const curve = source.curves[ i ]; + + this.curves.push( curve.clone() ); + + } + + this.autoClose = source.autoClose; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.autoClose = this.autoClose; + data.curves = []; + + for ( let i = 0, l = this.curves.length; i < l; i ++ ) { + + const curve = this.curves[ i ]; + data.curves.push( curve.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.autoClose = json.autoClose; + this.curves = []; + + for ( let i = 0, l = json.curves.length; i < l; i ++ ) { + + const curve = json.curves[ i ]; + this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) ); + + } + + return this; + + } + +} + +class Path extends CurvePath { + + constructor( points ) { + + super(); + + this.type = 'Path'; + + this.currentPoint = new Vector2(); + + if ( points ) { + + this.setFromPoints( points ); + + } + + } + + setFromPoints( points ) { + + this.moveTo( points[ 0 ].x, points[ 0 ].y ); + + for ( let i = 1, l = points.length; i < l; i ++ ) { + + this.lineTo( points[ i ].x, points[ i ].y ); + + } + + return this; + + } + + moveTo( x, y ) { + + this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying? + + return this; + + } + + lineTo( x, y ) { + + const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) ); + this.curves.push( curve ); + + this.currentPoint.set( x, y ); + + return this; + + } + + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + const curve = new QuadraticBezierCurve( + this.currentPoint.clone(), + new Vector2( aCPx, aCPy ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + } + + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + const curve = new CubicBezierCurve( + this.currentPoint.clone(), + new Vector2( aCP1x, aCP1y ), + new Vector2( aCP2x, aCP2y ), + new Vector2( aX, aY ) + ); + + this.curves.push( curve ); + + this.currentPoint.set( aX, aY ); + + return this; + + } + + splineThru( pts /*Array of Vector*/ ) { + + const npts = [ this.currentPoint.clone() ].concat( pts ); + + const curve = new SplineCurve( npts ); + this.curves.push( curve ); + + this.currentPoint.copy( pts[ pts.length - 1 ] ); + + return this; + + } + + arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absarc( aX + x0, aY + y0, aRadius, + aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) { + + this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise ); + + return this; + + } + + ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const x0 = this.currentPoint.x; + const y0 = this.currentPoint.y; + + this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + return this; + + } + + absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ); + + if ( this.curves.length > 0 ) { + + // if a previous curve is present, attempt to join + const firstPoint = curve.getPoint( 0 ); + + if ( ! firstPoint.equals( this.currentPoint ) ) { + + this.lineTo( firstPoint.x, firstPoint.y ); + + } + + } + + this.curves.push( curve ); + + const lastPoint = curve.getPoint( 1 ); + this.currentPoint.copy( lastPoint ); + + return this; + + } + + copy( source ) { + + super.copy( source ); + + this.currentPoint.copy( source.currentPoint ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.currentPoint = this.currentPoint.toArray(); + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.currentPoint.fromArray( json.currentPoint ); + + return this; + + } + +} + +class LatheGeometry extends BufferGeometry { + + constructor( points = [ new Vector2( 0, - 0.5 ), new Vector2( 0.5, 0 ), new Vector2( 0, 0.5 ) ], segments = 12, phiStart = 0, phiLength = Math.PI * 2 ) { + + super(); + + this.type = 'LatheGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ); + + // clamp phiLength so it's in range of [ 0, 2PI ] + + phiLength = clamp( phiLength, 0, Math.PI * 2 ); + + // buffers + + const indices = []; + const vertices = []; + const uvs = []; + const initNormals = []; + const normals = []; + + // helper variables + + const inverseSegments = 1.0 / segments; + const vertex = new Vector3(); + const uv = new Vector2(); + const normal = new Vector3(); + const curNormal = new Vector3(); + const prevNormal = new Vector3(); + let dx = 0; + let dy = 0; + + // pre-compute normals for initial "meridian" + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + switch ( j ) { + + case 0: // special handling for 1st vertex on path + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + prevNormal.copy( normal ); + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + break; + + case ( points.length - 1 ): // special handling for last Vertex on path + + initNormals.push( prevNormal.x, prevNormal.y, prevNormal.z ); + + break; + + default: // default handling for all vertices in between + + dx = points[ j + 1 ].x - points[ j ].x; + dy = points[ j + 1 ].y - points[ j ].y; + + normal.x = dy * 1.0; + normal.y = - dx; + normal.z = dy * 0.0; + + curNormal.copy( normal ); + + normal.x += prevNormal.x; + normal.y += prevNormal.y; + normal.z += prevNormal.z; + + normal.normalize(); + + initNormals.push( normal.x, normal.y, normal.z ); + + prevNormal.copy( curNormal ); + + } + + } + + // generate vertices, uvs and normals + + for ( let i = 0; i <= segments; i ++ ) { + + const phi = phiStart + i * inverseSegments * phiLength; + + const sin = Math.sin( phi ); + const cos = Math.cos( phi ); + + for ( let j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // uv + + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + + uvs.push( uv.x, uv.y ); + + // normal + + const x = initNormals[ 3 * j + 0 ] * sin; + const y = initNormals[ 3 * j + 1 ]; + const z = initNormals[ 3 * j + 0 ] * cos; + + normals.push( x, y, z ); + + } + + } + + // indices + + for ( let i = 0; i < segments; i ++ ) { + + for ( let j = 0; j < ( points.length - 1 ); j ++ ) { + + const base = j + i * points.length; + + const a = base; + const b = base + points.length; + const c = base + points.length + 1; + const d = base + 1; + + // faces + + indices.push( a, b, d ); + indices.push( c, d, b ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new LatheGeometry( data.points, data.segments, data.phiStart, data.phiLength ); + + } + +} + +class CapsuleGeometry extends LatheGeometry { + + constructor( radius = 1, length = 1, capSegments = 4, radialSegments = 8 ) { + + const path = new Path(); + path.absarc( 0, - length / 2, radius, Math.PI * 1.5, 0 ); + path.absarc( 0, length / 2, radius, 0, Math.PI * 0.5 ); + + super( path.getPoints( capSegments ), radialSegments ); + + this.type = 'CapsuleGeometry'; + + this.parameters = { + radius: radius, + length: length, + capSegments: capSegments, + radialSegments: radialSegments, + }; + + } + + static fromJSON( data ) { + + return new CapsuleGeometry( data.radius, data.length, data.capSegments, data.radialSegments ); + + } + +} + +class CircleGeometry extends BufferGeometry { + + constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CircleGeometry'; + + this.parameters = { + radius: radius, + segments: segments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + segments = Math.max( 3, segments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const uv = new Vector2(); + + // center point + + vertices.push( 0, 0, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( 0.5, 0.5 ); + + for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) { + + const segment = thetaStart + s / segments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uvs + + uv.x = ( vertices[ i ] / radius + 1 ) / 2; + uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // indices + + for ( let i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength ); + + } + +} + +class CylinderGeometry extends BufferGeometry { + + constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'CylinderGeometry'; + + this.parameters = { + radiusTop: radiusTop, + radiusBottom: radiusBottom, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + const scope = this; + + radialSegments = Math.floor( radialSegments ); + heightSegments = Math.floor( heightSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let index = 0; + const indexArray = []; + const halfHeight = height / 2; + let groupStart = 0; + + // generate geometry + + generateTorso(); + + if ( openEnded === false ) { + + if ( radiusTop > 0 ) generateCap( true ); + if ( radiusBottom > 0 ) generateCap( false ); + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + function generateTorso() { + + const normal = new Vector3(); + const vertex = new Vector3(); + + let groupCount = 0; + + // this will be used to calculate the normal + const slope = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( let y = 0; y <= heightSegments; y ++ ) { + + const indexRow = []; + + const v = y / heightSegments; + + // calculate the radius of the current row + + const radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + + const theta = u * thetaLength + thetaStart; + + const sinTheta = Math.sin( theta ); + const cosTheta = Math.cos( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = - v * height + halfHeight; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.set( sinTheta, slope, cosTheta ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u, 1 - v ); + + // save index of vertex in respective row + + indexRow.push( index ++ ); + + } + + // now save vertices of the row in our index array + + indexArray.push( indexRow ); + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + for ( let y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + + const a = indexArray[ y ][ x ]; + const b = indexArray[ y + 1 ][ x ]; + const c = indexArray[ y + 1 ][ x + 1 ]; + const d = indexArray[ y ][ x + 1 ]; + + // faces + + if ( radiusTop > 0 || y !== 0 ) { + + indices.push( a, b, d ); + groupCount += 3; + + } + + if ( radiusBottom > 0 || y !== heightSegments - 1 ) { + + indices.push( b, c, d ); + groupCount += 3; + + } + + } + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, 0 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + function generateCap( top ) { + + // save the index of the first center vertex + const centerIndexStart = index; + + const uv = new Vector2(); + const vertex = new Vector3(); + + let groupCount = 0; + + const radius = ( top === true ) ? radiusTop : radiusBottom; + const sign = ( top === true ) ? 1 : - 1; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( let x = 1; x <= radialSegments; x ++ ) { + + // vertex + + vertices.push( 0, halfHeight * sign, 0 ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uvs.push( 0.5, 0.5 ); + + // increase index + + index ++; + + } + + // save the index of the last center vertex + const centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( let x = 0; x <= radialSegments; x ++ ) { + + const u = x / radialSegments; + const theta = u * thetaLength + thetaStart; + + const cosTheta = Math.cos( theta ); + const sinTheta = Math.sin( theta ); + + // vertex + + vertex.x = radius * sinTheta; + vertex.y = halfHeight * sign; + vertex.z = radius * cosTheta; + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, sign, 0 ); + + // uv + + uv.x = ( cosTheta * 0.5 ) + 0.5; + uv.y = ( sinTheta * 0.5 * sign ) + 0.5; + uvs.push( uv.x, uv.y ); + + // increase index + + index ++; + + } + + // generate indices + + for ( let x = 0; x < radialSegments; x ++ ) { + + const c = centerIndexStart + x; + const i = centerIndexEnd + x; + + if ( top === true ) { + + // face top + + indices.push( i, i + 1, c ); + + } else { + + // face bottom + + indices.push( i + 1, i, c ); + + } + + groupCount += 3; + + } + + // add a group to the geometry. this will ensure multi material support + + scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 ); + + // calculate new start value for groups + + groupStart += groupCount; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +class ConeGeometry extends CylinderGeometry { + + constructor( radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super( 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ); + + this.type = 'ConeGeometry'; + + this.parameters = { + radius: radius, + height: height, + radialSegments: radialSegments, + heightSegments: heightSegments, + openEnded: openEnded, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + } + + static fromJSON( data ) { + + return new ConeGeometry( data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength ); + + } + +} + +class PolyhedronGeometry extends BufferGeometry { + + constructor( vertices = [], indices = [], radius = 1, detail = 0 ) { + + super(); + + this.type = 'PolyhedronGeometry'; + + this.parameters = { + vertices: vertices, + indices: indices, + radius: radius, + detail: detail + }; + + // default buffer data + + const vertexBuffer = []; + const uvBuffer = []; + + // the subdivision creates the vertex buffer data + + subdivide( detail ); + + // all vertices should lie on a conceptual sphere with a given radius + + applyRadius( radius ); + + // finally, create the uv data + + generateUVs(); + + // build non-indexed geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertexBuffer, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( vertexBuffer.slice(), 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvBuffer, 2 ) ); + + if ( detail === 0 ) { + + this.computeVertexNormals(); // flat normals + + } else { + + this.normalizeNormals(); // smooth normals + + } + + // helper functions + + function subdivide( detail ) { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + // iterate over all faces and apply a subdivision with the given detail value + + for ( let i = 0; i < indices.length; i += 3 ) { + + // get the vertices of the face + + getVertexByIndex( indices[ i + 0 ], a ); + getVertexByIndex( indices[ i + 1 ], b ); + getVertexByIndex( indices[ i + 2 ], c ); + + // perform subdivision + + subdivideFace( a, b, c, detail ); + + } + + } + + function subdivideFace( a, b, c, detail ) { + + const cols = detail + 1; + + // we use this multidimensional array as a data structure for creating the subdivision + + const v = []; + + // construct all of the vertices for this subdivision + + for ( let i = 0; i <= cols; i ++ ) { + + v[ i ] = []; + + const aj = a.clone().lerp( c, i / cols ); + const bj = b.clone().lerp( c, i / cols ); + + const rows = cols - i; + + for ( let j = 0; j <= rows; j ++ ) { + + if ( j === 0 && i === cols ) { + + v[ i ][ j ] = aj; + + } else { + + v[ i ][ j ] = aj.clone().lerp( bj, j / rows ); + + } + + } + + } + + // construct all of the faces + + for ( let i = 0; i < cols; i ++ ) { + + for ( let j = 0; j < 2 * ( cols - i ) - 1; j ++ ) { + + const k = Math.floor( j / 2 ); + + if ( j % 2 === 0 ) { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + pushVertex( v[ i ][ k ] ); + + } else { + + pushVertex( v[ i ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k + 1 ] ); + pushVertex( v[ i + 1 ][ k ] ); + + } + + } + + } + + } + + function applyRadius( radius ) { + + const vertex = new Vector3(); + + // iterate over the entire buffer and apply the radius to each vertex + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + vertex.normalize().multiplyScalar( radius ); + + vertexBuffer[ i + 0 ] = vertex.x; + vertexBuffer[ i + 1 ] = vertex.y; + vertexBuffer[ i + 2 ] = vertex.z; + + } + + } + + function generateUVs() { + + const vertex = new Vector3(); + + for ( let i = 0; i < vertexBuffer.length; i += 3 ) { + + vertex.x = vertexBuffer[ i + 0 ]; + vertex.y = vertexBuffer[ i + 1 ]; + vertex.z = vertexBuffer[ i + 2 ]; + + const u = azimuth( vertex ) / 2 / Math.PI + 0.5; + const v = inclination( vertex ) / Math.PI + 0.5; + uvBuffer.push( u, 1 - v ); + + } + + correctUVs(); + + correctSeam(); + + } + + function correctSeam() { + + // handle case when face straddles the seam, see #3269 + + for ( let i = 0; i < uvBuffer.length; i += 6 ) { + + // uv data of a single face + + const x0 = uvBuffer[ i + 0 ]; + const x1 = uvBuffer[ i + 2 ]; + const x2 = uvBuffer[ i + 4 ]; + + const max = Math.max( x0, x1, x2 ); + const min = Math.min( x0, x1, x2 ); + + // 0.9 is somewhat arbitrary + + if ( max > 0.9 && min < 0.1 ) { + + if ( x0 < 0.2 ) uvBuffer[ i + 0 ] += 1; + if ( x1 < 0.2 ) uvBuffer[ i + 2 ] += 1; + if ( x2 < 0.2 ) uvBuffer[ i + 4 ] += 1; + + } + + } + + } + + function pushVertex( vertex ) { + + vertexBuffer.push( vertex.x, vertex.y, vertex.z ); + + } + + function getVertexByIndex( index, vertex ) { + + const stride = index * 3; + + vertex.x = vertices[ stride + 0 ]; + vertex.y = vertices[ stride + 1 ]; + vertex.z = vertices[ stride + 2 ]; + + } + + function correctUVs() { + + const a = new Vector3(); + const b = new Vector3(); + const c = new Vector3(); + + const centroid = new Vector3(); + + const uvA = new Vector2(); + const uvB = new Vector2(); + const uvC = new Vector2(); + + for ( let i = 0, j = 0; i < vertexBuffer.length; i += 9, j += 6 ) { + + a.set( vertexBuffer[ i + 0 ], vertexBuffer[ i + 1 ], vertexBuffer[ i + 2 ] ); + b.set( vertexBuffer[ i + 3 ], vertexBuffer[ i + 4 ], vertexBuffer[ i + 5 ] ); + c.set( vertexBuffer[ i + 6 ], vertexBuffer[ i + 7 ], vertexBuffer[ i + 8 ] ); + + uvA.set( uvBuffer[ j + 0 ], uvBuffer[ j + 1 ] ); + uvB.set( uvBuffer[ j + 2 ], uvBuffer[ j + 3 ] ); + uvC.set( uvBuffer[ j + 4 ], uvBuffer[ j + 5 ] ); + + centroid.copy( a ).add( b ).add( c ).divideScalar( 3 ); + + const azi = azimuth( centroid ); + + correctUV( uvA, j + 0, a, azi ); + correctUV( uvB, j + 2, b, azi ); + correctUV( uvC, j + 4, c, azi ); + + } + + } + + function correctUV( uv, stride, vector, azimuth ) { + + if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) { + + uvBuffer[ stride ] = uv.x - 1; + + } + + if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) { + + uvBuffer[ stride ] = azimuth / 2 / Math.PI + 0.5; + + } + + } + + // Angle around the Y axis, counter-clockwise when looking from above. + + function azimuth( vector ) { + + return Math.atan2( vector.z, - vector.x ); + + } + + + // Angle above the XZ plane. + + function inclination( vector ) { + + return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new PolyhedronGeometry( data.vertices, data.indices, data.radius, data.details ); + + } + +} + +class DodecahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + const r = 1 / t; + + const vertices = [ + + // (±1, ±1, ±1) + - 1, - 1, - 1, - 1, - 1, 1, + - 1, 1, - 1, - 1, 1, 1, + 1, - 1, - 1, 1, - 1, 1, + 1, 1, - 1, 1, 1, 1, + + // (0, ±1/φ, ±φ) + 0, - r, - t, 0, - r, t, + 0, r, - t, 0, r, t, + + // (±1/φ, ±φ, 0) + - r, - t, 0, - r, t, 0, + r, - t, 0, r, t, 0, + + // (±φ, 0, ±1/φ) + - t, 0, - r, t, 0, - r, + - t, 0, r, t, 0, r + ]; + + const indices = [ + 3, 11, 7, 3, 7, 15, 3, 15, 13, + 7, 19, 17, 7, 17, 6, 7, 6, 15, + 17, 4, 8, 17, 8, 10, 17, 10, 6, + 8, 0, 16, 8, 16, 2, 8, 2, 10, + 0, 12, 1, 0, 1, 18, 0, 18, 16, + 6, 10, 2, 6, 2, 13, 6, 13, 15, + 2, 16, 18, 2, 18, 3, 2, 3, 13, + 18, 1, 9, 18, 9, 11, 18, 11, 3, + 4, 14, 12, 4, 12, 0, 4, 0, 8, + 11, 9, 5, 11, 5, 19, 11, 19, 7, + 19, 5, 14, 19, 14, 4, 19, 4, 17, + 1, 12, 14, 1, 14, 5, 1, 5, 9 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new DodecahedronGeometry( data.radius, data.detail ); + + } + +} + +const _v0 = /*@__PURE__*/ new Vector3(); +const _v1$1 = /*@__PURE__*/ new Vector3(); +const _normal = /*@__PURE__*/ new Vector3(); +const _triangle = /*@__PURE__*/ new Triangle(); + +class EdgesGeometry extends BufferGeometry { + + constructor( geometry = null, thresholdAngle = 1 ) { + + super(); + + this.type = 'EdgesGeometry'; + + this.parameters = { + geometry: geometry, + thresholdAngle: thresholdAngle + }; + + if ( geometry !== null ) { + + const precisionPoints = 4; + const precision = Math.pow( 10, precisionPoints ); + const thresholdDot = Math.cos( DEG2RAD * thresholdAngle ); + + const indexAttr = geometry.getIndex(); + const positionAttr = geometry.getAttribute( 'position' ); + const indexCount = indexAttr ? indexAttr.count : positionAttr.count; + + const indexArr = [ 0, 0, 0 ]; + const vertKeys = [ 'a', 'b', 'c' ]; + const hashes = new Array( 3 ); + + const edgeData = {}; + const vertices = []; + for ( let i = 0; i < indexCount; i += 3 ) { + + if ( indexAttr ) { + + indexArr[ 0 ] = indexAttr.getX( i ); + indexArr[ 1 ] = indexAttr.getX( i + 1 ); + indexArr[ 2 ] = indexAttr.getX( i + 2 ); + + } else { + + indexArr[ 0 ] = i; + indexArr[ 1 ] = i + 1; + indexArr[ 2 ] = i + 2; + + } + + const { a, b, c } = _triangle; + a.fromBufferAttribute( positionAttr, indexArr[ 0 ] ); + b.fromBufferAttribute( positionAttr, indexArr[ 1 ] ); + c.fromBufferAttribute( positionAttr, indexArr[ 2 ] ); + _triangle.getNormal( _normal ); + + // create hashes for the edge from the vertices + hashes[ 0 ] = `${ Math.round( a.x * precision ) },${ Math.round( a.y * precision ) },${ Math.round( a.z * precision ) }`; + hashes[ 1 ] = `${ Math.round( b.x * precision ) },${ Math.round( b.y * precision ) },${ Math.round( b.z * precision ) }`; + hashes[ 2 ] = `${ Math.round( c.x * precision ) },${ Math.round( c.y * precision ) },${ Math.round( c.z * precision ) }`; + + // skip degenerate triangles + if ( hashes[ 0 ] === hashes[ 1 ] || hashes[ 1 ] === hashes[ 2 ] || hashes[ 2 ] === hashes[ 0 ] ) { + + continue; + + } + + // iterate over every edge + for ( let j = 0; j < 3; j ++ ) { + + // get the first and next vertex making up the edge + const jNext = ( j + 1 ) % 3; + const vecHash0 = hashes[ j ]; + const vecHash1 = hashes[ jNext ]; + const v0 = _triangle[ vertKeys[ j ] ]; + const v1 = _triangle[ vertKeys[ jNext ] ]; + + const hash = `${ vecHash0 }_${ vecHash1 }`; + const reverseHash = `${ vecHash1 }_${ vecHash0 }`; + + if ( reverseHash in edgeData && edgeData[ reverseHash ] ) { + + // if we found a sibling edge add it into the vertex array if + // it meets the angle threshold and delete the edge from the map. + if ( _normal.dot( edgeData[ reverseHash ].normal ) <= thresholdDot ) { + + vertices.push( v0.x, v0.y, v0.z ); + vertices.push( v1.x, v1.y, v1.z ); + + } + + edgeData[ reverseHash ] = null; + + } else if ( ! ( hash in edgeData ) ) { + + // if we've already got an edge here then skip adding a new one + edgeData[ hash ] = { + + index0: indexArr[ j ], + index1: indexArr[ jNext ], + normal: _normal.clone(), + + }; + + } + + } + + } + + // iterate over all remaining, unmatched edges and add them to the vertex array + for ( const key in edgeData ) { + + if ( edgeData[ key ] ) { + + const { index0, index1 } = edgeData[ key ]; + _v0.fromBufferAttribute( positionAttr, index0 ); + _v1$1.fromBufferAttribute( positionAttr, index1 ); + + vertices.push( _v0.x, _v0.y, _v0.z ); + vertices.push( _v1$1.x, _v1$1.y, _v1$1.z ); + + } + + } + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + +} + +class Shape extends Path { + + constructor( points ) { + + super( points ); + + this.uuid = generateUUID(); + + this.type = 'Shape'; + + this.holes = []; + + } + + getPointsHoles( divisions ) { + + const holesPts = []; + + for ( let i = 0, l = this.holes.length; i < l; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + + } + + return holesPts; + + } + + // get points of shape and holes (keypoints based on segments parameter) + + extractPoints( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + + } + + copy( source ) { + + super.copy( source ); + + this.holes = []; + + for ( let i = 0, l = source.holes.length; i < l; i ++ ) { + + const hole = source.holes[ i ]; + + this.holes.push( hole.clone() ); + + } + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.uuid = this.uuid; + data.holes = []; + + for ( let i = 0, l = this.holes.length; i < l; i ++ ) { + + const hole = this.holes[ i ]; + data.holes.push( hole.toJSON() ); + + } + + return data; + + } + + fromJSON( json ) { + + super.fromJSON( json ); + + this.uuid = json.uuid; + this.holes = []; + + for ( let i = 0, l = json.holes.length; i < l; i ++ ) { + + const hole = json.holes[ i ]; + this.holes.push( new Path().fromJSON( hole ) ); + + } + + return this; + + } + +} + +/** + * Port from https://github.com/mapbox/earcut (v2.2.4) + */ + +const Earcut = { + + triangulate: function ( data, holeIndices, dim = 2 ) { + + const hasHoles = holeIndices && holeIndices.length; + const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length; + let outerNode = linkedList( data, 0, outerLen, dim, true ); + const triangles = []; + + if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles; + + let minX, minY, maxX, maxY, x, y, invSize; + + if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim ); + + // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox + if ( data.length > 80 * dim ) { + + minX = maxX = data[ 0 ]; + minY = maxY = data[ 1 ]; + + for ( let i = dim; i < outerLen; i += dim ) { + + x = data[ i ]; + y = data[ i + 1 ]; + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + + } + + // minX, minY and invSize are later used to transform coords into integers for z-order calculation + invSize = Math.max( maxX - minX, maxY - minY ); + invSize = invSize !== 0 ? 32767 / invSize : 0; + + } + + earcutLinked( outerNode, triangles, dim, minX, minY, invSize, 0 ); + + return triangles; + + } + +}; + +// create a circular doubly linked list from polygon points in the specified winding order +function linkedList( data, start, end, dim, clockwise ) { + + let i, last; + + if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) { + + for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } else { + + for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last ); + + } + + if ( last && equals( last, last.next ) ) { + + removeNode( last ); + last = last.next; + + } + + return last; + +} + +// eliminate colinear or duplicate points +function filterPoints( start, end ) { + + if ( ! start ) return start; + if ( ! end ) end = start; + + let p = start, + again; + do { + + again = false; + + if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) { + + removeNode( p ); + p = end = p.prev; + if ( p === p.next ) break; + again = true; + + } else { + + p = p.next; + + } + + } while ( again || p !== end ); + + return end; + +} + +// main ear slicing loop which triangulates a polygon (given as a linked list) +function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) { + + if ( ! ear ) return; + + // interlink polygon nodes in z-order + if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize ); + + let stop = ear, + prev, next; + + // iterate through ears, slicing them one by one + while ( ear.prev !== ear.next ) { + + prev = ear.prev; + next = ear.next; + + if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) { + + // cut off the triangle + triangles.push( prev.i / dim | 0 ); + triangles.push( ear.i / dim | 0 ); + triangles.push( next.i / dim | 0 ); + + removeNode( ear ); + + // skipping the next vertex leads to less sliver triangles + ear = next.next; + stop = next.next; + + continue; + + } + + ear = next; + + // if we looped through the whole remaining polygon and can't find any more ears + if ( ear === stop ) { + + // try filtering points and slicing again + if ( ! pass ) { + + earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 ); + + // if this didn't work, try curing all small self-intersections locally + + } else if ( pass === 1 ) { + + ear = cureLocalIntersections( filterPoints( ear ), triangles, dim ); + earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 ); + + // as a last resort, try splitting the remaining polygon into two + + } else if ( pass === 2 ) { + + splitEarcut( ear, triangles, dim, minX, minY, invSize ); + + } + + break; + + } + + } + +} + +// check whether a polygon node forms a valid ear with adjacent nodes +function isEar( ear ) { + + const a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + // now make sure we don't have other points inside the potential ear + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), + y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), + x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), + y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); + + let p = c.next; + while ( p !== a ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && + area( p.prev, p, p.next ) >= 0 ) return false; + p = p.next; + + } + + return true; + +} + +function isEarHashed( ear, minX, minY, invSize ) { + + const a = ear.prev, + b = ear, + c = ear.next; + + if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear + + const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y; + + // triangle bbox; min & max are calculated like this for speed + const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ), + y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ), + x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ), + y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy ); + + // z-order range for the current triangle bbox; + const minZ = zOrder( x0, y0, minX, minY, invSize ), + maxZ = zOrder( x1, y1, minX, minY, invSize ); + + let p = ear.prevZ, + n = ear.nextZ; + + // look for points inside the triangle in both directions + while ( p && p.z >= minZ && n && n.z <= maxZ ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + // look for remaining points in decreasing z-order + while ( p && p.z >= minZ ) { + + if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) return false; + p = p.prevZ; + + } + + // look for remaining points in increasing z-order + while ( n && n.z <= maxZ ) { + + if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c && + pointInTriangle( ax, ay, bx, by, cx, cy, n.x, n.y ) && area( n.prev, n, n.next ) >= 0 ) return false; + n = n.nextZ; + + } + + return true; + +} + +// go through all polygon nodes and cure small local self-intersections +function cureLocalIntersections( start, triangles, dim ) { + + let p = start; + do { + + const a = p.prev, + b = p.next.next; + + if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) { + + triangles.push( a.i / dim | 0 ); + triangles.push( p.i / dim | 0 ); + triangles.push( b.i / dim | 0 ); + + // remove two nodes involved + removeNode( p ); + removeNode( p.next ); + + p = start = b; + + } + + p = p.next; + + } while ( p !== start ); + + return filterPoints( p ); + +} + +// try splitting polygon into two and triangulate them independently +function splitEarcut( start, triangles, dim, minX, minY, invSize ) { + + // look for a valid diagonal that divides the polygon into two + let a = start; + do { + + let b = a.next.next; + while ( b !== a.prev ) { + + if ( a.i !== b.i && isValidDiagonal( a, b ) ) { + + // split the polygon in two by the diagonal + let c = splitPolygon( a, b ); + + // filter colinear points around the cuts + a = filterPoints( a, a.next ); + c = filterPoints( c, c.next ); + + // run earcut on each half + earcutLinked( a, triangles, dim, minX, minY, invSize, 0 ); + earcutLinked( c, triangles, dim, minX, minY, invSize, 0 ); + return; + + } + + b = b.next; + + } + + a = a.next; + + } while ( a !== start ); + +} + +// link every hole into the outer loop, producing a single-ring polygon without holes +function eliminateHoles( data, holeIndices, outerNode, dim ) { + + const queue = []; + let i, len, start, end, list; + + for ( i = 0, len = holeIndices.length; i < len; i ++ ) { + + start = holeIndices[ i ] * dim; + end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length; + list = linkedList( data, start, end, dim, false ); + if ( list === list.next ) list.steiner = true; + queue.push( getLeftmost( list ) ); + + } + + queue.sort( compareX ); + + // process holes from left to right + for ( i = 0; i < queue.length; i ++ ) { + + outerNode = eliminateHole( queue[ i ], outerNode ); + + } + + return outerNode; + +} + +function compareX( a, b ) { + + return a.x - b.x; + +} + +// find a bridge between vertices that connects hole with an outer ring and link it +function eliminateHole( hole, outerNode ) { + + const bridge = findHoleBridge( hole, outerNode ); + if ( ! bridge ) { + + return outerNode; + + } + + const bridgeReverse = splitPolygon( bridge, hole ); + + // filter collinear points around the cuts + filterPoints( bridgeReverse, bridgeReverse.next ); + return filterPoints( bridge, bridge.next ); + +} + +// David Eberly's algorithm for finding a bridge between hole and outer polygon +function findHoleBridge( hole, outerNode ) { + + let p = outerNode, + qx = - Infinity, + m; + + const hx = hole.x, hy = hole.y; + + // find a segment intersected by a ray from the hole's leftmost point to the left; + // segment's endpoint with lesser x will be potential connection point + do { + + if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) { + + const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y ); + if ( x <= hx && x > qx ) { + + qx = x; + m = p.x < p.next.x ? p : p.next; + if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint + + } + + } + + p = p.next; + + } while ( p !== outerNode ); + + if ( ! m ) return null; + + // look for points inside the triangle of hole point, segment intersection and endpoint; + // if there are no points found, we have a valid connection; + // otherwise choose the point of the minimum angle with the ray as connection point + + const stop = m, + mx = m.x, + my = m.y; + let tanMin = Infinity, tan; + + p = m; + + do { + + if ( hx >= p.x && p.x >= mx && hx !== p.x && + pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) { + + tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential + + if ( locallyInside( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector( m, p ) ) ) ) ) ) { + + m = p; + tanMin = tan; + + } + + } + + p = p.next; + + } while ( p !== stop ); + + return m; + +} + +// whether sector in vertex m contains sector in vertex p in the same coordinates +function sectorContainsSector( m, p ) { + + return area( m.prev, m, p.prev ) < 0 && area( p.next, m, m.next ) < 0; + +} + +// interlink polygon nodes in z-order +function indexCurve( start, minX, minY, invSize ) { + + let p = start; + do { + + if ( p.z === 0 ) p.z = zOrder( p.x, p.y, minX, minY, invSize ); + p.prevZ = p.prev; + p.nextZ = p.next; + p = p.next; + + } while ( p !== start ); + + p.prevZ.nextZ = null; + p.prevZ = null; + + sortLinked( p ); + +} + +// Simon Tatham's linked list merge sort algorithm +// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html +function sortLinked( list ) { + + let i, p, q, e, tail, numMerges, pSize, qSize, + inSize = 1; + + do { + + p = list; + list = null; + tail = null; + numMerges = 0; + + while ( p ) { + + numMerges ++; + q = p; + pSize = 0; + for ( i = 0; i < inSize; i ++ ) { + + pSize ++; + q = q.nextZ; + if ( ! q ) break; + + } + + qSize = inSize; + + while ( pSize > 0 || ( qSize > 0 && q ) ) { + + if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) { + + e = p; + p = p.nextZ; + pSize --; + + } else { + + e = q; + q = q.nextZ; + qSize --; + + } + + if ( tail ) tail.nextZ = e; + else list = e; + + e.prevZ = tail; + tail = e; + + } + + p = q; + + } + + tail.nextZ = null; + inSize *= 2; + + } while ( numMerges > 1 ); + + return list; + +} + +// z-order of a point given coords and inverse of the longer side of data bbox +function zOrder( x, y, minX, minY, invSize ) { + + // coords are transformed into non-negative 15-bit integer range + x = ( x - minX ) * invSize | 0; + y = ( y - minY ) * invSize | 0; + + x = ( x | ( x << 8 ) ) & 0x00FF00FF; + x = ( x | ( x << 4 ) ) & 0x0F0F0F0F; + x = ( x | ( x << 2 ) ) & 0x33333333; + x = ( x | ( x << 1 ) ) & 0x55555555; + + y = ( y | ( y << 8 ) ) & 0x00FF00FF; + y = ( y | ( y << 4 ) ) & 0x0F0F0F0F; + y = ( y | ( y << 2 ) ) & 0x33333333; + y = ( y | ( y << 1 ) ) & 0x55555555; + + return x | ( y << 1 ); + +} + +// find the leftmost node of a polygon ring +function getLeftmost( start ) { + + let p = start, + leftmost = start; + do { + + if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p; + p = p.next; + + } while ( p !== start ); + + return leftmost; + +} + +// check if a point lies within a convex triangle +function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) { + + return ( cx - px ) * ( ay - py ) >= ( ax - px ) * ( cy - py ) && + ( ax - px ) * ( by - py ) >= ( bx - px ) * ( ay - py ) && + ( bx - px ) * ( cy - py ) >= ( cx - px ) * ( by - py ); + +} + +// check if a diagonal between two polygon nodes is valid (lies in polygon interior) +function isValidDiagonal( a, b ) { + + return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) && // dones't intersect other edges + ( locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b ) && // locally visible + ( area( a.prev, a, b.prev ) || area( a, b.prev, b ) ) || // does not create opposite-facing sectors + equals( a, b ) && area( a.prev, a, a.next ) > 0 && area( b.prev, b, b.next ) > 0 ); // special zero-length case + +} + +// signed area of a triangle +function area( p, q, r ) { + + return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y ); + +} + +// check if two points are equal +function equals( p1, p2 ) { + + return p1.x === p2.x && p1.y === p2.y; + +} + +// check if two segments intersect +function intersects( p1, q1, p2, q2 ) { + + const o1 = sign( area( p1, q1, p2 ) ); + const o2 = sign( area( p1, q1, q2 ) ); + const o3 = sign( area( p2, q2, p1 ) ); + const o4 = sign( area( p2, q2, q1 ) ); + + if ( o1 !== o2 && o3 !== o4 ) return true; // general case + + if ( o1 === 0 && onSegment( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1 + if ( o2 === 0 && onSegment( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1 + if ( o3 === 0 && onSegment( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2 + if ( o4 === 0 && onSegment( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2 + + return false; + +} + +// for collinear points p, q, r, check if point q lies on segment pr +function onSegment( p, q, r ) { + + return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y ); + +} + +function sign( num ) { + + return num > 0 ? 1 : num < 0 ? - 1 : 0; + +} + +// check if a polygon diagonal intersects any polygon segments +function intersectsPolygon( a, b ) { + + let p = a; + do { + + if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i && + intersects( p, p.next, a, b ) ) return true; + p = p.next; + + } while ( p !== a ); + + return false; + +} + +// check if a polygon diagonal is locally inside the polygon +function locallyInside( a, b ) { + + return area( a.prev, a, a.next ) < 0 ? + area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 : + area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0; + +} + +// check if the middle point of a polygon diagonal is inside the polygon +function middleInside( a, b ) { + + let p = a, + inside = false; + const px = ( a.x + b.x ) / 2, + py = ( a.y + b.y ) / 2; + do { + + if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y && + ( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) + inside = ! inside; + p = p.next; + + } while ( p !== a ); + + return inside; + +} + +// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two; +// if one belongs to the outer ring and another to a hole, it merges it into a single ring +function splitPolygon( a, b ) { + + const a2 = new Node( a.i, a.x, a.y ), + b2 = new Node( b.i, b.x, b.y ), + an = a.next, + bp = b.prev; + + a.next = b; + b.prev = a; + + a2.next = an; + an.prev = a2; + + b2.next = a2; + a2.prev = b2; + + bp.next = b2; + b2.prev = bp; + + return b2; + +} + +// create a node and optionally link it with previous one (in a circular doubly linked list) +function insertNode( i, x, y, last ) { + + const p = new Node( i, x, y ); + + if ( ! last ) { + + p.prev = p; + p.next = p; + + } else { + + p.next = last.next; + p.prev = last; + last.next.prev = p; + last.next = p; + + } + + return p; + +} + +function removeNode( p ) { + + p.next.prev = p.prev; + p.prev.next = p.next; + + if ( p.prevZ ) p.prevZ.nextZ = p.nextZ; + if ( p.nextZ ) p.nextZ.prevZ = p.prevZ; + +} + +function Node( i, x, y ) { + + // vertex index in coordinates array + this.i = i; + + // vertex coordinates + this.x = x; + this.y = y; + + // previous and next vertex nodes in a polygon ring + this.prev = null; + this.next = null; + + // z-order curve value + this.z = 0; + + // previous and next nodes in z-order + this.prevZ = null; + this.nextZ = null; + + // indicates whether this is a steiner point + this.steiner = false; + +} + +function signedArea( data, start, end, dim ) { + + let sum = 0; + for ( let i = start, j = end - dim; i < end; i += dim ) { + + sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] ); + j = i; + + } + + return sum; + +} + +class ShapeUtils { + + // calculate area of the contour polygon + + static area( contour ) { + + const n = contour.length; + let a = 0.0; + + for ( let p = n - 1, q = 0; q < n; p = q ++ ) { + + a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y; + + } + + return a * 0.5; + + } + + static isClockWise( pts ) { + + return ShapeUtils.area( pts ) < 0; + + } + + static triangulateShape( contour, holes ) { + + const vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ] + const holeIndices = []; // array of hole indices + const faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ] + + removeDupEndPts( contour ); + addContour( vertices, contour ); + + // + + let holeIndex = contour.length; + + holes.forEach( removeDupEndPts ); + + for ( let i = 0; i < holes.length; i ++ ) { + + holeIndices.push( holeIndex ); + holeIndex += holes[ i ].length; + addContour( vertices, holes[ i ] ); + + } + + // + + const triangles = Earcut.triangulate( vertices, holeIndices ); + + // + + for ( let i = 0; i < triangles.length; i += 3 ) { + + faces.push( triangles.slice( i, i + 3 ) ); + + } + + return faces; + + } + +} + +function removeDupEndPts( points ) { + + const l = points.length; + + if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) { + + points.pop(); + + } + +} + +function addContour( vertices, contour ) { + + for ( let i = 0; i < contour.length; i ++ ) { + + vertices.push( contour[ i ].x ); + vertices.push( contour[ i ].y ); + + } + +} + +/** + * Creates extruded geometry from a path shape. + * + * parameters = { + * + * curveSegments: , // number of points on the curves + * steps: , // number of points for z-side extrusions / used for subdividing segments of extrude spline too + * depth: , // Depth to extrude the shape + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into the original shape bevel goes + * bevelSize: , // how far from shape outline (including bevelOffset) is bevel + * bevelOffset: , // how far from shape outline does bevel start + * bevelSegments: , // number of bevel layers + * + * extrudePath: // curve to extrude shape along + * + * UVGenerator: // object that provides UV generator functions + * + * } + */ + + +class ExtrudeGeometry extends BufferGeometry { + + constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) { + + super(); + + this.type = 'ExtrudeGeometry'; + + this.parameters = { + shapes: shapes, + options: options + }; + + shapes = Array.isArray( shapes ) ? shapes : [ shapes ]; + + const scope = this; + + const verticesArray = []; + const uvArray = []; + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + addShape( shape ); + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) ); + + this.computeVertexNormals(); + + // functions + + function addShape( shape ) { + + const placeholder = []; + + // options + + const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12; + const steps = options.steps !== undefined ? options.steps : 1; + const depth = options.depth !== undefined ? options.depth : 1; + + let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; + let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2; + let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1; + let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0; + let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3; + + const extrudePath = options.extrudePath; + + const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator; + + // + + let extrudePts, extrudeByPath = false; + let splineTube, binormal, normal, position2; + + if ( extrudePath ) { + + extrudePts = extrudePath.getSpacedPoints( steps ); + + extrudeByPath = true; + bevelEnabled = false; // bevels not supported for path extrusion + + // SETUP TNB variables + + // TODO1 - have a .isClosed in spline? + + splineTube = extrudePath.computeFrenetFrames( steps, false ); + + // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length); + + binormal = new Vector3(); + normal = new Vector3(); + position2 = new Vector3(); + + } + + // Safeguards if bevels are not enabled + + if ( ! bevelEnabled ) { + + bevelSegments = 0; + bevelThickness = 0; + bevelSize = 0; + bevelOffset = 0; + + } + + // Variables initialization + + const shapePoints = shape.extractPoints( curveSegments ); + + let vertices = shapePoints.shape; + const holes = shapePoints.holes; + + const reverse = ! ShapeUtils.isClockWise( vertices ); + + if ( reverse ) { + + vertices = vertices.reverse(); + + // Maybe we should also check if holes are in the opposite direction, just to be safe ... + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + if ( ShapeUtils.isClockWise( ahole ) ) { + + holes[ h ] = ahole.reverse(); + + } + + } + + } + + + const faces = ShapeUtils.triangulateShape( vertices, holes ); + + /* Vertices */ + + const contour = vertices; // vertices has all points but contour has only points of circumference + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + vertices = vertices.concat( ahole ); + + } + + + function scalePt2( pt, vec, size ) { + + if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' ); + + return pt.clone().addScaledVector( vec, size ); + + } + + const vlen = vertices.length, flen = faces.length; + + + // Find directions for point movement + + + function getBevelVec( inPt, inPrev, inNext ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted by 1 unit (length of normalized vector) to the left + // if we walk along contour clockwise, this new contour is outside the old one + // + // inPt' is the intersection of the two lines parallel to the two + // adjacent edges of inPt at a distance of 1 unit on the left side. + + let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt + + // good reading for geometry algorithms (here: line-line intersection) + // http://geomalgorithms.com/a05-_intersect-1.html + + const v_prev_x = inPt.x - inPrev.x, + v_prev_y = inPt.y - inPrev.y; + const v_next_x = inNext.x - inPt.x, + v_next_y = inNext.y - inPt.y; + + const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y ); + + // check for collinear edges + const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // length of vectors for normalizing + + const v_prev_len = Math.sqrt( v_prev_lensq ); + const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y ); + + // shift adjacent points by unit vectors to the left + + const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len ); + const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len ); + + const ptNextShift_x = ( inNext.x - v_next_y / v_next_len ); + const ptNextShift_y = ( inNext.y + v_next_x / v_next_len ); + + // scaling factor for v_prev to intersection point + + const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y - + ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) / + ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + // vector from inPt to intersection point + + v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x ); + v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y ); + + // Don't normalize!, otherwise sharp corners become ugly + // but prevent crazy spikes + const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y ); + if ( v_trans_lensq <= 2 ) { + + return new Vector2( v_trans_x, v_trans_y ); + + } else { + + shrink_by = Math.sqrt( v_trans_lensq / 2 ); + + } + + } else { + + // handle special case of collinear edges + + let direction_eq = false; // assumes: opposite + + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) { + + direction_eq = true; + + } + + } + + } + + if ( direction_eq ) { + + // console.log("Warning: lines are a straight sequence"); + v_trans_x = - v_prev_y; + v_trans_y = v_prev_x; + shrink_by = Math.sqrt( v_prev_lensq ); + + } else { + + // console.log("Warning: lines are a straight spike"); + v_trans_x = v_prev_x; + v_trans_y = v_prev_y; + shrink_by = Math.sqrt( v_prev_lensq / 2 ); + + } + + } + + return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by ); + + } + + + const contourMovements = []; + + for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + // console.log('i,j,k', i, j , k) + + contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] ); + + } + + const holesMovements = []; + let oneHoleMovements, verticesMovements = contourMovements.concat(); + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + + oneHoleMovements = []; + + for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) { + + if ( j === il ) j = 0; + if ( k === il ) k = 0; + + // (j)---(i)---(k) + oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] ); + + } + + holesMovements.push( oneHoleMovements ); + verticesMovements = verticesMovements.concat( oneHoleMovements ); + + } + + + // Loop bevelSegments, 1 for the front, 1 for the back + + for ( let b = 0; b < bevelSegments; b ++ ) { + + //for ( b = bevelSegments; b > 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + // expand holes + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + v( vert.x, vert.y, - z ); + + } + + } + + } + + const bs = bevelSize + bevelOffset; + + // Back facing vertices + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, 0 ); + + } else { + + // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x ); + + normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + // Add stepped vertices... + // Including front facing vertices + + for ( let s = 1; s <= steps; s ++ ) { + + for ( let i = 0; i < vlen; i ++ ) { + + const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ]; + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth / steps * s ); + + } else { + + // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x ); + + normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x ); + binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y ); + + position2.copy( extrudePts[ s ] ).add( normal ).add( binormal ); + + v( position2.x, position2.y, position2.z ); + + } + + } + + } + + + // Add bevel segments planes + + //for ( b = 1; b <= bevelSegments; b ++ ) { + for ( let b = bevelSegments - 1; b >= 0; b -- ) { + + const t = b / bevelSegments; + const z = bevelThickness * Math.cos( t * Math.PI / 2 ); + const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset; + + // contract shape + + for ( let i = 0, il = contour.length; i < il; i ++ ) { + + const vert = scalePt2( contour[ i ], contourMovements[ i ], bs ); + v( vert.x, vert.y, depth + z ); + + } + + // expand holes + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + oneHoleMovements = holesMovements[ h ]; + + for ( let i = 0, il = ahole.length; i < il; i ++ ) { + + const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs ); + + if ( ! extrudeByPath ) { + + v( vert.x, vert.y, depth + z ); + + } else { + + v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z ); + + } + + } + + } + + } + + /* Faces */ + + // Top and bottom faces + + buildLidFaces(); + + // Sides faces + + buildSideFaces(); + + + ///// Internal functions + + function buildLidFaces() { + + const start = verticesArray.length / 3; + + if ( bevelEnabled ) { + + let layer = 0; // steps + 1 + let offset = vlen * layer; + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset ); + + } + + layer = steps + bevelSegments * 2; + offset = vlen * layer; + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset ); + + } + + } else { + + // Bottom faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 2 ], face[ 1 ], face[ 0 ] ); + + } + + // Top faces + + for ( let i = 0; i < flen; i ++ ) { + + const face = faces[ i ]; + f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps ); + + } + + } + + scope.addGroup( start, verticesArray.length / 3 - start, 0 ); + + } + + // Create faces for the z-sides of the shape + + function buildSideFaces() { + + const start = verticesArray.length / 3; + let layeroffset = 0; + sidewalls( contour, layeroffset ); + layeroffset += contour.length; + + for ( let h = 0, hl = holes.length; h < hl; h ++ ) { + + const ahole = holes[ h ]; + sidewalls( ahole, layeroffset ); + + //, true + layeroffset += ahole.length; + + } + + + scope.addGroup( start, verticesArray.length / 3 - start, 1 ); + + + } + + function sidewalls( contour, layeroffset ) { + + let i = contour.length; + + while ( -- i >= 0 ) { + + const j = i; + let k = i - 1; + if ( k < 0 ) k = contour.length - 1; + + //console.log('b', i,j, i-1, k,vertices.length); + + for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) { + + const slen1 = vlen * s; + const slen2 = vlen * ( s + 1 ); + + const a = layeroffset + j + slen1, + b = layeroffset + k + slen1, + c = layeroffset + k + slen2, + d = layeroffset + j + slen2; + + f4( a, b, c, d ); + + } + + } + + } + + function v( x, y, z ) { + + placeholder.push( x ); + placeholder.push( y ); + placeholder.push( z ); + + } + + + function f3( a, b, c ) { + + addVertex( a ); + addVertex( b ); + addVertex( c ); + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + + } + + function f4( a, b, c, d ) { + + addVertex( a ); + addVertex( b ); + addVertex( d ); + + addVertex( b ); + addVertex( c ); + addVertex( d ); + + + const nextIndex = verticesArray.length / 3; + const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 ); + + addUV( uvs[ 0 ] ); + addUV( uvs[ 1 ] ); + addUV( uvs[ 3 ] ); + + addUV( uvs[ 1 ] ); + addUV( uvs[ 2 ] ); + addUV( uvs[ 3 ] ); + + } + + function addVertex( index ) { + + verticesArray.push( placeholder[ index * 3 + 0 ] ); + verticesArray.push( placeholder[ index * 3 + 1 ] ); + verticesArray.push( placeholder[ index * 3 + 2 ] ); + + } + + + function addUV( vector2 ) { + + uvArray.push( vector2.x ); + uvArray.push( vector2.y ); + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + const shapes = this.parameters.shapes; + const options = this.parameters.options; + + return toJSON$1( shapes, options, data ); + + } + + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + const extrudePath = data.options.extrudePath; + + if ( extrudePath !== undefined ) { + + data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath ); + + } + + return new ExtrudeGeometry( geometryShapes, data.options ); + + } + +} + +const WorldUVGenerator = { + + generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + + return [ + new Vector2( a_x, a_y ), + new Vector2( b_x, b_y ), + new Vector2( c_x, c_y ) + ]; + + }, + + generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) { + + const a_x = vertices[ indexA * 3 ]; + const a_y = vertices[ indexA * 3 + 1 ]; + const a_z = vertices[ indexA * 3 + 2 ]; + const b_x = vertices[ indexB * 3 ]; + const b_y = vertices[ indexB * 3 + 1 ]; + const b_z = vertices[ indexB * 3 + 2 ]; + const c_x = vertices[ indexC * 3 ]; + const c_y = vertices[ indexC * 3 + 1 ]; + const c_z = vertices[ indexC * 3 + 2 ]; + const d_x = vertices[ indexD * 3 ]; + const d_y = vertices[ indexD * 3 + 1 ]; + const d_z = vertices[ indexD * 3 + 2 ]; + + if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) { + + return [ + new Vector2( a_x, 1 - a_z ), + new Vector2( b_x, 1 - b_z ), + new Vector2( c_x, 1 - c_z ), + new Vector2( d_x, 1 - d_z ) + ]; + + } else { + + return [ + new Vector2( a_y, 1 - a_z ), + new Vector2( b_y, 1 - b_z ), + new Vector2( c_y, 1 - c_z ), + new Vector2( d_y, 1 - d_z ) + ]; + + } + + } + +}; + +function toJSON$1( shapes, options, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + data.options = Object.assign( {}, options ); + + if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON(); + + return data; + +} + +class IcosahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const t = ( 1 + Math.sqrt( 5 ) ) / 2; + + const vertices = [ + - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0, + 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, + t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1 + ]; + + const indices = [ + 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11, + 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8, + 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9, + 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'IcosahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new IcosahedronGeometry( data.radius, data.detail ); + + } + +} + +class OctahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 0, 0, - 1, 0, 0, 0, 1, 0, + 0, - 1, 0, 0, 0, 1, 0, 0, - 1 + ]; + + const indices = [ + 0, 2, 4, 0, 4, 3, 0, 3, 5, + 0, 5, 2, 1, 2, 5, 1, 5, 3, + 1, 3, 4, 1, 4, 2 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'OctahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new OctahedronGeometry( data.radius, data.detail ); + + } + +} + +class RingGeometry extends BufferGeometry { + + constructor( innerRadius = 0.5, outerRadius = 1, thetaSegments = 32, phiSegments = 1, thetaStart = 0, thetaLength = Math.PI * 2 ) { + + super(); + + this.type = 'RingGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + thetaSegments = Math.max( 3, thetaSegments ); + phiSegments = Math.max( 1, phiSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // some helper variables + + let radius = innerRadius; + const radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + const vertex = new Vector3(); + const uv = new Vector2(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= phiSegments; j ++ ) { + + for ( let i = 0; i <= thetaSegments; i ++ ) { + + // values are generate from the inside of the ring to the outside + + const segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normals.push( 0, 0, 1 ); + + // uv + + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + + uvs.push( uv.x, uv.y ); + + } + + // increase the radius for next row of vertices + + radius += radiusStep; + + } + + // indices + + for ( let j = 0; j < phiSegments; j ++ ) { + + const thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( let i = 0; i < thetaSegments; i ++ ) { + + const segment = i + thetaSegmentLevel; + + const a = segment; + const b = segment + thetaSegments + 1; + const c = segment + thetaSegments + 2; + const d = segment + 1; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new RingGeometry( data.innerRadius, data.outerRadius, data.thetaSegments, data.phiSegments, data.thetaStart, data.thetaLength ); + + } + +} + +class ShapeGeometry extends BufferGeometry { + + constructor( shapes = new Shape( [ new Vector2( 0, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), curveSegments = 12 ) { + + super(); + + this.type = 'ShapeGeometry'; + + this.parameters = { + shapes: shapes, + curveSegments: curveSegments + }; + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + let groupStart = 0; + let groupCount = 0; + + // allow single and array values for "shapes" parameter + + if ( Array.isArray( shapes ) === false ) { + + addShape( shapes ); + + } else { + + for ( let i = 0; i < shapes.length; i ++ ) { + + addShape( shapes[ i ] ); + + this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support + + groupStart += groupCount; + groupCount = 0; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + + // helper functions + + function addShape( shape ) { + + const indexOffset = vertices.length / 3; + const points = shape.extractPoints( curveSegments ); + + let shapeVertices = points.shape; + const shapeHoles = points.holes; + + // check direction of vertices + + if ( ShapeUtils.isClockWise( shapeVertices ) === false ) { + + shapeVertices = shapeVertices.reverse(); + + } + + for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { + + const shapeHole = shapeHoles[ i ]; + + if ( ShapeUtils.isClockWise( shapeHole ) === true ) { + + shapeHoles[ i ] = shapeHole.reverse(); + + } + + } + + const faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles ); + + // join vertices of inner and outer paths to a single array + + for ( let i = 0, l = shapeHoles.length; i < l; i ++ ) { + + const shapeHole = shapeHoles[ i ]; + shapeVertices = shapeVertices.concat( shapeHole ); + + } + + // vertices, normals, uvs + + for ( let i = 0, l = shapeVertices.length; i < l; i ++ ) { + + const vertex = shapeVertices[ i ]; + + vertices.push( vertex.x, vertex.y, 0 ); + normals.push( 0, 0, 1 ); + uvs.push( vertex.x, vertex.y ); // world uvs + + } + + // indices + + for ( let i = 0, l = faces.length; i < l; i ++ ) { + + const face = faces[ i ]; + + const a = face[ 0 ] + indexOffset; + const b = face[ 1 ] + indexOffset; + const c = face[ 2 ] + indexOffset; + + indices.push( a, b, c ); + groupCount += 3; + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + const shapes = this.parameters.shapes; + + return toJSON( shapes, data ); + + } + + static fromJSON( data, shapes ) { + + const geometryShapes = []; + + for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) { + + const shape = shapes[ data.shapes[ j ] ]; + + geometryShapes.push( shape ); + + } + + return new ShapeGeometry( geometryShapes, data.curveSegments ); + + } + +} + +function toJSON( shapes, data ) { + + data.shapes = []; + + if ( Array.isArray( shapes ) ) { + + for ( let i = 0, l = shapes.length; i < l; i ++ ) { + + const shape = shapes[ i ]; + + data.shapes.push( shape.uuid ); + + } + + } else { + + data.shapes.push( shapes.uuid ); + + } + + return data; + +} + +class SphereGeometry extends BufferGeometry { + + constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) { + + super(); + + this.type = 'SphereGeometry'; + + this.parameters = { + radius: radius, + widthSegments: widthSegments, + heightSegments: heightSegments, + phiStart: phiStart, + phiLength: phiLength, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + widthSegments = Math.max( 3, Math.floor( widthSegments ) ); + heightSegments = Math.max( 2, Math.floor( heightSegments ) ); + + const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI ); + + let index = 0; + const grid = []; + + const vertex = new Vector3(); + const normal = new Vector3(); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // generate vertices, normals and uvs + + for ( let iy = 0; iy <= heightSegments; iy ++ ) { + + const verticesRow = []; + + const v = iy / heightSegments; + + // special case for the poles + + let uOffset = 0; + + if ( iy === 0 && thetaStart === 0 ) { + + uOffset = 0.5 / widthSegments; + + } else if ( iy === heightSegments && thetaEnd === Math.PI ) { + + uOffset = - 0.5 / widthSegments; + + } + + for ( let ix = 0; ix <= widthSegments; ix ++ ) { + + const u = ix / widthSegments; + + // vertex + + vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + vertex.y = radius * Math.cos( thetaStart + v * thetaLength ); + vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + normal.copy( vertex ).normalize(); + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( u + uOffset, 1 - v ); + + verticesRow.push( index ++ ); + + } + + grid.push( verticesRow ); + + } + + // indices + + for ( let iy = 0; iy < heightSegments; iy ++ ) { + + for ( let ix = 0; ix < widthSegments; ix ++ ) { + + const a = grid[ iy ][ ix + 1 ]; + const b = grid[ iy ][ ix ]; + const c = grid[ iy + 1 ][ ix ]; + const d = grid[ iy + 1 ][ ix + 1 ]; + + if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d ); + if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength ); + + } + +} + +class TetrahedronGeometry extends PolyhedronGeometry { + + constructor( radius = 1, detail = 0 ) { + + const vertices = [ + 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1 + ]; + + const indices = [ + 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1 + ]; + + super( vertices, indices, radius, detail ); + + this.type = 'TetrahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + + } + + static fromJSON( data ) { + + return new TetrahedronGeometry( data.radius, data.detail ); + + } + +} + +class TorusGeometry extends BufferGeometry { + + constructor( radius = 1, tube = 0.4, radialSegments = 12, tubularSegments = 48, arc = Math.PI * 2 ) { + + super(); + + this.type = 'TorusGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radialSegments = Math.floor( radialSegments ); + tubularSegments = Math.floor( tubularSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const center = new Vector3(); + const vertex = new Vector3(); + const normal = new Vector3(); + + // generate vertices, normals and uvs + + for ( let j = 0; j <= radialSegments; j ++ ) { + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + const u = i / tubularSegments * arc; + const v = j / radialSegments * Math.PI * 2; + + // vertex + + vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u ); + vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u ); + vertex.z = tube * Math.sin( v ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal + + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + normal.subVectors( vertex, center ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= radialSegments; j ++ ) { + + for ( let i = 1; i <= tubularSegments; i ++ ) { + + // indices + + const a = ( tubularSegments + 1 ) * j + i - 1; + const b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1; + const c = ( tubularSegments + 1 ) * ( j - 1 ) + i; + const d = ( tubularSegments + 1 ) * j + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new TorusGeometry( data.radius, data.tube, data.radialSegments, data.tubularSegments, data.arc ); + + } + +} + +class TorusKnotGeometry extends BufferGeometry { + + constructor( radius = 1, tube = 0.4, tubularSegments = 64, radialSegments = 8, p = 2, q = 3 ) { + + super(); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + tubularSegments = Math.floor( tubularSegments ); + radialSegments = Math.floor( radialSegments ); + + // buffers + + const indices = []; + const vertices = []; + const normals = []; + const uvs = []; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + + const P1 = new Vector3(); + const P2 = new Vector3(); + + const B = new Vector3(); + const T = new Vector3(); + const N = new Vector3(); + + // generate vertices, normals and uvs + + for ( let i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segment + + const u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( let j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + const v = j / radialSegments * Math.PI * 2; + const cx = - tube * Math.cos( v ); + const cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectors, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + vertices.push( vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + + normal.subVectors( vertex, P1 ).normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // uv + + uvs.push( i / tubularSegments ); + uvs.push( j / radialSegments ); + + } + + } + + // generate indices + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + // indices + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + const cu = Math.cos( u ); + const su = Math.sin( u ); + const quOverP = q / p * u; + const cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + static fromJSON( data ) { + + return new TorusKnotGeometry( data.radius, data.tube, data.tubularSegments, data.radialSegments, data.p, data.q ); + + } + +} + +class TubeGeometry extends BufferGeometry { + + constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) { + + super(); + + this.type = 'TubeGeometry'; + + this.parameters = { + path: path, + tubularSegments: tubularSegments, + radius: radius, + radialSegments: radialSegments, + closed: closed + }; + + const frames = path.computeFrenetFrames( tubularSegments, closed ); + + // expose internals + + this.tangents = frames.tangents; + this.normals = frames.normals; + this.binormals = frames.binormals; + + // helper variables + + const vertex = new Vector3(); + const normal = new Vector3(); + const uv = new Vector2(); + let P = new Vector3(); + + // buffer + + const vertices = []; + const normals = []; + const uvs = []; + const indices = []; + + // create buffer data + + generateBufferData(); + + // build geometry + + this.setIndex( indices ); + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) ); + this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) ); + + // functions + + function generateBufferData() { + + for ( let i = 0; i < tubularSegments; i ++ ) { + + generateSegment( i ); + + } + + // if the geometry is not closed, generate the last row of vertices and normals + // at the regular position on the given path + // + // if the geometry is closed, duplicate the first row of vertices and normals (uvs will differ) + + generateSegment( ( closed === false ) ? tubularSegments : 0 ); + + // uvs are generated in a separate function. + // this makes it easy compute correct values for closed geometries + + generateUVs(); + + // finally create faces + + generateIndices(); + + } + + function generateSegment( i ) { + + // we use getPointAt to sample evenly distributed points from the given path + + P = path.getPointAt( i / tubularSegments, P ); + + // retrieve corresponding normal and binormal + + const N = frames.normals[ i ]; + const B = frames.binormals[ i ]; + + // generate normals and vertices for the current segment + + for ( let j = 0; j <= radialSegments; j ++ ) { + + const v = j / radialSegments * Math.PI * 2; + + const sin = Math.sin( v ); + const cos = - Math.cos( v ); + + // normal + + normal.x = ( cos * N.x + sin * B.x ); + normal.y = ( cos * N.y + sin * B.y ); + normal.z = ( cos * N.z + sin * B.z ); + normal.normalize(); + + normals.push( normal.x, normal.y, normal.z ); + + // vertex + + vertex.x = P.x + radius * normal.x; + vertex.y = P.y + radius * normal.y; + vertex.z = P.z + radius * normal.z; + + vertices.push( vertex.x, vertex.y, vertex.z ); + + } + + } + + function generateIndices() { + + for ( let j = 1; j <= tubularSegments; j ++ ) { + + for ( let i = 1; i <= radialSegments; i ++ ) { + + const a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + const b = ( radialSegments + 1 ) * j + ( i - 1 ); + const c = ( radialSegments + 1 ) * j + i; + const d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // faces + + indices.push( a, b, d ); + indices.push( b, c, d ); + + } + + } + + } + + function generateUVs() { + + for ( let i = 0; i <= tubularSegments; i ++ ) { + + for ( let j = 0; j <= radialSegments; j ++ ) { + + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + + uvs.push( uv.x, uv.y ); + + } + + } + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.path = this.parameters.path.toJSON(); + + return data; + + } + + static fromJSON( data ) { + + // This only works for built-in curves (e.g. CatmullRomCurve3). + // User defined curves or instances of CurvePath will not be deserialized. + return new TubeGeometry( + new Curves[ data.path.type ]().fromJSON( data.path ), + data.tubularSegments, + data.radius, + data.radialSegments, + data.closed + ); + + } + +} + +class WireframeGeometry extends BufferGeometry { + + constructor( geometry = null ) { + + super(); + + this.type = 'WireframeGeometry'; + + this.parameters = { + geometry: geometry + }; + + if ( geometry !== null ) { + + // buffer + + const vertices = []; + const edges = new Set(); + + // helper variables + + const start = new Vector3(); + const end = new Vector3(); + + if ( geometry.index !== null ) { + + // indexed BufferGeometry + + const position = geometry.attributes.position; + const indices = geometry.index; + let groups = geometry.groups; + + if ( groups.length === 0 ) { + + groups = [ { start: 0, count: indices.count, materialIndex: 0 } ]; + + } + + // create a data structure that contains all edges without duplicates + + for ( let o = 0, ol = groups.length; o < ol; ++ o ) { + + const group = groups[ o ]; + + const groupStart = group.start; + const groupCount = group.count; + + for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) { + + for ( let j = 0; j < 3; j ++ ) { + + const index1 = indices.getX( i + j ); + const index2 = indices.getX( i + ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + } else { + + // non-indexed BufferGeometry + + const position = geometry.attributes.position; + + for ( let i = 0, l = ( position.count / 3 ); i < l; i ++ ) { + + for ( let j = 0; j < 3; j ++ ) { + + // three edges per triangle, an edge is represented as (index1, index2) + // e.g. the first triangle has the following edges: (0,1),(1,2),(2,0) + + const index1 = 3 * i + j; + const index2 = 3 * i + ( ( j + 1 ) % 3 ); + + start.fromBufferAttribute( position, index1 ); + end.fromBufferAttribute( position, index2 ); + + if ( isUniqueEdge( start, end, edges ) === true ) { + + vertices.push( start.x, start.y, start.z ); + vertices.push( end.x, end.y, end.z ); + + } + + } + + } + + } + + // build geometry + + this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + + } + + } + + copy( source ) { + + super.copy( source ); + + this.parameters = Object.assign( {}, source.parameters ); + + return this; + + } + +} + +function isUniqueEdge( start, end, edges ) { + + const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`; + const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge + + if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) { + + return false; + + } else { + + edges.add( hash1 ); + edges.add( hash2 ); + return true; + + } + +} + +var Geometries = /*#__PURE__*/Object.freeze({ + __proto__: null, + BoxGeometry: BoxGeometry, + CapsuleGeometry: CapsuleGeometry, + CircleGeometry: CircleGeometry, + ConeGeometry: ConeGeometry, + CylinderGeometry: CylinderGeometry, + DodecahedronGeometry: DodecahedronGeometry, + EdgesGeometry: EdgesGeometry, + ExtrudeGeometry: ExtrudeGeometry, + IcosahedronGeometry: IcosahedronGeometry, + LatheGeometry: LatheGeometry, + OctahedronGeometry: OctahedronGeometry, + PlaneGeometry: PlaneGeometry, + PolyhedronGeometry: PolyhedronGeometry, + RingGeometry: RingGeometry, + ShapeGeometry: ShapeGeometry, + SphereGeometry: SphereGeometry, + TetrahedronGeometry: TetrahedronGeometry, + TorusGeometry: TorusGeometry, + TorusKnotGeometry: TorusKnotGeometry, + TubeGeometry: TubeGeometry, + WireframeGeometry: WireframeGeometry +}); + +class ShadowMaterial extends Material { + + static get type() { + + return 'ShadowMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isShadowMaterial = true; + + this.color = new Color( 0x000000 ); + this.transparent = true; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.fog = source.fog; + + return this; + + } + +} + +class RawShaderMaterial extends ShaderMaterial { + + static get type() { + + return 'RawShaderMaterial'; + + } + + constructor( parameters ) { + + super( parameters ); + + this.isRawShaderMaterial = true; + + } + +} + +class MeshStandardMaterial extends Material { + + static get type() { + + return 'MeshStandardMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshStandardMaterial = true; + + this.defines = { 'STANDARD': '' }; + + this.color = new Color( 0xffffff ); // diffuse + this.roughness = 1.0; + this.metalness = 0.0; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapRotation = new Euler(); + this.envMapIntensity = 1.0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { 'STANDARD': '' }; + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.envMapIntensity = source.envMapIntensity; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshPhysicalMaterial extends MeshStandardMaterial { + + static get type() { + + return 'MeshPhysicalMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshPhysicalMaterial = true; + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.anisotropyRotation = 0; + this.anisotropyMap = null; + + this.clearcoatMap = null; + this.clearcoatRoughness = 0.0; + this.clearcoatRoughnessMap = null; + this.clearcoatNormalScale = new Vector2( 1, 1 ); + this.clearcoatNormalMap = null; + + this.ior = 1.5; + + Object.defineProperty( this, 'reflectivity', { + get: function () { + + return ( clamp( 2.5 * ( this.ior - 1 ) / ( this.ior + 1 ), 0, 1 ) ); + + }, + set: function ( reflectivity ) { + + this.ior = ( 1 + 0.4 * reflectivity ) / ( 1 - 0.4 * reflectivity ); + + } + } ); + + this.iridescenceMap = null; + this.iridescenceIOR = 1.3; + this.iridescenceThicknessRange = [ 100, 400 ]; + this.iridescenceThicknessMap = null; + + this.sheenColor = new Color( 0x000000 ); + this.sheenColorMap = null; + this.sheenRoughness = 1.0; + this.sheenRoughnessMap = null; + + this.transmissionMap = null; + + this.thickness = 0; + this.thicknessMap = null; + this.attenuationDistance = Infinity; + this.attenuationColor = new Color( 1, 1, 1 ); + + this.specularIntensity = 1.0; + this.specularIntensityMap = null; + this.specularColor = new Color( 1, 1, 1 ); + this.specularColorMap = null; + + this._anisotropy = 0; + this._clearcoat = 0; + this._dispersion = 0; + this._iridescence = 0; + this._sheen = 0.0; + this._transmission = 0; + + this.setValues( parameters ); + + } + + get anisotropy() { + + return this._anisotropy; + + } + + set anisotropy( value ) { + + if ( this._anisotropy > 0 !== value > 0 ) { + + this.version ++; + + } + + this._anisotropy = value; + + } + + get clearcoat() { + + return this._clearcoat; + + } + + set clearcoat( value ) { + + if ( this._clearcoat > 0 !== value > 0 ) { + + this.version ++; + + } + + this._clearcoat = value; + + } + + get iridescence() { + + return this._iridescence; + + } + + set iridescence( value ) { + + if ( this._iridescence > 0 !== value > 0 ) { + + this.version ++; + + } + + this._iridescence = value; + + } + + get dispersion() { + + return this._dispersion; + + } + + set dispersion( value ) { + + if ( this._dispersion > 0 !== value > 0 ) { + + this.version ++; + + } + + this._dispersion = value; + + } + + get sheen() { + + return this._sheen; + + } + + set sheen( value ) { + + if ( this._sheen > 0 !== value > 0 ) { + + this.version ++; + + } + + this._sheen = value; + + } + + get transmission() { + + return this._transmission; + + } + + set transmission( value ) { + + if ( this._transmission > 0 !== value > 0 ) { + + this.version ++; + + } + + this._transmission = value; + + } + + copy( source ) { + + super.copy( source ); + + this.defines = { + + 'STANDARD': '', + 'PHYSICAL': '' + + }; + + this.anisotropy = source.anisotropy; + this.anisotropyRotation = source.anisotropyRotation; + this.anisotropyMap = source.anisotropyMap; + + this.clearcoat = source.clearcoat; + this.clearcoatMap = source.clearcoatMap; + this.clearcoatRoughness = source.clearcoatRoughness; + this.clearcoatRoughnessMap = source.clearcoatRoughnessMap; + this.clearcoatNormalMap = source.clearcoatNormalMap; + this.clearcoatNormalScale.copy( source.clearcoatNormalScale ); + + this.dispersion = source.dispersion; + this.ior = source.ior; + + this.iridescence = source.iridescence; + this.iridescenceMap = source.iridescenceMap; + this.iridescenceIOR = source.iridescenceIOR; + this.iridescenceThicknessRange = [ ...source.iridescenceThicknessRange ]; + this.iridescenceThicknessMap = source.iridescenceThicknessMap; + + this.sheen = source.sheen; + this.sheenColor.copy( source.sheenColor ); + this.sheenColorMap = source.sheenColorMap; + this.sheenRoughness = source.sheenRoughness; + this.sheenRoughnessMap = source.sheenRoughnessMap; + + this.transmission = source.transmission; + this.transmissionMap = source.transmissionMap; + + this.thickness = source.thickness; + this.thicknessMap = source.thicknessMap; + this.attenuationDistance = source.attenuationDistance; + this.attenuationColor.copy( source.attenuationColor ); + + this.specularIntensity = source.specularIntensity; + this.specularIntensityMap = source.specularIntensityMap; + this.specularColor.copy( source.specularColor ); + this.specularColorMap = source.specularColorMap; + + return this; + + } + +} + +class MeshPhongMaterial extends Material { + + static get type() { + + return 'MeshPhongMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshPhongMaterial = true; + + this.color = new Color( 0xffffff ); // diffuse + this.specular = new Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapRotation = new Euler(); + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshToonMaterial extends Material { + + static get type() { + + return 'MeshToonMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshToonMaterial = true; + + this.defines = { 'TOON': '' }; + + this.color = new Color( 0xffffff ); + + this.map = null; + this.gradientMap = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.alphaMap = null; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + this.gradientMap = source.gradientMap; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshNormalMaterial extends Material { + + static get type() { + + return 'MeshNormalMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshNormalMaterial = true; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.wireframe = false; + this.wireframeLinewidth = 1; + + this.flatShading = false; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.flatShading = source.flatShading; + + return this; + + } + +} + +class MeshLambertMaterial extends Material { + + static get type() { + + return 'MeshLambertMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshLambertMaterial = true; + + this.color = new Color( 0xffffff ); // diffuse + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.specularMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapRotation = new Euler(); + this.combine = MultiplyOperation; + this.reflectivity = 1; + this.refractionRatio = 0.98; + + this.wireframe = false; + this.wireframeLinewidth = 1; + this.wireframeLinecap = 'round'; + this.wireframeLinejoin = 'round'; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapRotation.copy( source.envMapRotation ); + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class MeshMatcapMaterial extends Material { + + static get type() { + + return 'MeshMatcapMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isMeshMatcapMaterial = true; + + this.defines = { 'MATCAP': '' }; + + this.color = new Color( 0xffffff ); // diffuse + + this.matcap = null; + + this.map = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalMapType = TangentSpaceNormalMap; + this.normalScale = new Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.alphaMap = null; + + this.flatShading = false; + + this.fog = true; + + this.setValues( parameters ); + + } + + + copy( source ) { + + super.copy( source ); + + this.defines = { 'MATCAP': '' }; + + this.color.copy( source.color ); + + this.matcap = source.matcap; + + this.map = source.map; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalMapType = source.normalMapType; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.alphaMap = source.alphaMap; + + this.flatShading = source.flatShading; + + this.fog = source.fog; + + return this; + + } + +} + +class LineDashedMaterial extends LineBasicMaterial { + + static get type() { + + return 'LineDashedMaterial'; + + } + + constructor( parameters ) { + + super(); + + this.isLineDashedMaterial = true; + + this.scale = 1; + this.dashSize = 3; + this.gapSize = 1; + + this.setValues( parameters ); + + } + + copy( source ) { + + super.copy( source ); + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + return this; + + } + +} + +// converts an array to a specific type +function convertArray( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + +} + +function isTypedArray( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + +} + +// returns an array by which times and values can be sorted +function getKeyframeOrder( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + const n = times.length; + const result = new Array( n ); + for ( let i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + +} + +// uses the array previously returned by 'getKeyframeOrder' to sort data +function sortedArray( values, stride, order ) { + + const nValues = values.length; + const result = new values.constructor( nValues ); + + for ( let i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + const srcOffset = order[ i ] * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + +} + +// function for parsing AOS keyframe formats +function flattenJSON( jsonKeys, times, values, valuePropertyName ) { + + let i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + let value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + +} + +function subclip( sourceClip, name, startFrame, endFrame, fps = 30 ) { + + const clip = sourceClip.clone(); + + clip.name = name; + + const tracks = []; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + const track = clip.tracks[ i ]; + const valueSize = track.getValueSize(); + + const times = []; + const values = []; + + for ( let j = 0; j < track.times.length; ++ j ) { + + const frame = track.times[ j ] * fps; + + if ( frame < startFrame || frame >= endFrame ) continue; + + times.push( track.times[ j ] ); + + for ( let k = 0; k < valueSize; ++ k ) { + + values.push( track.values[ j * valueSize + k ] ); + + } + + } + + if ( times.length === 0 ) continue; + + track.times = convertArray( times, track.times.constructor ); + track.values = convertArray( values, track.values.constructor ); + + tracks.push( track ); + + } + + clip.tracks = tracks; + + // find minimum .times value across all tracks in the trimmed clip + + let minStartTime = Infinity; + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + if ( minStartTime > clip.tracks[ i ].times[ 0 ] ) { + + minStartTime = clip.tracks[ i ].times[ 0 ]; + + } + + } + + // shift all tracks such that clip begins at t=0 + + for ( let i = 0; i < clip.tracks.length; ++ i ) { + + clip.tracks[ i ].shift( - 1 * minStartTime ); + + } + + clip.resetDuration(); + + return clip; + +} + +function makeClipAdditive( targetClip, referenceFrame = 0, referenceClip = targetClip, fps = 30 ) { + + if ( fps <= 0 ) fps = 30; + + const numTracks = referenceClip.tracks.length; + const referenceTime = referenceFrame / fps; + + // Make each track's values relative to the values at the reference frame + for ( let i = 0; i < numTracks; ++ i ) { + + const referenceTrack = referenceClip.tracks[ i ]; + const referenceTrackType = referenceTrack.ValueTypeName; + + // Skip this track if it's non-numeric + if ( referenceTrackType === 'bool' || referenceTrackType === 'string' ) continue; + + // Find the track in the target clip whose name and type matches the reference track + const targetTrack = targetClip.tracks.find( function ( track ) { + + return track.name === referenceTrack.name + && track.ValueTypeName === referenceTrackType; + + } ); + + if ( targetTrack === undefined ) continue; + + let referenceOffset = 0; + const referenceValueSize = referenceTrack.getValueSize(); + + if ( referenceTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + referenceOffset = referenceValueSize / 3; + + } + + let targetOffset = 0; + const targetValueSize = targetTrack.getValueSize(); + + if ( targetTrack.createInterpolant.isInterpolantFactoryMethodGLTFCubicSpline ) { + + targetOffset = targetValueSize / 3; + + } + + const lastIndex = referenceTrack.times.length - 1; + let referenceValue; + + // Find the value to subtract out of the track + if ( referenceTime <= referenceTrack.times[ 0 ] ) { + + // Reference frame is earlier than the first keyframe, so just use the first keyframe + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else if ( referenceTime >= referenceTrack.times[ lastIndex ] ) { + + // Reference frame is after the last keyframe, so just use the last keyframe + const startIndex = lastIndex * referenceValueSize + referenceOffset; + const endIndex = startIndex + referenceValueSize - referenceOffset; + referenceValue = referenceTrack.values.slice( startIndex, endIndex ); + + } else { + + // Interpolate to the reference value + const interpolant = referenceTrack.createInterpolant(); + const startIndex = referenceOffset; + const endIndex = referenceValueSize - referenceOffset; + interpolant.evaluate( referenceTime ); + referenceValue = interpolant.resultBuffer.slice( startIndex, endIndex ); + + } + + // Conjugate the quaternion + if ( referenceTrackType === 'quaternion' ) { + + const referenceQuat = new Quaternion().fromArray( referenceValue ).normalize().conjugate(); + referenceQuat.toArray( referenceValue ); + + } + + // Subtract the reference value from all of the track values + + const numTimes = targetTrack.times.length; + for ( let j = 0; j < numTimes; ++ j ) { + + const valueStart = j * targetValueSize + targetOffset; + + if ( referenceTrackType === 'quaternion' ) { + + // Multiply the conjugate for quaternion track types + Quaternion.multiplyQuaternionsFlat( + targetTrack.values, + valueStart, + referenceValue, + 0, + targetTrack.values, + valueStart + ); + + } else { + + const valueEnd = targetValueSize - targetOffset * 2; + + // Subtract each value for all other numeric track types + for ( let k = 0; k < valueEnd; ++ k ) { + + targetTrack.values[ valueStart + k ] -= referenceValue[ k ]; + + } + + } + + } + + } + + targetClip.blendMode = AdditiveAnimationBlendMode; + + return targetClip; + +} + +const AnimationUtils = { + convertArray: convertArray, + isTypedArray: isTypedArray, + getKeyframeOrder: getKeyframeOrder, + sortedArray: sortedArray, + flattenJSON: flattenJSON, + subclip: subclip, + makeClipAdditive: makeClipAdditive +}; + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + */ + +class Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + + this.settings = null; + this.DefaultSettings_ = {}; + + } + + evaluate( t ) { + + const pp = this.parameterPositions; + let i1 = this._cachedIndex, + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + let right; + + linear_scan: { + + //- See http://jsperf.com/comparison-to-undefined/3 + //- slower code: + //- + //- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( let giveUpAt = i1 + 2; ; ) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + + //- slower code: + //- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + const t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( let giveUpAt = i1 - 2; ; ) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + const mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.copySampleValue_( 0 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.copySampleValue_( i1 - 1 ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + } + + getSettings_() { + + return this.settings || this.DefaultSettings_; + + } + + copySampleValue_( index ) { + + // copies a sample value to the result buffer + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + } + + // Template methods for derived classes: + + interpolate_( /* i1, t0, t, t1 */ ) { + + throw new Error( 'call to abstract method' ); + // implementations shall return this.resultBuffer + + } + + intervalChanged_( /* i1, t0, t1 */ ) { + + // empty + + } + +} + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + */ + +class CubicInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = - 0; + this._offsetPrev = - 0; + this._weightNext = - 0; + this._offsetNext = - 0; + + this.DefaultSettings_ = { + + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + + }; + + } + + intervalChanged_( i1, t0, t1 ) { + + const pp = this.parameterPositions; + let iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + const halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + const sP = - wP * ppp + 2 * wP * pp - wP * p; + const s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1; + const s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + const sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} + +class LinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( let i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + +} + +/** + * + * Interpolant that evaluates to the sample value at the position preceding + * the parameter. + */ + +class DiscreteInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1 /*, t0, t, t1 */ ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} + +class KeyframeTrack { + + constructor( name, times, values, interpolation ) { + + if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' ); + if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name ); + + this.name = name; + + this.times = convertArray( times, this.TimeBufferType ); + this.values = convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + } + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + static toJSON( track ) { + + const trackType = track.constructor; + + let json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== this.toJSON ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': convertArray( track.times, Array ), + 'values': convertArray( track.values, Array ) + + }; + + const interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + } + + InterpolantFactoryMethodDiscrete( result ) { + + return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodLinear( result ) { + + return new LinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + InterpolantFactoryMethodSmooth( result ) { + + return new CubicInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + + setInterpolation( interpolation ) { + + let factoryMethod; + + switch ( interpolation ) { + + case InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + const message = 'unsupported interpolation for ' + + this.ValueTypeName + ' keyframe track named ' + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( 'THREE.KeyframeTrack:', message ); + return this; + + } + + this.createInterpolant = factoryMethod; + + return this; + + } + + getInterpolation() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return InterpolateSmooth; + + } + + } + + getValueSize() { + + return this.values.length / this.times.length; + + } + + // move all keyframes either forwards or backwards in time + shift( timeOffset ) { + + if ( timeOffset !== 0.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + } + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale( timeScale ) { + + if ( timeScale !== 1.0 ) { + + const times = this.times; + + for ( let i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + } + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim( startTime, endTime ) { + + const times = this.times, + nKeys = times.length; + + let from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) { + + ++ from; + + } + + while ( to !== - 1 && times[ to ] > endTime ) { + + -- to; + + } + + ++ to; // inclusive -> exclusive bound + + if ( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) { + + to = Math.max( to, 1 ); + from = to - 1; + + } + + const stride = this.getValueSize(); + this.times = times.slice( from, to ); + this.values = this.values.slice( from * stride, to * stride ); + + } + + return this; + + } + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate() { + + let valid = true; + + const valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this ); + valid = false; + + } + + const times = this.times, + values = this.values, + + nKeys = times.length; + + if ( nKeys === 0 ) { + + console.error( 'THREE.KeyframeTrack: Track is empty.', this ); + valid = false; + + } + + let prevTime = null; + + for ( let i = 0; i !== nKeys; i ++ ) { + + const currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime ); + valid = false; + break; + + } + + if ( prevTime !== null && prevTime > currTime ) { + + console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( isTypedArray( values ) ) { + + for ( let i = 0, n = values.length; i !== n; ++ i ) { + + const value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + } + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize() { + + // times or values may be shared with other tracks, so overwriting is unsafe + const times = this.times.slice(), + values = this.values.slice(), + stride = this.getValueSize(), + + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, + + lastIndex = times.length - 1; + + let writeIndex = 1; + + for ( let i = 1; i < lastIndex; ++ i ) { + + let keep = false; + + const time = times[ i ]; + const timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== times[ 0 ] ) ) { + + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors + + const offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( let j = 0; j !== stride; ++ j ) { + + const value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } else { + + keep = true; + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + const readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( let j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + } + + ++ writeIndex; + + } + + } + + // flush last keyframe (compaction looks ahead) + + if ( lastIndex > 0 ) { + + times[ writeIndex ] = times[ lastIndex ]; + + for ( let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + ++ writeIndex; + + } + + if ( writeIndex !== times.length ) { + + this.times = times.slice( 0, writeIndex ); + this.values = values.slice( 0, writeIndex * stride ); + + } else { + + this.times = times; + this.values = values; + + } + + return this; + + } + + clone() { + + const times = this.times.slice(); + const values = this.values.slice(); + + const TypedKeyframeTrack = this.constructor; + const track = new TypedKeyframeTrack( this.name, times, values ); + + // Interpolant argument to constructor is not saved, so copy the factory method directly. + track.createInterpolant = this.createInterpolant; + + return track; + + } + +} + +KeyframeTrack.prototype.TimeBufferType = Float32Array; +KeyframeTrack.prototype.ValueBufferType = Float32Array; +KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear; + +/** + * A Track of Boolean keyframe values. + */ +class BooleanKeyframeTrack extends KeyframeTrack { + + // No interpolation parameter because only InterpolateDiscrete is valid. + constructor( name, times, values ) { + + super( name, times, values ); + + } + +} + +BooleanKeyframeTrack.prototype.ValueTypeName = 'bool'; +BooleanKeyframeTrack.prototype.ValueBufferType = Array; +BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track of keyframe values that represent color. + */ +class ColorKeyframeTrack extends KeyframeTrack {} + +ColorKeyframeTrack.prototype.ValueTypeName = 'color'; + +/** + * A Track of numeric keyframe values. + */ +class NumberKeyframeTrack extends KeyframeTrack {} + +NumberKeyframeTrack.prototype.ValueTypeName = 'number'; + +/** + * Spherical linear unit quaternion interpolant. + */ + +class QuaternionLinearInterpolant extends Interpolant { + + constructor( parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + super( parameterPositions, sampleValues, sampleSize, resultBuffer ); + + } + + interpolate_( i1, t0, t, t1 ) { + + const result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + let offset = i1 * stride; + + for ( let end = offset + stride; offset !== end; offset += 4 ) { + + Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + +} + +/** + * A Track of quaternion keyframe values. + */ +class QuaternionKeyframeTrack extends KeyframeTrack { + + InterpolantFactoryMethodLinear( result ) { + + return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result ); + + } + +} + +QuaternionKeyframeTrack.prototype.ValueTypeName = 'quaternion'; +// ValueBufferType is inherited +// DefaultInterpolation is inherited; +QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track that interpolates Strings + */ +class StringKeyframeTrack extends KeyframeTrack { + + // No interpolation parameter because only InterpolateDiscrete is valid. + constructor( name, times, values ) { + + super( name, times, values ); + + } + +} + +StringKeyframeTrack.prototype.ValueTypeName = 'string'; +StringKeyframeTrack.prototype.ValueBufferType = Array; +StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete; +StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = undefined; +StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = undefined; + +/** + * A Track of vectored keyframe values. + */ +class VectorKeyframeTrack extends KeyframeTrack {} + +VectorKeyframeTrack.prototype.ValueTypeName = 'vector'; + +class AnimationClip { + + constructor( name = '', duration = - 1, tracks = [], blendMode = NormalAnimationBlendMode ) { + + this.name = name; + this.tracks = tracks; + this.duration = duration; + this.blendMode = blendMode; + + this.uuid = generateUUID(); + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + } + + + static parse( json ) { + + const tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( let i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + const clip = new this( json.name, json.duration, tracks, json.blendMode ); + clip.uuid = json.uuid; + + return clip; + + } + + static toJSON( clip ) { + + const tracks = [], + clipTracks = clip.tracks; + + const json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks, + 'uuid': clip.uuid, + 'blendMode': clip.blendMode + + }; + + for ( let i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + } + + static CreateFromMorphTargetSequence( name, morphTargetSequence, fps, noLoop ) { + + const numMorphTargets = morphTargetSequence.length; + const tracks = []; + + for ( let i = 0; i < numMorphTargets; i ++ ) { + + let times = []; + let values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + const order = getKeyframeOrder( times ); + times = sortedArray( times, 1, order ); + values = sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( ! noLoop && times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + + } + + return new this( name, - 1, tracks ); + + } + + static findByName( objectOrClipArray, name ) { + + let clipArray = objectOrClipArray; + + if ( ! Array.isArray( objectOrClipArray ) ) { + + const o = objectOrClipArray; + clipArray = o.geometry && o.geometry.animations || o.animations; + + } + + for ( let i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + + } + + return null; + + } + + static CreateClipsFromMorphTargetSequences( morphTargets, fps, noLoop ) { + + const animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + const pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( let i = 0, il = morphTargets.length; i < il; i ++ ) { + + const morphTarget = morphTargets[ i ]; + const parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + const name = parts[ 1 ]; + + let animationMorphTargets = animationToMorphTargets[ name ]; + + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + const clips = []; + + for ( const name in animationToMorphTargets ) { + + clips.push( this.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) ); + + } + + return clips; + + } + + // parse the animation.hierarchy format + static parseAnimation( animation, bones ) { + + if ( ! animation ) { + + console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' ); + return null; + + } + + const addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + const times = []; + const values = []; + + flattenJSON( animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + const tracks = []; + + const clipName = animation.name || 'default'; + const fps = animation.fps || 30; + const blendMode = animation.blendMode; + + // automatic length determination in AnimationClip. + let duration = animation.length || - 1; + + const hierarchyTracks = animation.hierarchy || []; + + for ( let h = 0; h < hierarchyTracks.length; h ++ ) { + + const animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length === 0 ) continue; + + // process morph targets + if ( animationKeys[ 0 ].morphTargets ) { + + // figure out all morph targets used in this track + const morphTargetNames = {}; + + let k; + + for ( k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[ k ].morphTargets ) { + + for ( let m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1; + + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( const morphTargetName in morphTargetNames ) { + + const times = []; + const values = []; + + for ( let m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) { + + const animationKey = animationKeys[ k ]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ); + + } + + tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * fps; + + } else { + + // ...assume skeletal animation + + const boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + const clip = new this( clipName, duration, tracks, blendMode ); + + return clip; + + } + + resetDuration() { + + const tracks = this.tracks; + let duration = 0; + + for ( let i = 0, n = tracks.length; i !== n; ++ i ) { + + const track = this.tracks[ i ]; + + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + return this; + + } + + trim() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + } + + validate() { + + let valid = true; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + valid = valid && this.tracks[ i ].validate(); + + } + + return valid; + + } + + optimize() { + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + + clone() { + + const tracks = []; + + for ( let i = 0; i < this.tracks.length; i ++ ) { + + tracks.push( this.tracks[ i ].clone() ); + + } + + return new this.constructor( this.name, this.duration, tracks, this.blendMode ); + + } + + toJSON() { + + return this.constructor.toJSON( this ); + + } + +} + +function getTrackTypeForValueTypeName( typeName ) { + + switch ( typeName.toLowerCase() ) { + + case 'scalar': + case 'double': + case 'float': + case 'number': + case 'integer': + + return NumberKeyframeTrack; + + case 'vector': + case 'vector2': + case 'vector3': + case 'vector4': + + return VectorKeyframeTrack; + + case 'color': + + return ColorKeyframeTrack; + + case 'quaternion': + + return QuaternionKeyframeTrack; + + case 'bool': + case 'boolean': + + return BooleanKeyframeTrack; + + case 'string': + + return StringKeyframeTrack; + + } + + throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName ); + +} + +function parseKeyframeTrack( json ) { + + if ( json.type === undefined ) { + + throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' ); + + } + + const trackType = getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + const times = [], values = []; + + flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we assume a constructor compatible with the base + return new trackType( json.name, json.times, json.values, json.interpolation ); + + } + +} + +const Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Checking key:', key ); + + return this.files[ key ]; + + }, + + remove: function ( key ) { + + delete this.files[ key ]; + + }, + + clear: function () { + + this.files = {}; + + } + +}; + +class LoadingManager { + + constructor( onLoad, onProgress, onError ) { + + const scope = this; + + let isLoading = false; + let itemsLoaded = 0; + let itemsTotal = 0; + let urlModifier = undefined; + const handlers = []; + + // Refer to #5689 for the reason why we don't set .onStart + // in the constructor + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + + this.resolveURL = function ( url ) { + + if ( urlModifier ) { + + return urlModifier( url ); + + } + + return url; + + }; + + this.setURLModifier = function ( transform ) { + + urlModifier = transform; + + return this; + + }; + + this.addHandler = function ( regex, loader ) { + + handlers.push( regex, loader ); + + return this; + + }; + + this.removeHandler = function ( regex ) { + + const index = handlers.indexOf( regex ); + + if ( index !== - 1 ) { + + handlers.splice( index, 2 ); + + } + + return this; + + }; + + this.getHandler = function ( file ) { + + for ( let i = 0, l = handlers.length; i < l; i += 2 ) { + + const regex = handlers[ i ]; + const loader = handlers[ i + 1 ]; + + if ( regex.global ) regex.lastIndex = 0; // see #17920 + + if ( regex.test( file ) ) { + + return loader; + + } + + } + + return null; + + }; + + } + +} + +const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager(); + +class Loader { + + constructor( manager ) { + + this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager; + + this.crossOrigin = 'anonymous'; + this.withCredentials = false; + this.path = ''; + this.resourcePath = ''; + this.requestHeader = {}; + + } + + load( /* url, onLoad, onProgress, onError */ ) {} + + loadAsync( url, onProgress ) { + + const scope = this; + + return new Promise( function ( resolve, reject ) { + + scope.load( url, resolve, onProgress, reject ); + + } ); + + } + + parse( /* data */ ) {} + + setCrossOrigin( crossOrigin ) { + + this.crossOrigin = crossOrigin; + return this; + + } + + setWithCredentials( value ) { + + this.withCredentials = value; + return this; + + } + + setPath( path ) { + + this.path = path; + return this; + + } + + setResourcePath( resourcePath ) { + + this.resourcePath = resourcePath; + return this; + + } + + setRequestHeader( requestHeader ) { + + this.requestHeader = requestHeader; + return this; + + } + +} + +Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT'; + +const loading = {}; + +class HttpError extends Error { + + constructor( message, response ) { + + super( message ); + this.response = response; + + } + +} + +class FileLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + this.manager.itemStart( url ); + + setTimeout( () => { + + if ( onLoad ) onLoad( cached ); + + this.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + // Check if request is duplicate + + if ( loading[ url ] !== undefined ) { + + loading[ url ].push( { + + onLoad: onLoad, + onProgress: onProgress, + onError: onError + + } ); + + return; + + } + + // Initialise array for duplicate requests + loading[ url ] = []; + + loading[ url ].push( { + onLoad: onLoad, + onProgress: onProgress, + onError: onError, + } ); + + // create request + const req = new Request( url, { + headers: new Headers( this.requestHeader ), + credentials: this.withCredentials ? 'include' : 'same-origin', + // An abort controller could be added within a future PR + } ); + + // record states ( avoid data race ) + const mimeType = this.mimeType; + const responseType = this.responseType; + + // start the fetch + fetch( req ) + .then( response => { + + if ( response.status === 200 || response.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + if ( response.status === 0 ) { + + console.warn( 'THREE.FileLoader: HTTP Status 0 received.' ); + + } + + // Workaround: Checking if response.body === undefined for Alipay browser #23548 + + if ( typeof ReadableStream === 'undefined' || response.body === undefined || response.body.getReader === undefined ) { + + return response; + + } + + const callbacks = loading[ url ]; + const reader = response.body.getReader(); + + // Nginx needs X-File-Size check + // https://serverfault.com/questions/482875/why-does-nginx-remove-content-length-header-for-chunked-content + const contentLength = response.headers.get( 'X-File-Size' ) || response.headers.get( 'Content-Length' ); + const total = contentLength ? parseInt( contentLength ) : 0; + const lengthComputable = total !== 0; + let loaded = 0; + + // periodically read data into the new stream tracking while download progress + const stream = new ReadableStream( { + start( controller ) { + + readData(); + + function readData() { + + reader.read().then( ( { done, value } ) => { + + if ( done ) { + + controller.close(); + + } else { + + loaded += value.byteLength; + + const event = new ProgressEvent( 'progress', { lengthComputable, loaded, total } ); + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onProgress ) callback.onProgress( event ); + + } + + controller.enqueue( value ); + readData(); + + } + + }, ( e ) => { + + controller.error( e ); + + } ); + + } + + } + + } ); + + return new Response( stream ); + + } else { + + throw new HttpError( `fetch for "${response.url}" responded with ${response.status}: ${response.statusText}`, response ); + + } + + } ) + .then( response => { + + switch ( responseType ) { + + case 'arraybuffer': + + return response.arrayBuffer(); + + case 'blob': + + return response.blob(); + + case 'document': + + return response.text() + .then( text => { + + const parser = new DOMParser(); + return parser.parseFromString( text, mimeType ); + + } ); + + case 'json': + + return response.json(); + + default: + + if ( mimeType === undefined ) { + + return response.text(); + + } else { + + // sniff encoding + const re = /charset="?([^;"\s]*)"?/i; + const exec = re.exec( mimeType ); + const label = exec && exec[ 1 ] ? exec[ 1 ].toLowerCase() : undefined; + const decoder = new TextDecoder( label ); + return response.arrayBuffer().then( ab => decoder.decode( ab ) ); + + } + + } + + } ) + .then( data => { + + // Add to cache only on HTTP success, so that we do not cache + // error response bodies as proper responses to requests. + Cache.add( url, data ); + + const callbacks = loading[ url ]; + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onLoad ) callback.onLoad( data ); + + } + + } ) + .catch( err => { + + // Abort errors and other errors are handled the same + + const callbacks = loading[ url ]; + + if ( callbacks === undefined ) { + + // When onLoad was called and url was deleted in `loading` + this.manager.itemError( url ); + throw err; + + } + + delete loading[ url ]; + + for ( let i = 0, il = callbacks.length; i < il; i ++ ) { + + const callback = callbacks[ i ]; + if ( callback.onError ) callback.onError( err ); + + } + + this.manager.itemError( url ); + + } ) + .finally( () => { + + this.manager.itemEnd( url ); + + } ); + + this.manager.itemStart( url ); + + } + + setResponseType( value ) { + + this.responseType = value; + return this; + + } + + setMimeType( value ) { + + this.mimeType = value; + return this; + + } + +} + +class AnimationLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const animations = []; + + for ( let i = 0; i < json.length; i ++ ) { + + const clip = AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + } + +} + +/** + * Abstract Base class to block based textures loader (dds, pvr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + +class CompressedTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const images = []; + + const texture = new CompressedTexture(); + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( url[ i ], function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + images[ i ] = { + width: texDatas.width, + height: texDatas.height, + format: texDatas.format, + mipmaps: texDatas.mipmaps + }; + + loaded += 1; + + if ( loaded === 6 ) { + + if ( texDatas.mipmapCount === 1 ) texture.minFilter = LinearFilter; + + texture.image = images; + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + for ( let i = 0, il = url.length; i < il; ++ i ) { + + loadTexture( i ); + + } + + } else { + + // compressed cubemap texture stored in a single DDS file + + loader.load( url, function ( buffer ) { + + const texDatas = scope.parse( buffer, true ); + + if ( texDatas.isCubemap ) { + + const faces = texDatas.mipmaps.length / texDatas.mipmapCount; + + for ( let f = 0; f < faces; f ++ ) { + + images[ f ] = { mipmaps: [] }; + + for ( let i = 0; i < texDatas.mipmapCount; i ++ ) { + + images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] ); + images[ f ].format = texDatas.format; + images[ f ].width = texDatas.width; + images[ f ].height = texDatas.height; + + } + + } + + texture.image = images; + + } else { + + texture.image.width = texDatas.width; + texture.image.height = texDatas.height; + texture.mipmaps = texDatas.mipmaps; + + } + + if ( texDatas.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + texture.format = texDatas.format; + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + }, onProgress, onError ); + + } + + return texture; + + } + +} + +class ImageLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + const image = createElementNS( 'img' ); + + function onImageLoad() { + + removeEventListeners(); + + Cache.add( url, this ); + + if ( onLoad ) onLoad( this ); + + scope.manager.itemEnd( url ); + + } + + function onImageError( event ) { + + removeEventListeners(); + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } + + function removeEventListeners() { + + image.removeEventListener( 'load', onImageLoad, false ); + image.removeEventListener( 'error', onImageError, false ); + + } + + image.addEventListener( 'load', onImageLoad, false ); + image.addEventListener( 'error', onImageError, false ); + + if ( url.slice( 0, 5 ) !== 'data:' ) { + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + } + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + } + +} + +class CubeTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( urls, onLoad, onProgress, onError ) { + + const texture = new CubeTexture(); + texture.colorSpace = SRGBColorSpace; + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + let loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( let i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + } + +} + +/** + * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...) + * + * Sub classes have to implement the parse() method which will be used in load(). + */ + +class DataTextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const texture = new DataTexture(); + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setRequestHeader( this.requestHeader ); + loader.setPath( this.path ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( buffer ) { + + let texData; + + try { + + texData = scope.parse( buffer ); + + } catch ( error ) { + + if ( onError !== undefined ) { + + onError( error ); + + } else { + + console.error( error ); + return; + + } + + } + + if ( texData.image !== undefined ) { + + texture.image = texData.image; + + } else if ( texData.data !== undefined ) { + + texture.image.width = texData.width; + texture.image.height = texData.height; + texture.image.data = texData.data; + + } + + texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping; + texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping; + + texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter; + texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearFilter; + + texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1; + + if ( texData.colorSpace !== undefined ) { + + texture.colorSpace = texData.colorSpace; + + } + + if ( texData.flipY !== undefined ) { + + texture.flipY = texData.flipY; + + } + + if ( texData.format !== undefined ) { + + texture.format = texData.format; + + } + + if ( texData.type !== undefined ) { + + texture.type = texData.type; + + } + + if ( texData.mipmaps !== undefined ) { + + texture.mipmaps = texData.mipmaps; + texture.minFilter = LinearMipmapLinearFilter; // presumably... + + } + + if ( texData.mipmapCount === 1 ) { + + texture.minFilter = LinearFilter; + + } + + if ( texData.generateMipmaps !== undefined ) { + + texture.generateMipmaps = texData.generateMipmaps; + + } + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture, texData ); + + }, onProgress, onError ); + + + return texture; + + } + +} + +class TextureLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const texture = new Texture(); + + const loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + loader.load( url, function ( image ) { + + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + } + +} + +class Light extends Object3D { + + constructor( color, intensity = 1 ) { + + super(); + + this.isLight = true; + + this.type = 'Light'; + + this.color = new Color( color ); + this.intensity = intensity; + + } + + dispose() { + + // Empty here in base class; some subclasses override. + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON(); + if ( this.target !== undefined ) data.object.target = this.target.uuid; + + return data; + + } + +} + +class HemisphereLight extends Light { + + constructor( skyColor, groundColor, intensity ) { + + super( skyColor, intensity ); + + this.isHemisphereLight = true; + + this.type = 'HemisphereLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.groundColor = new Color( groundColor ); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.groundColor.copy( source.groundColor ); + + return this; + + } + +} + +const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3(); +const _lookTarget$1 = /*@__PURE__*/ new Vector3(); + +class LightShadow { + + constructor( camera ) { + + this.camera = camera; + + this.intensity = 1; + + this.bias = 0; + this.normalBias = 0; + this.radius = 1; + this.blurSamples = 8; + + this.mapSize = new Vector2( 512, 512 ); + + this.map = null; + this.mapPass = null; + this.matrix = new Matrix4(); + + this.autoUpdate = true; + this.needsUpdate = false; + + this._frustum = new Frustum(); + this._frameExtents = new Vector2( 1, 1 ); + + this._viewportCount = 1; + + this._viewports = [ + + new Vector4( 0, 0, 1, 1 ) + + ]; + + } + + getViewportCount() { + + return this._viewportCount; + + } + + getFrustum() { + + return this._frustum; + + } + + updateMatrices( light ) { + + const shadowCamera = this.camera; + const shadowMatrix = this.matrix; + + _lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld$1 ); + + _lookTarget$1.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget$1 ); + shadowCamera.updateMatrixWorld(); + + _projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 ); + + shadowMatrix.set( + 0.5, 0.0, 0.0, 0.5, + 0.0, 0.5, 0.0, 0.5, + 0.0, 0.0, 0.5, 0.5, + 0.0, 0.0, 0.0, 1.0 + ); + + shadowMatrix.multiply( _projScreenMatrix$1 ); + + } + + getViewport( viewportIndex ) { + + return this._viewports[ viewportIndex ]; + + } + + getFrameExtents() { + + return this._frameExtents; + + } + + dispose() { + + if ( this.map ) { + + this.map.dispose(); + + } + + if ( this.mapPass ) { + + this.mapPass.dispose(); + + } + + } + + copy( source ) { + + this.camera = source.camera.clone(); + + this.intensity = source.intensity; + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + toJSON() { + + const object = {}; + + if ( this.intensity !== 1 ) object.intensity = this.intensity; + if ( this.bias !== 0 ) object.bias = this.bias; + if ( this.normalBias !== 0 ) object.normalBias = this.normalBias; + if ( this.radius !== 1 ) object.radius = this.radius; + if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray(); + + object.camera = this.camera.toJSON( false ).object; + delete object.camera.matrix; + + return object; + + } + +} + +class SpotLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 50, 1, 0.5, 500 ) ); + + this.isSpotLightShadow = true; + + this.focus = 1; + + } + + updateMatrices( light ) { + + const camera = this.camera; + + const fov = RAD2DEG * 2 * light.angle * this.focus; + const aspect = this.mapSize.width / this.mapSize.height; + const far = light.distance || camera.far; + + if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) { + + camera.fov = fov; + camera.aspect = aspect; + camera.far = far; + camera.updateProjectionMatrix(); + + } + + super.updateMatrices( light ); + + } + + copy( source ) { + + super.copy( source ); + + this.focus = source.focus; + + return this; + + } + +} + +class SpotLight extends Light { + + constructor( color, intensity, distance = 0, angle = Math.PI / 3, penumbra = 0, decay = 2 ) { + + super( color, intensity ); + + this.isSpotLight = true; + + this.type = 'SpotLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.distance = distance; + this.angle = angle; + this.penumbra = penumbra; + this.decay = decay; + + this.map = null; + + this.shadow = new SpotLightShadow(); + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // by convention for a spotlight, luminous power (lm) = π * luminous intensity (cd) + return this.intensity * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / Math.PI; + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +const _projScreenMatrix = /*@__PURE__*/ new Matrix4(); +const _lightPositionWorld = /*@__PURE__*/ new Vector3(); +const _lookTarget = /*@__PURE__*/ new Vector3(); + +class PointLightShadow extends LightShadow { + + constructor() { + + super( new PerspectiveCamera( 90, 1, 0.5, 500 ) ); + + this.isPointLightShadow = true; + + this._frameExtents = new Vector2( 4, 2 ); + + this._viewportCount = 6; + + this._viewports = [ + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + new Vector4( 2, 1, 1, 1 ), + // negative X + new Vector4( 0, 1, 1, 1 ), + // positive Z + new Vector4( 3, 1, 1, 1 ), + // negative Z + new Vector4( 1, 1, 1, 1 ), + // positive Y + new Vector4( 3, 0, 1, 1 ), + // negative Y + new Vector4( 1, 0, 1, 1 ) + ]; + + this._cubeDirections = [ + new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ), + new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 ) + ]; + + this._cubeUps = [ + new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), + new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ), new Vector3( 0, 0, - 1 ) + ]; + + } + + updateMatrices( light, viewportIndex = 0 ) { + + const camera = this.camera; + const shadowMatrix = this.matrix; + + const far = light.distance || camera.far; + + if ( far !== camera.far ) { + + camera.far = far; + camera.updateProjectionMatrix(); + + } + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + camera.position.copy( _lightPositionWorld ); + + _lookTarget.copy( camera.position ); + _lookTarget.add( this._cubeDirections[ viewportIndex ] ); + camera.up.copy( this._cubeUps[ viewportIndex ] ); + camera.lookAt( _lookTarget ); + camera.updateMatrixWorld(); + + shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + this._frustum.setFromProjectionMatrix( _projScreenMatrix ); + + } + +} + +class PointLight extends Light { + + constructor( color, intensity, distance = 0, decay = 2 ) { + + super( color, intensity ); + + this.isPointLight = true; + + this.type = 'PointLight'; + + this.distance = distance; + this.decay = decay; + + this.shadow = new PointLightShadow(); + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in candela) + // for an isotropic light source, luminous power (lm) = 4 π luminous intensity (cd) + return this.intensity * 4 * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in candela) from the desired luminous power (in lumens) + this.intensity = power / ( 4 * Math.PI ); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +class DirectionalLightShadow extends LightShadow { + + constructor() { + + super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + + this.isDirectionalLightShadow = true; + + } + +} + +class DirectionalLight extends Light { + + constructor( color, intensity ) { + + super( color, intensity ); + + this.isDirectionalLight = true; + + this.type = 'DirectionalLight'; + + this.position.copy( Object3D.DEFAULT_UP ); + this.updateMatrix(); + + this.target = new Object3D(); + + this.shadow = new DirectionalLightShadow(); + + } + + dispose() { + + this.shadow.dispose(); + + } + + copy( source ) { + + super.copy( source ); + + this.target = source.target.clone(); + this.shadow = source.shadow.clone(); + + return this; + + } + +} + +class AmbientLight extends Light { + + constructor( color, intensity ) { + + super( color, intensity ); + + this.isAmbientLight = true; + + this.type = 'AmbientLight'; + + } + +} + +class RectAreaLight extends Light { + + constructor( color, intensity, width = 10, height = 10 ) { + + super( color, intensity ); + + this.isRectAreaLight = true; + + this.type = 'RectAreaLight'; + + this.width = width; + this.height = height; + + } + + get power() { + + // compute the light's luminous power (in lumens) from its intensity (in nits) + return this.intensity * this.width * this.height * Math.PI; + + } + + set power( power ) { + + // set the light's intensity (in nits) from the desired luminous power (in lumens) + this.intensity = power / ( this.width * this.height * Math.PI ); + + } + + copy( source ) { + + super.copy( source ); + + this.width = source.width; + this.height = source.height; + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.width = this.width; + data.object.height = this.height; + + return data; + + } + +} + +/** + * Primary reference: + * https://graphics.stanford.edu/papers/envmap/envmap.pdf + * + * Secondary reference: + * https://www.ppsloan.org/publications/StupidSH36.pdf + */ + +// 3-band SH defined by 9 coefficients + +class SphericalHarmonics3 { + + constructor() { + + this.isSphericalHarmonics3 = true; + + this.coefficients = []; + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients.push( new Vector3() ); + + } + + } + + set( coefficients ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].copy( coefficients[ i ] ); + + } + + return this; + + } + + zero() { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].set( 0, 0, 0 ); + + } + + return this; + + } + + // get the radiance in the direction of the normal + // target is a Vector3 + getAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.282095 ); + + // band 1 + target.addScaledVector( coeff[ 1 ], 0.488603 * y ); + target.addScaledVector( coeff[ 2 ], 0.488603 * z ); + target.addScaledVector( coeff[ 3 ], 0.488603 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 1.092548 * ( x * y ) ); + target.addScaledVector( coeff[ 5 ], 1.092548 * ( y * z ) ); + target.addScaledVector( coeff[ 6 ], 0.315392 * ( 3.0 * z * z - 1.0 ) ); + target.addScaledVector( coeff[ 7 ], 1.092548 * ( x * z ) ); + target.addScaledVector( coeff[ 8 ], 0.546274 * ( x * x - y * y ) ); + + return target; + + } + + // get the irradiance (radiance convolved with cosine lobe) in the direction of the normal + // target is a Vector3 + // https://graphics.stanford.edu/papers/envmap/envmap.pdf + getIrradianceAt( normal, target ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + const coeff = this.coefficients; + + // band 0 + target.copy( coeff[ 0 ] ).multiplyScalar( 0.886227 ); // π * 0.282095 + + // band 1 + target.addScaledVector( coeff[ 1 ], 2.0 * 0.511664 * y ); // ( 2 * π / 3 ) * 0.488603 + target.addScaledVector( coeff[ 2 ], 2.0 * 0.511664 * z ); + target.addScaledVector( coeff[ 3 ], 2.0 * 0.511664 * x ); + + // band 2 + target.addScaledVector( coeff[ 4 ], 2.0 * 0.429043 * x * y ); // ( π / 4 ) * 1.092548 + target.addScaledVector( coeff[ 5 ], 2.0 * 0.429043 * y * z ); + target.addScaledVector( coeff[ 6 ], 0.743125 * z * z - 0.247708 ); // ( π / 4 ) * 0.315392 * 3 + target.addScaledVector( coeff[ 7 ], 2.0 * 0.429043 * x * z ); + target.addScaledVector( coeff[ 8 ], 0.429043 * ( x * x - y * y ) ); // ( π / 4 ) * 0.546274 + + return target; + + } + + add( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].add( sh.coefficients[ i ] ); + + } + + return this; + + } + + addScaledSH( sh, s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].addScaledVector( sh.coefficients[ i ], s ); + + } + + return this; + + } + + scale( s ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].multiplyScalar( s ); + + } + + return this; + + } + + lerp( sh, alpha ) { + + for ( let i = 0; i < 9; i ++ ) { + + this.coefficients[ i ].lerp( sh.coefficients[ i ], alpha ); + + } + + return this; + + } + + equals( sh ) { + + for ( let i = 0; i < 9; i ++ ) { + + if ( ! this.coefficients[ i ].equals( sh.coefficients[ i ] ) ) { + + return false; + + } + + } + + return true; + + } + + copy( sh ) { + + return this.set( sh.coefficients ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + fromArray( array, offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); + + } + + return this; + + } + + toArray( array = [], offset = 0 ) { + + const coefficients = this.coefficients; + + for ( let i = 0; i < 9; i ++ ) { + + coefficients[ i ].toArray( array, offset + ( i * 3 ) ); + + } + + return array; + + } + + // evaluate the basis functions + // shBasis is an Array[ 9 ] + static getBasisAt( normal, shBasis ) { + + // normal is assumed to be unit length + + const x = normal.x, y = normal.y, z = normal.z; + + // band 0 + shBasis[ 0 ] = 0.282095; + + // band 1 + shBasis[ 1 ] = 0.488603 * y; + shBasis[ 2 ] = 0.488603 * z; + shBasis[ 3 ] = 0.488603 * x; + + // band 2 + shBasis[ 4 ] = 1.092548 * x * y; + shBasis[ 5 ] = 1.092548 * y * z; + shBasis[ 6 ] = 0.315392 * ( 3 * z * z - 1 ); + shBasis[ 7 ] = 1.092548 * x * z; + shBasis[ 8 ] = 0.546274 * ( x * x - y * y ); + + } + +} + +class LightProbe extends Light { + + constructor( sh = new SphericalHarmonics3(), intensity = 1 ) { + + super( undefined, intensity ); + + this.isLightProbe = true; + + this.sh = sh; + + } + + copy( source ) { + + super.copy( source ); + + this.sh.copy( source.sh ); + + return this; + + } + + fromJSON( json ) { + + this.intensity = json.intensity; // TODO: Move this bit to Light.fromJSON(); + this.sh.fromArray( json.sh ); + + return this; + + } + + toJSON( meta ) { + + const data = super.toJSON( meta ); + + data.object.sh = this.sh.toArray(); + + return data; + + } + +} + +class MaterialLoader extends Loader { + + constructor( manager ) { + + super( manager ); + this.textures = {}; + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const textures = this.textures; + + function getTexture( name ) { + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + } + + const material = this.createMaterialFromType( json.type ); + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined && material.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + if ( json.sheen !== undefined ) material.sheen = json.sheen; + if ( json.sheenColor !== undefined ) material.sheenColor = new Color().setHex( json.sheenColor ); + if ( json.sheenRoughness !== undefined ) material.sheenRoughness = json.sheenRoughness; + if ( json.emissive !== undefined && material.emissive !== undefined ) material.emissive.setHex( json.emissive ); + if ( json.specular !== undefined && material.specular !== undefined ) material.specular.setHex( json.specular ); + if ( json.specularIntensity !== undefined ) material.specularIntensity = json.specularIntensity; + if ( json.specularColor !== undefined && material.specularColor !== undefined ) material.specularColor.setHex( json.specularColor ); + if ( json.shininess !== undefined ) material.shininess = json.shininess; + if ( json.clearcoat !== undefined ) material.clearcoat = json.clearcoat; + if ( json.clearcoatRoughness !== undefined ) material.clearcoatRoughness = json.clearcoatRoughness; + if ( json.dispersion !== undefined ) material.dispersion = json.dispersion; + if ( json.iridescence !== undefined ) material.iridescence = json.iridescence; + if ( json.iridescenceIOR !== undefined ) material.iridescenceIOR = json.iridescenceIOR; + if ( json.iridescenceThicknessRange !== undefined ) material.iridescenceThicknessRange = json.iridescenceThicknessRange; + if ( json.transmission !== undefined ) material.transmission = json.transmission; + if ( json.thickness !== undefined ) material.thickness = json.thickness; + if ( json.attenuationDistance !== undefined ) material.attenuationDistance = json.attenuationDistance; + if ( json.attenuationColor !== undefined && material.attenuationColor !== undefined ) material.attenuationColor.setHex( json.attenuationColor ); + if ( json.anisotropy !== undefined ) material.anisotropy = json.anisotropy; + if ( json.anisotropyRotation !== undefined ) material.anisotropyRotation = json.anisotropyRotation; + if ( json.fog !== undefined ) material.fog = json.fog; + if ( json.flatShading !== undefined ) material.flatShading = json.flatShading; + if ( json.blending !== undefined ) material.blending = json.blending; + if ( json.combine !== undefined ) material.combine = json.combine; + if ( json.side !== undefined ) material.side = json.side; + if ( json.shadowSide !== undefined ) material.shadowSide = json.shadowSide; + if ( json.opacity !== undefined ) material.opacity = json.opacity; + if ( json.transparent !== undefined ) material.transparent = json.transparent; + if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.alphaHash !== undefined ) material.alphaHash = json.alphaHash; + if ( json.depthFunc !== undefined ) material.depthFunc = json.depthFunc; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.blendSrc !== undefined ) material.blendSrc = json.blendSrc; + if ( json.blendDst !== undefined ) material.blendDst = json.blendDst; + if ( json.blendEquation !== undefined ) material.blendEquation = json.blendEquation; + if ( json.blendSrcAlpha !== undefined ) material.blendSrcAlpha = json.blendSrcAlpha; + if ( json.blendDstAlpha !== undefined ) material.blendDstAlpha = json.blendDstAlpha; + if ( json.blendEquationAlpha !== undefined ) material.blendEquationAlpha = json.blendEquationAlpha; + if ( json.blendColor !== undefined && material.blendColor !== undefined ) material.blendColor.setHex( json.blendColor ); + if ( json.blendAlpha !== undefined ) material.blendAlpha = json.blendAlpha; + if ( json.stencilWriteMask !== undefined ) material.stencilWriteMask = json.stencilWriteMask; + if ( json.stencilFunc !== undefined ) material.stencilFunc = json.stencilFunc; + if ( json.stencilRef !== undefined ) material.stencilRef = json.stencilRef; + if ( json.stencilFuncMask !== undefined ) material.stencilFuncMask = json.stencilFuncMask; + if ( json.stencilFail !== undefined ) material.stencilFail = json.stencilFail; + if ( json.stencilZFail !== undefined ) material.stencilZFail = json.stencilZFail; + if ( json.stencilZPass !== undefined ) material.stencilZPass = json.stencilZPass; + if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; + + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap; + if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin; + + if ( json.rotation !== undefined ) material.rotation = json.rotation; + + if ( json.linewidth !== undefined ) material.linewidth = json.linewidth; + if ( json.dashSize !== undefined ) material.dashSize = json.dashSize; + if ( json.gapSize !== undefined ) material.gapSize = json.gapSize; + if ( json.scale !== undefined ) material.scale = json.scale; + + if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset; + if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor; + if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits; + + if ( json.dithering !== undefined ) material.dithering = json.dithering; + + if ( json.alphaToCoverage !== undefined ) material.alphaToCoverage = json.alphaToCoverage; + if ( json.premultipliedAlpha !== undefined ) material.premultipliedAlpha = json.premultipliedAlpha; + if ( json.forceSinglePass !== undefined ) material.forceSinglePass = json.forceSinglePass; + + if ( json.visible !== undefined ) material.visible = json.visible; + + if ( json.toneMapped !== undefined ) material.toneMapped = json.toneMapped; + + if ( json.userData !== undefined ) material.userData = json.userData; + + if ( json.vertexColors !== undefined ) { + + if ( typeof json.vertexColors === 'number' ) { + + material.vertexColors = ( json.vertexColors > 0 ) ? true : false; + + } else { + + material.vertexColors = json.vertexColors; + + } + + } + + // Shader Material + + if ( json.uniforms !== undefined ) { + + for ( const name in json.uniforms ) { + + const uniform = json.uniforms[ name ]; + + material.uniforms[ name ] = {}; + + switch ( uniform.type ) { + + case 't': + material.uniforms[ name ].value = getTexture( uniform.value ); + break; + + case 'c': + material.uniforms[ name ].value = new Color().setHex( uniform.value ); + break; + + case 'v2': + material.uniforms[ name ].value = new Vector2().fromArray( uniform.value ); + break; + + case 'v3': + material.uniforms[ name ].value = new Vector3().fromArray( uniform.value ); + break; + + case 'v4': + material.uniforms[ name ].value = new Vector4().fromArray( uniform.value ); + break; + + case 'm3': + material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value ); + break; + + case 'm4': + material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value ); + break; + + default: + material.uniforms[ name ].value = uniform.value; + + } + + } + + } + + if ( json.defines !== undefined ) material.defines = json.defines; + if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader; + if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader; + if ( json.glslVersion !== undefined ) material.glslVersion = json.glslVersion; + + if ( json.extensions !== undefined ) { + + for ( const key in json.extensions ) { + + material.extensions[ key ] = json.extensions[ key ]; + + } + + } + + if ( json.lights !== undefined ) material.lights = json.lights; + if ( json.clipping !== undefined ) material.clipping = json.clipping; + + // for PointsMaterial + + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = getTexture( json.map ); + if ( json.matcap !== undefined ) material.matcap = getTexture( json.matcap ); + + if ( json.alphaMap !== undefined ) material.alphaMap = getTexture( json.alphaMap ); + + if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap ); + if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType; + if ( json.normalScale !== undefined ) { + + let normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap ); + if ( json.specularIntensityMap !== undefined ) material.specularIntensityMap = getTexture( json.specularIntensityMap ); + if ( json.specularColorMap !== undefined ) material.specularColorMap = getTexture( json.specularColorMap ); + + if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap ); + if ( json.envMapRotation !== undefined ) material.envMapRotation.fromArray( json.envMapRotation ); + if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity; + + if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity; + if ( json.refractionRatio !== undefined ) material.refractionRatio = json.refractionRatio; + + if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap ); + + if ( json.clearcoatMap !== undefined ) material.clearcoatMap = getTexture( json.clearcoatMap ); + if ( json.clearcoatRoughnessMap !== undefined ) material.clearcoatRoughnessMap = getTexture( json.clearcoatRoughnessMap ); + if ( json.clearcoatNormalMap !== undefined ) material.clearcoatNormalMap = getTexture( json.clearcoatNormalMap ); + if ( json.clearcoatNormalScale !== undefined ) material.clearcoatNormalScale = new Vector2().fromArray( json.clearcoatNormalScale ); + + if ( json.iridescenceMap !== undefined ) material.iridescenceMap = getTexture( json.iridescenceMap ); + if ( json.iridescenceThicknessMap !== undefined ) material.iridescenceThicknessMap = getTexture( json.iridescenceThicknessMap ); + + if ( json.transmissionMap !== undefined ) material.transmissionMap = getTexture( json.transmissionMap ); + if ( json.thicknessMap !== undefined ) material.thicknessMap = getTexture( json.thicknessMap ); + + if ( json.anisotropyMap !== undefined ) material.anisotropyMap = getTexture( json.anisotropyMap ); + + if ( json.sheenColorMap !== undefined ) material.sheenColorMap = getTexture( json.sheenColorMap ); + if ( json.sheenRoughnessMap !== undefined ) material.sheenRoughnessMap = getTexture( json.sheenRoughnessMap ); + + return material; + + } + + setTextures( value ) { + + this.textures = value; + return this; + + } + + createMaterialFromType( type ) { + + return MaterialLoader.createMaterialFromType( type ); + + } + + static createMaterialFromType( type ) { + + const materialLib = { + ShadowMaterial, + SpriteMaterial, + RawShaderMaterial, + ShaderMaterial, + PointsMaterial, + MeshPhysicalMaterial, + MeshStandardMaterial, + MeshPhongMaterial, + MeshToonMaterial, + MeshNormalMaterial, + MeshLambertMaterial, + MeshDepthMaterial, + MeshDistanceMaterial, + MeshBasicMaterial, + MeshMatcapMaterial, + LineDashedMaterial, + LineBasicMaterial, + Material + }; + + return new materialLib[ type ](); + + } + +} + +class LoaderUtils { + + static decodeText( array ) { // @deprecated, r165 + + console.warn( 'THREE.LoaderUtils: decodeText() has been deprecated with r165 and will be removed with r175. Use TextDecoder instead.' ); + + if ( typeof TextDecoder !== 'undefined' ) { + + return new TextDecoder().decode( array ); + + } + + // Avoid the String.fromCharCode.apply(null, array) shortcut, which + // throws a "maximum call stack size exceeded" error for large arrays. + + let s = ''; + + for ( let i = 0, il = array.length; i < il; i ++ ) { + + // Implicitly assumes little-endian. + s += String.fromCharCode( array[ i ] ); + + } + + try { + + // merges multi-byte utf-8 characters. + + return decodeURIComponent( escape( s ) ); + + } catch ( e ) { // see #16358 + + return s; + + } + + } + + static extractUrlBase( url ) { + + const index = url.lastIndexOf( '/' ); + + if ( index === - 1 ) return './'; + + return url.slice( 0, index + 1 ); + + } + + static resolveURL( url, path ) { + + // Invalid URL + if ( typeof url !== 'string' || url === '' ) return ''; + + // Host Relative URL + if ( /^https?:\/\//i.test( path ) && /^\//.test( url ) ) { + + path = path.replace( /(^https?:\/\/[^\/]+).*/i, '$1' ); + + } + + // Absolute URL http://,https://,// + if ( /^(https?:)?\/\//i.test( url ) ) return url; + + // Data URI + if ( /^data:.*,.*$/i.test( url ) ) return url; + + // Blob URL + if ( /^blob:.*$/i.test( url ) ) return url; + + // Relative URL + return path + url; + + } + +} + +class InstancedBufferGeometry extends BufferGeometry { + + constructor() { + + super(); + + this.isInstancedBufferGeometry = true; + + this.type = 'InstancedBufferGeometry'; + this.instanceCount = Infinity; + + } + + copy( source ) { + + super.copy( source ); + + this.instanceCount = source.instanceCount; + + return this; + + } + + toJSON() { + + const data = super.toJSON(); + + data.instanceCount = this.instanceCount; + + data.isInstancedBufferGeometry = true; + + return data; + + } + +} + +class BufferGeometryLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( scope.manager ); + loader.setPath( scope.path ); + loader.setRequestHeader( scope.requestHeader ); + loader.setWithCredentials( scope.withCredentials ); + loader.load( url, function ( text ) { + + try { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + } catch ( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + }, onProgress, onError ); + + } + + parse( json ) { + + const interleavedBufferMap = {}; + const arrayBufferMap = {}; + + function getInterleavedBuffer( json, uuid ) { + + if ( interleavedBufferMap[ uuid ] !== undefined ) return interleavedBufferMap[ uuid ]; + + const interleavedBuffers = json.interleavedBuffers; + const interleavedBuffer = interleavedBuffers[ uuid ]; + + const buffer = getArrayBuffer( json, interleavedBuffer.buffer ); + + const array = getTypedArray( interleavedBuffer.type, buffer ); + const ib = new InterleavedBuffer( array, interleavedBuffer.stride ); + ib.uuid = interleavedBuffer.uuid; + + interleavedBufferMap[ uuid ] = ib; + + return ib; + + } + + function getArrayBuffer( json, uuid ) { + + if ( arrayBufferMap[ uuid ] !== undefined ) return arrayBufferMap[ uuid ]; + + const arrayBuffers = json.arrayBuffers; + const arrayBuffer = arrayBuffers[ uuid ]; + + const ab = new Uint32Array( arrayBuffer ).buffer; + + arrayBufferMap[ uuid ] = ab; + + return ab; + + } + + const geometry = json.isInstancedBufferGeometry ? new InstancedBufferGeometry() : new BufferGeometry(); + + const index = json.data.index; + + if ( index !== undefined ) { + + const typedArray = getTypedArray( index.type, index.array ); + geometry.setIndex( new BufferAttribute( typedArray, 1 ) ); + + } + + const attributes = json.data.attributes; + + for ( const key in attributes ) { + + const attribute = attributes[ key ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + const bufferAttributeConstr = attribute.isInstancedBufferAttribute ? InstancedBufferAttribute : BufferAttribute; + bufferAttribute = new bufferAttributeConstr( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + if ( attribute.usage !== undefined ) bufferAttribute.setUsage( attribute.usage ); + + geometry.setAttribute( key, bufferAttribute ); + + } + + const morphAttributes = json.data.morphAttributes; + + if ( morphAttributes ) { + + for ( const key in morphAttributes ) { + + const attributeArray = morphAttributes[ key ]; + + const array = []; + + for ( let i = 0, il = attributeArray.length; i < il; i ++ ) { + + const attribute = attributeArray[ i ]; + let bufferAttribute; + + if ( attribute.isInterleavedBufferAttribute ) { + + const interleavedBuffer = getInterleavedBuffer( json.data, attribute.data ); + bufferAttribute = new InterleavedBufferAttribute( interleavedBuffer, attribute.itemSize, attribute.offset, attribute.normalized ); + + } else { + + const typedArray = getTypedArray( attribute.type, attribute.array ); + bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ); + + } + + if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name; + array.push( bufferAttribute ); + + } + + geometry.morphAttributes[ key ] = array; + + } + + } + + const morphTargetsRelative = json.data.morphTargetsRelative; + + if ( morphTargetsRelative ) { + + geometry.morphTargetsRelative = true; + + } + + const groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( let i = 0, n = groups.length; i !== n; ++ i ) { + + const group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + const boundingSphere = json.data.boundingSphere; + + if ( boundingSphere !== undefined ) { + + const center = new Vector3(); + + if ( boundingSphere.center !== undefined ) { + + center.fromArray( boundingSphere.center ); + + } + + geometry.boundingSphere = new Sphere( center, boundingSphere.radius ); + + } + + if ( json.name ) geometry.name = json.name; + if ( json.userData ) geometry.userData = json.userData; + + return geometry; + + } + +} + +class ObjectLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + let json = null; + + try { + + json = JSON.parse( text ); + + } catch ( error ) { + + if ( onError !== undefined ) onError( error ); + + console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message ); + + return; + + } + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + if ( onError !== undefined ) onError( new Error( 'THREE.ObjectLoader: Can\'t load ' + url ) ); + + console.error( 'THREE.ObjectLoader: Can\'t load ' + url ); + return; + + } + + scope.parse( json, onLoad ); + + }, onProgress, onError ); + + } + + async loadAsync( url, onProgress ) { + + const scope = this; + + const path = ( this.path === '' ) ? LoaderUtils.extractUrlBase( url ) : this.path; + this.resourcePath = this.resourcePath || path; + + const loader = new FileLoader( this.manager ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + + const text = await loader.loadAsync( url, onProgress ); + + const json = JSON.parse( text ); + + const metadata = json.metadata; + + if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) { + + throw new Error( 'THREE.ObjectLoader: Can\'t load ' + url ); + + } + + return await scope.parseAsync( json ); + + } + + parse( json, onLoad ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = this.parseImages( json.images, function () { + + if ( onLoad !== undefined ) onLoad( object ); + + } ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + this.bindLightTargets( object ); + + // + + if ( onLoad !== undefined ) { + + let hasImages = false; + + for ( const uuid in images ) { + + if ( images[ uuid ].data instanceof HTMLImageElement ) { + + hasImages = true; + break; + + } + + } + + if ( hasImages === false ) onLoad( object ); + + } + + return object; + + } + + async parseAsync( json ) { + + const animations = this.parseAnimations( json.animations ); + const shapes = this.parseShapes( json.shapes ); + const geometries = this.parseGeometries( json.geometries, shapes ); + + const images = await this.parseImagesAsync( json.images ); + + const textures = this.parseTextures( json.textures, images ); + const materials = this.parseMaterials( json.materials, textures ); + + const object = this.parseObject( json.object, geometries, materials, textures, animations ); + const skeletons = this.parseSkeletons( json.skeletons, object ); + + this.bindSkeletons( object, skeletons ); + this.bindLightTargets( object ); + + return object; + + } + + parseShapes( json ) { + + const shapes = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const shape = new Shape().fromJSON( json[ i ] ); + + shapes[ shape.uuid ] = shape; + + } + + } + + return shapes; + + } + + parseSkeletons( json, object ) { + + const skeletons = {}; + const bones = {}; + + // generate bone lookup table + + object.traverse( function ( child ) { + + if ( child.isBone ) bones[ child.uuid ] = child; + + } ); + + // create skeletons + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const skeleton = new Skeleton().fromJSON( json[ i ], bones ); + + skeletons[ skeleton.uuid ] = skeleton; + + } + + } + + return skeletons; + + } + + parseGeometries( json, shapes ) { + + const geometries = {}; + + if ( json !== undefined ) { + + const bufferGeometryLoader = new BufferGeometryLoader(); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + let geometry; + const data = json[ i ]; + + switch ( data.type ) { + + case 'BufferGeometry': + case 'InstancedBufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + break; + + default: + + if ( data.type in Geometries ) { + + geometry = Geometries[ data.type ].fromJSON( data, shapes ); + + } else { + + console.warn( `THREE.ObjectLoader: Unsupported geometry type "${ data.type }"` ); + + } + + } + + geometry.uuid = data.uuid; + + if ( data.name !== undefined ) geometry.name = data.name; + if ( data.userData !== undefined ) geometry.userData = data.userData; + + geometries[ data.uuid ] = geometry; + + } + + } + + return geometries; + + } + + parseMaterials( json, textures ) { + + const cache = {}; // MultiMaterial + const materials = {}; + + if ( json !== undefined ) { + + const loader = new MaterialLoader(); + loader.setTextures( textures ); + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( cache[ data.uuid ] === undefined ) { + + cache[ data.uuid ] = loader.parse( data ); + + } + + materials[ data.uuid ] = cache[ data.uuid ]; + + } + + } + + return materials; + + } + + parseAnimations( json ) { + + const animations = {}; + + if ( json !== undefined ) { + + for ( let i = 0; i < json.length; i ++ ) { + + const data = json[ i ]; + + const clip = AnimationClip.parse( data ); + + animations[ clip.uuid ] = clip; + + } + + } + + return animations; + + } + + parseImages( json, onLoad ) { + + const scope = this; + const images = {}; + + let loader; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + }, undefined, function () { + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + } + + function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return loadImage( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + const manager = new LoadingManager( onLoad ); + + loader = new ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new Source( imageArray ); + + } else { + + // load single image + + const deserializedImage = deserializeImage( image.url ); + images[ image.uuid ] = new Source( deserializedImage ); + + + } + + } + + } + + return images; + + } + + async parseImagesAsync( json ) { + + const scope = this; + const images = {}; + + let loader; + + async function deserializeImage( image ) { + + if ( typeof image === 'string' ) { + + const url = image; + + const path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( url ) ? url : scope.resourcePath + url; + + return await loader.loadAsync( path ); + + } else { + + if ( image.data ) { + + return { + data: getTypedArray( image.type, image.data ), + width: image.width, + height: image.height + }; + + } else { + + return null; + + } + + } + + } + + if ( json !== undefined && json.length > 0 ) { + + loader = new ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + + for ( let i = 0, il = json.length; i < il; i ++ ) { + + const image = json[ i ]; + const url = image.url; + + if ( Array.isArray( url ) ) { + + // load array of images e.g CubeTexture + + const imageArray = []; + + for ( let j = 0, jl = url.length; j < jl; j ++ ) { + + const currentUrl = url[ j ]; + + const deserializedImage = await deserializeImage( currentUrl ); + + if ( deserializedImage !== null ) { + + if ( deserializedImage instanceof HTMLImageElement ) { + + imageArray.push( deserializedImage ); + + } else { + + // special case: handle array of data textures for cube textures + + imageArray.push( new DataTexture( deserializedImage.data, deserializedImage.width, deserializedImage.height ) ); + + } + + } + + } + + images[ image.uuid ] = new Source( imageArray ); + + } else { + + // load single image + + const deserializedImage = await deserializeImage( image.url ); + images[ image.uuid ] = new Source( deserializedImage ); + + } + + } + + } + + return images; + + } + + parseTextures( json, images ) { + + function parseConstant( value, type ) { + + if ( typeof value === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return type[ value ]; + + } + + const textures = {}; + + if ( json !== undefined ) { + + for ( let i = 0, l = json.length; i < l; i ++ ) { + + const data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined image', data.image ); + + } + + const source = images[ data.image ]; + const image = source.data; + + let texture; + + if ( Array.isArray( image ) ) { + + texture = new CubeTexture(); + + if ( image.length === 6 ) texture.needsUpdate = true; + + } else { + + if ( image && image.data ) { + + texture = new DataTexture(); + + } else { + + texture = new Texture(); + + } + + if ( image ) texture.needsUpdate = true; // textures can have undefined image data + + } + + texture.source = source; + + texture.uuid = data.uuid; + + if ( data.name !== undefined ) texture.name = data.name; + + if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING ); + if ( data.channel !== undefined ) texture.channel = data.channel; + + if ( data.offset !== undefined ) texture.offset.fromArray( data.offset ); + if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat ); + if ( data.center !== undefined ) texture.center.fromArray( data.center ); + if ( data.rotation !== undefined ) texture.rotation = data.rotation; + + if ( data.wrap !== undefined ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING ); + texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING ); + + } + + if ( data.format !== undefined ) texture.format = data.format; + if ( data.internalFormat !== undefined ) texture.internalFormat = data.internalFormat; + if ( data.type !== undefined ) texture.type = data.type; + if ( data.colorSpace !== undefined ) texture.colorSpace = data.colorSpace; + + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + + if ( data.flipY !== undefined ) texture.flipY = data.flipY; + + if ( data.generateMipmaps !== undefined ) texture.generateMipmaps = data.generateMipmaps; + if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha; + if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment; + if ( data.compareFunction !== undefined ) texture.compareFunction = data.compareFunction; + + if ( data.userData !== undefined ) texture.userData = data.userData; + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + } + + parseObject( data, geometries, materials, textures, animations ) { + + let object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( Array.isArray( name ) ) { + + const array = []; + + for ( let i = 0, l = name.length; i < l; i ++ ) { + + const uuid = name[ i ]; + + if ( materials[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', uuid ); + + } + + array.push( materials[ uuid ] ); + + } + + return array; + + } + + if ( materials[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined material', name ); + + } + + return materials[ name ]; + + } + + function getTexture( uuid ) { + + if ( textures[ uuid ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined texture', uuid ); + + } + + return textures[ uuid ]; + + } + + let geometry, material; + + switch ( data.type ) { + + case 'Scene': + + object = new Scene(); + + if ( data.background !== undefined ) { + + if ( Number.isInteger( data.background ) ) { + + object.background = new Color( data.background ); + + } else { + + object.background = getTexture( data.background ); + + } + + } + + if ( data.environment !== undefined ) { + + object.environment = getTexture( data.environment ); + + } + + if ( data.fog !== undefined ) { + + if ( data.fog.type === 'Fog' ) { + + object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far ); + + } else if ( data.fog.type === 'FogExp2' ) { + + object.fog = new FogExp2( data.fog.color, data.fog.density ); + + } + + if ( data.fog.name !== '' ) { + + object.fog.name = data.fog.name; + + } + + } + + if ( data.backgroundBlurriness !== undefined ) object.backgroundBlurriness = data.backgroundBlurriness; + if ( data.backgroundIntensity !== undefined ) object.backgroundIntensity = data.backgroundIntensity; + if ( data.backgroundRotation !== undefined ) object.backgroundRotation.fromArray( data.backgroundRotation ); + + if ( data.environmentIntensity !== undefined ) object.environmentIntensity = data.environmentIntensity; + if ( data.environmentRotation !== undefined ) object.environmentRotation.fromArray( data.environmentRotation ); + + break; + + case 'PerspectiveCamera': + + object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far ); + + if ( data.focus !== undefined ) object.focus = data.focus; + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge; + if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'OrthographicCamera': + + object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far ); + + if ( data.zoom !== undefined ) object.zoom = data.zoom; + if ( data.view !== undefined ) object.view = Object.assign( {}, data.view ); + + break; + + case 'AmbientLight': + + object = new AmbientLight( data.color, data.intensity ); + + break; + + case 'DirectionalLight': + + object = new DirectionalLight( data.color, data.intensity ); + object.target = data.target || ''; + + break; + + case 'PointLight': + + object = new PointLight( data.color, data.intensity, data.distance, data.decay ); + + break; + + case 'RectAreaLight': + + object = new RectAreaLight( data.color, data.intensity, data.width, data.height ); + + break; + + case 'SpotLight': + + object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay ); + object.target = data.target || ''; + + break; + + case 'HemisphereLight': + + object = new HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'LightProbe': + + object = new LightProbe().fromJSON( data ); + + break; + + case 'SkinnedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new SkinnedMesh( geometry, material ); + + if ( data.bindMode !== undefined ) object.bindMode = data.bindMode; + if ( data.bindMatrix !== undefined ) object.bindMatrix.fromArray( data.bindMatrix ); + if ( data.skeleton !== undefined ) object.skeleton = data.skeleton; + + break; + + case 'Mesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new Mesh( geometry, material ); + + break; + + case 'InstancedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + const count = data.count; + const instanceMatrix = data.instanceMatrix; + const instanceColor = data.instanceColor; + + object = new InstancedMesh( geometry, material, count ); + object.instanceMatrix = new InstancedBufferAttribute( new Float32Array( instanceMatrix.array ), 16 ); + if ( instanceColor !== undefined ) object.instanceColor = new InstancedBufferAttribute( new Float32Array( instanceColor.array ), instanceColor.itemSize ); + + break; + + case 'BatchedMesh': + + geometry = getGeometry( data.geometry ); + material = getMaterial( data.material ); + + object = new BatchedMesh( data.maxInstanceCount, data.maxVertexCount, data.maxIndexCount, material ); + object.geometry = geometry; + object.perObjectFrustumCulled = data.perObjectFrustumCulled; + object.sortObjects = data.sortObjects; + + object._drawRanges = data.drawRanges; + object._reservedRanges = data.reservedRanges; + + object._visibility = data.visibility; + object._active = data.active; + object._bounds = data.bounds.map( bound => { + + const box = new Box3(); + box.min.fromArray( bound.boxMin ); + box.max.fromArray( bound.boxMax ); + + const sphere = new Sphere(); + sphere.radius = bound.sphereRadius; + sphere.center.fromArray( bound.sphereCenter ); + + return { + boxInitialized: bound.boxInitialized, + box: box, + + sphereInitialized: bound.sphereInitialized, + sphere: sphere + }; + + } ); + + object._maxInstanceCount = data.maxInstanceCount; + object._maxVertexCount = data.maxVertexCount; + object._maxIndexCount = data.maxIndexCount; + + object._geometryInitialized = data.geometryInitialized; + object._geometryCount = data.geometryCount; + + object._matricesTexture = getTexture( data.matricesTexture.uuid ); + if ( data.colorsTexture !== undefined ) object._colorsTexture = getTexture( data.colorsTexture.uuid ); + + break; + + case 'LOD': + + object = new LOD(); + + break; + + case 'Line': + + object = new Line( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineLoop': + + object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'LineSegments': + + object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'PointCloud': + case 'Points': + + object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) ); + + break; + + case 'Sprite': + + object = new Sprite( getMaterial( data.material ) ); + + break; + + case 'Group': + + object = new Group(); + + break; + + case 'Bone': + + object = new Bone(); + + break; + + default: + + object = new Object3D(); + + } + + object.uuid = data.uuid; + + if ( data.name !== undefined ) object.name = data.name; + + if ( data.matrix !== undefined ) { + + object.matrix.fromArray( data.matrix ); + + if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate; + if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale ); + + } else { + + if ( data.position !== undefined ) object.position.fromArray( data.position ); + if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation ); + if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion ); + if ( data.scale !== undefined ) object.scale.fromArray( data.scale ); + + } + + if ( data.up !== undefined ) object.up.fromArray( data.up ); + + if ( data.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + if ( data.shadow ) { + + if ( data.shadow.intensity !== undefined ) object.shadow.intensity = data.shadow.intensity; + if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias; + if ( data.shadow.normalBias !== undefined ) object.shadow.normalBias = data.shadow.normalBias; + if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius; + if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize ); + if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera ); + + } + + if ( data.visible !== undefined ) object.visible = data.visible; + if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled; + if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder; + if ( data.userData !== undefined ) object.userData = data.userData; + if ( data.layers !== undefined ) object.layers.mask = data.layers; + + if ( data.children !== undefined ) { + + const children = data.children; + + for ( let i = 0; i < children.length; i ++ ) { + + object.add( this.parseObject( children[ i ], geometries, materials, textures, animations ) ); + + } + + } + + if ( data.animations !== undefined ) { + + const objectAnimations = data.animations; + + for ( let i = 0; i < objectAnimations.length; i ++ ) { + + const uuid = objectAnimations[ i ]; + + object.animations.push( animations[ uuid ] ); + + } + + } + + if ( data.type === 'LOD' ) { + + if ( data.autoUpdate !== undefined ) object.autoUpdate = data.autoUpdate; + + const levels = data.levels; + + for ( let l = 0; l < levels.length; l ++ ) { + + const level = levels[ l ]; + const child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance, level.hysteresis ); + + } + + } + + } + + return object; + + } + + bindSkeletons( object, skeletons ) { + + if ( Object.keys( skeletons ).length === 0 ) return; + + object.traverse( function ( child ) { + + if ( child.isSkinnedMesh === true && child.skeleton !== undefined ) { + + const skeleton = skeletons[ child.skeleton ]; + + if ( skeleton === undefined ) { + + console.warn( 'THREE.ObjectLoader: No skeleton found with UUID:', child.skeleton ); + + } else { + + child.bind( skeleton, child.bindMatrix ); + + } + + } + + } ); + + } + + bindLightTargets( object ) { + + object.traverse( function ( child ) { + + if ( child.isDirectionalLight || child.isSpotLight ) { + + const uuid = child.target; + + const target = object.getObjectByProperty( 'uuid', uuid ); + + if ( target !== undefined ) { + + child.target = target; + + } else { + + child.target = new Object3D(); + + } + + } + + } ); + + } + +} + +const TEXTURE_MAPPING = { + UVMapping: UVMapping, + CubeReflectionMapping: CubeReflectionMapping, + CubeRefractionMapping: CubeRefractionMapping, + EquirectangularReflectionMapping: EquirectangularReflectionMapping, + EquirectangularRefractionMapping: EquirectangularRefractionMapping, + CubeUVReflectionMapping: CubeUVReflectionMapping +}; + +const TEXTURE_WRAPPING = { + RepeatWrapping: RepeatWrapping, + ClampToEdgeWrapping: ClampToEdgeWrapping, + MirroredRepeatWrapping: MirroredRepeatWrapping +}; + +const TEXTURE_FILTER = { + NearestFilter: NearestFilter, + NearestMipmapNearestFilter: NearestMipmapNearestFilter, + NearestMipmapLinearFilter: NearestMipmapLinearFilter, + LinearFilter: LinearFilter, + LinearMipmapNearestFilter: LinearMipmapNearestFilter, + LinearMipmapLinearFilter: LinearMipmapLinearFilter +}; + +class ImageBitmapLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + this.isImageBitmapLoader = true; + + if ( typeof createImageBitmap === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' ); + + } + + if ( typeof fetch === 'undefined' ) { + + console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' ); + + } + + this.options = { premultiplyAlpha: 'none' }; + + } + + setOptions( options ) { + + this.options = options; + + return this; + + } + + load( url, onLoad, onProgress, onError ) { + + if ( url === undefined ) url = ''; + + if ( this.path !== undefined ) url = this.path + url; + + url = this.manager.resolveURL( url ); + + const scope = this; + + const cached = Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + // If cached is a promise, wait for it to resolve + if ( cached.then ) { + + cached.then( imageBitmap => { + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + } ).catch( e => { + + if ( onError ) onError( e ); + + } ); + return; + + } + + // If cached is not a promise (i.e., it's already an imageBitmap) + setTimeout( function () { + + if ( onLoad ) onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + return cached; + + } + + const fetchOptions = {}; + fetchOptions.credentials = ( this.crossOrigin === 'anonymous' ) ? 'same-origin' : 'include'; + fetchOptions.headers = this.requestHeader; + + const promise = fetch( url, fetchOptions ).then( function ( res ) { + + return res.blob(); + + } ).then( function ( blob ) { + + return createImageBitmap( blob, Object.assign( scope.options, { colorSpaceConversion: 'none' } ) ); + + } ).then( function ( imageBitmap ) { + + Cache.add( url, imageBitmap ); + + if ( onLoad ) onLoad( imageBitmap ); + + scope.manager.itemEnd( url ); + + return imageBitmap; + + } ).catch( function ( e ) { + + if ( onError ) onError( e ); + + Cache.remove( url ); + + scope.manager.itemError( url ); + scope.manager.itemEnd( url ); + + } ); + + Cache.add( url, promise ); + scope.manager.itemStart( url ); + + } + +} + +let _context; + +class AudioContext { + + static getContext() { + + if ( _context === undefined ) { + + _context = new ( window.AudioContext || window.webkitAudioContext )(); + + } + + return _context; + + } + + static setContext( value ) { + + _context = value; + + } + +} + +class AudioLoader extends Loader { + + constructor( manager ) { + + super( manager ); + + } + + load( url, onLoad, onProgress, onError ) { + + const scope = this; + + const loader = new FileLoader( this.manager ); + loader.setResponseType( 'arraybuffer' ); + loader.setPath( this.path ); + loader.setRequestHeader( this.requestHeader ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( buffer ) { + + try { + + // Create a copy of the buffer. The `decodeAudioData` method + // detaches the buffer when complete, preventing reuse. + const bufferCopy = buffer.slice( 0 ); + + const context = AudioContext.getContext(); + context.decodeAudioData( bufferCopy, function ( audioBuffer ) { + + onLoad( audioBuffer ); + + } ).catch( handleError ); + + } catch ( e ) { + + handleError( e ); + + } + + }, onProgress, onError ); + + function handleError( e ) { + + if ( onError ) { + + onError( e ); + + } else { + + console.error( e ); + + } + + scope.manager.itemError( url ); + + } + + } + +} + +const _eyeRight = /*@__PURE__*/ new Matrix4(); +const _eyeLeft = /*@__PURE__*/ new Matrix4(); +const _projectionMatrix = /*@__PURE__*/ new Matrix4(); + +class StereoCamera { + + constructor() { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.eyeSep = 0.064; + + this.cameraL = new PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + + this._cache = { + focus: null, + fov: null, + aspect: null, + near: null, + far: null, + zoom: null, + eyeSep: null + }; + + } + + update( camera ) { + + const cache = this._cache; + + const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov || + cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near || + cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep; + + if ( needsUpdate ) { + + cache.focus = camera.focus; + cache.fov = camera.fov; + cache.aspect = camera.aspect * this.aspect; + cache.near = camera.near; + cache.far = camera.far; + cache.zoom = camera.zoom; + cache.eyeSep = this.eyeSep; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + _projectionMatrix.copy( camera.projectionMatrix ); + const eyeSepHalf = cache.eyeSep / 2; + const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus; + const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom; + let xmin, xmax; + + // translate xOffset + + _eyeLeft.elements[ 12 ] = - eyeSepHalf; + _eyeRight.elements[ 12 ] = eyeSepHalf; + + // for left eye + + xmin = - ymax * cache.aspect + eyeSepOnProjection; + xmax = ymax * cache.aspect + eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( _projectionMatrix ); + + // for right eye + + xmin = - ymax * cache.aspect - eyeSepOnProjection; + xmax = ymax * cache.aspect - eyeSepOnProjection; + + _projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin ); + _projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( _projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight ); + + } + +} + +class Clock { + + constructor( autoStart = true ) { + + this.autoStart = autoStart; + + this.startTime = 0; + this.oldTime = 0; + this.elapsedTime = 0; + + this.running = false; + + } + + start() { + + this.startTime = now(); + + this.oldTime = this.startTime; + this.elapsedTime = 0; + this.running = true; + + } + + stop() { + + this.getElapsedTime(); + this.running = false; + this.autoStart = false; + + } + + getElapsedTime() { + + this.getDelta(); + return this.elapsedTime; + + } + + getDelta() { + + let diff = 0; + + if ( this.autoStart && ! this.running ) { + + this.start(); + return 0; + + } + + if ( this.running ) { + + const newTime = now(); + + diff = ( newTime - this.oldTime ) / 1000; + this.oldTime = newTime; + + this.elapsedTime += diff; + + } + + return diff; + + } + +} + +function now() { + + return performance.now(); + +} + +const _position$1 = /*@__PURE__*/ new Vector3(); +const _quaternion$1 = /*@__PURE__*/ new Quaternion(); +const _scale$1 = /*@__PURE__*/ new Vector3(); +const _orientation$1 = /*@__PURE__*/ new Vector3(); + +class AudioListener extends Object3D { + + constructor() { + + super(); + + this.type = 'AudioListener'; + + this.context = AudioContext.getContext(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + + this.timeDelta = 0; + + // private + + this._clock = new Clock(); + + } + + getInput() { + + return this.gain; + + } + + removeFilter() { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + + return this; + + } + + getFilter() { + + return this.filter; + + } + + setFilter( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + + return this; + + } + + getMasterVolume() { + + return this.gain.gain.value; + + } + + setMasterVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + const listener = this.context.listener; + const up = this.up; + + this.timeDelta = this._clock.getDelta(); + + this.matrixWorld.decompose( _position$1, _quaternion$1, _scale$1 ); + + _orientation$1.set( 0, 0, - 1 ).applyQuaternion( _quaternion$1 ); + + if ( listener.positionX ) { + + // code path for Chrome (see #14393) + + const endTime = this.context.currentTime + this.timeDelta; + + listener.positionX.linearRampToValueAtTime( _position$1.x, endTime ); + listener.positionY.linearRampToValueAtTime( _position$1.y, endTime ); + listener.positionZ.linearRampToValueAtTime( _position$1.z, endTime ); + listener.forwardX.linearRampToValueAtTime( _orientation$1.x, endTime ); + listener.forwardY.linearRampToValueAtTime( _orientation$1.y, endTime ); + listener.forwardZ.linearRampToValueAtTime( _orientation$1.z, endTime ); + listener.upX.linearRampToValueAtTime( up.x, endTime ); + listener.upY.linearRampToValueAtTime( up.y, endTime ); + listener.upZ.linearRampToValueAtTime( up.z, endTime ); + + } else { + + listener.setPosition( _position$1.x, _position$1.y, _position$1.z ); + listener.setOrientation( _orientation$1.x, _orientation$1.y, _orientation$1.z, up.x, up.y, up.z ); + + } + + } + +} + +class Audio extends Object3D { + + constructor( listener ) { + + super(); + + this.type = 'Audio'; + + this.listener = listener; + this.context = listener.context; + + this.gain = this.context.createGain(); + this.gain.connect( listener.getInput() ); + + this.autoplay = false; + + this.buffer = null; + this.detune = 0; + this.loop = false; + this.loopStart = 0; + this.loopEnd = 0; + this.offset = 0; + this.duration = undefined; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.source = null; + this.sourceType = 'empty'; + + this._startedAt = 0; + this._progress = 0; + this._connected = false; + + this.filters = []; + + } + + getOutput() { + + return this.gain; + + } + + setNodeSource( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + + } + + setMediaElementSource( mediaElement ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaNode'; + this.source = this.context.createMediaElementSource( mediaElement ); + this.connect(); + + return this; + + } + + setMediaStreamSource( mediaStream ) { + + this.hasPlaybackControl = false; + this.sourceType = 'mediaStreamNode'; + this.source = this.context.createMediaStreamSource( mediaStream ); + this.connect(); + + return this; + + } + + setBuffer( audioBuffer ) { + + this.buffer = audioBuffer; + this.sourceType = 'buffer'; + + if ( this.autoplay ) this.play(); + + return this; + + } + + play( delay = 0 ) { + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._startedAt = this.context.currentTime + delay; + + const source = this.context.createBufferSource(); + source.buffer = this.buffer; + source.loop = this.loop; + source.loopStart = this.loopStart; + source.loopEnd = this.loopEnd; + source.onended = this.onEnded.bind( this ); + source.start( this._startedAt, this._progress + this.offset, this.duration ); + + this.isPlaying = true; + + this.source = source; + + this.setDetune( this.detune ); + this.setPlaybackRate( this.playbackRate ); + + return this.connect(); + + } + + pause() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + if ( this.isPlaying === true ) { + + // update current progress + + this._progress += Math.max( this.context.currentTime - this._startedAt, 0 ) * this.playbackRate; + + if ( this.loop === true ) { + + // ensure _progress does not exceed duration with looped audios + + this._progress = this._progress % ( this.duration || this.buffer.duration ); + + } + + this.source.stop(); + this.source.onended = null; + + this.isPlaying = false; + + } + + return this; + + } + + stop( delay = 0 ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this._progress = 0; + + if ( this.source !== null ) { + + this.source.stop( this.context.currentTime + delay ); + this.source.onended = null; + + } + + this.isPlaying = false; + + return this; + + } + + connect() { + + if ( this.filters.length > 0 ) { + + this.source.connect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].connect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + + this._connected = true; + + return this; + + } + + disconnect() { + + if ( this._connected === false ) { + + return; + + } + + if ( this.filters.length > 0 ) { + + this.source.disconnect( this.filters[ 0 ] ); + + for ( let i = 1, l = this.filters.length; i < l; i ++ ) { + + this.filters[ i - 1 ].disconnect( this.filters[ i ] ); + + } + + this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + + this._connected = false; + + return this; + + } + + getFilters() { + + return this.filters; + + } + + setFilters( value ) { + + if ( ! value ) value = []; + + if ( this._connected === true ) { + + this.disconnect(); + this.filters = value.slice(); + this.connect(); + + } else { + + this.filters = value.slice(); + + } + + return this; + + } + + setDetune( value ) { + + this.detune = value; + + if ( this.isPlaying === true && this.source.detune !== undefined ) { + + this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + getDetune() { + + return this.detune; + + } + + getFilter() { + + return this.getFilters()[ 0 ]; + + } + + setFilter( filter ) { + + return this.setFilters( filter ? [ filter ] : [] ); + + } + + setPlaybackRate( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 ); + + } + + return this; + + } + + getPlaybackRate() { + + return this.playbackRate; + + } + + onEnded() { + + this.isPlaying = false; + + } + + getLoop() { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.loop; + + } + + setLoop( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.loop = value; + + if ( this.isPlaying === true ) { + + this.source.loop = this.loop; + + } + + return this; + + } + + setLoopStart( value ) { + + this.loopStart = value; + + return this; + + } + + setLoopEnd( value ) { + + this.loopEnd = value; + + return this; + + } + + getVolume() { + + return this.gain.gain.value; + + } + + setVolume( value ) { + + this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 ); + + return this; + + } + +} + +const _position = /*@__PURE__*/ new Vector3(); +const _quaternion = /*@__PURE__*/ new Quaternion(); +const _scale = /*@__PURE__*/ new Vector3(); +const _orientation = /*@__PURE__*/ new Vector3(); + +class PositionalAudio extends Audio { + + constructor( listener ) { + + super( listener ); + + this.panner = this.context.createPanner(); + this.panner.panningModel = 'HRTF'; + this.panner.connect( this.gain ); + + } + + connect() { + + super.connect(); + + this.panner.connect( this.gain ); + + } + + disconnect() { + + super.disconnect(); + + this.panner.disconnect( this.gain ); + + } + + getOutput() { + + return this.panner; + + } + + getRefDistance() { + + return this.panner.refDistance; + + } + + setRefDistance( value ) { + + this.panner.refDistance = value; + + return this; + + } + + getRolloffFactor() { + + return this.panner.rolloffFactor; + + } + + setRolloffFactor( value ) { + + this.panner.rolloffFactor = value; + + return this; + + } + + getDistanceModel() { + + return this.panner.distanceModel; + + } + + setDistanceModel( value ) { + + this.panner.distanceModel = value; + + return this; + + } + + getMaxDistance() { + + return this.panner.maxDistance; + + } + + setMaxDistance( value ) { + + this.panner.maxDistance = value; + + return this; + + } + + setDirectionalCone( coneInnerAngle, coneOuterAngle, coneOuterGain ) { + + this.panner.coneInnerAngle = coneInnerAngle; + this.panner.coneOuterAngle = coneOuterAngle; + this.panner.coneOuterGain = coneOuterGain; + + return this; + + } + + updateMatrixWorld( force ) { + + super.updateMatrixWorld( force ); + + if ( this.hasPlaybackControl === true && this.isPlaying === false ) return; + + this.matrixWorld.decompose( _position, _quaternion, _scale ); + + _orientation.set( 0, 0, 1 ).applyQuaternion( _quaternion ); + + const panner = this.panner; + + if ( panner.positionX ) { + + // code path for Chrome and Firefox (see #14393) + + const endTime = this.context.currentTime + this.listener.timeDelta; + + panner.positionX.linearRampToValueAtTime( _position.x, endTime ); + panner.positionY.linearRampToValueAtTime( _position.y, endTime ); + panner.positionZ.linearRampToValueAtTime( _position.z, endTime ); + panner.orientationX.linearRampToValueAtTime( _orientation.x, endTime ); + panner.orientationY.linearRampToValueAtTime( _orientation.y, endTime ); + panner.orientationZ.linearRampToValueAtTime( _orientation.z, endTime ); + + } else { + + panner.setPosition( _position.x, _position.y, _position.z ); + panner.setOrientation( _orientation.x, _orientation.y, _orientation.z ); + + } + + } + +} + +class AudioAnalyser { + + constructor( audio, fftSize = 2048 ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + + } + + + getFrequencyData() { + + this.analyser.getByteFrequencyData( this.data ); + + return this.data; + + } + + getAverageFrequency() { + + let value = 0; + const data = this.getFrequencyData(); + + for ( let i = 0; i < data.length; i ++ ) { + + value += data[ i ]; + + } + + return value / data.length; + + } + +} + +class PropertyMixer { + + constructor( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + let mixFunction, + mixFunctionAdditive, + setIdentity; + + // buffer layout: [ incoming | accu0 | accu1 | orig | addAccu | (optional work) ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + // + // 'add' is used for additive cumulative results + // + // 'work' is optional and is only present for quaternion types. It is used + // to store intermediate quaternion multiplication results + + switch ( typeName ) { + + case 'quaternion': + mixFunction = this._slerp; + mixFunctionAdditive = this._slerpAdditive; + setIdentity = this._setAdditiveIdentityQuaternion; + + this.buffer = new Float64Array( valueSize * 6 ); + this._workIndex = 5; + break; + + case 'string': + case 'bool': + mixFunction = this._select; + + // Use the regular mix function and for additive on these types, + // additive is not relevant for non-numeric types + mixFunctionAdditive = this._select; + + setIdentity = this._setAdditiveIdentityOther; + + this.buffer = new Array( valueSize * 5 ); + break; + + default: + mixFunction = this._lerp; + mixFunctionAdditive = this._lerpAdditive; + setIdentity = this._setAdditiveIdentityNumeric; + + this.buffer = new Float64Array( valueSize * 5 ); + + } + + this._mixBufferRegion = mixFunction; + this._mixBufferRegionAdditive = mixFunctionAdditive; + this._setIdentity = setIdentity; + this._origIndex = 3; + this._addIndex = 4; + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + this.useCount = 0; + this.referenceCount = 0; + + } + + // accumulate data in the 'incoming' region into 'accu' + accumulate( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + const buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride; + + let currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( let i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + const mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + } + + // accumulate data in the 'incoming' region into 'add' + accumulateAdditive( weight ) { + + const buffer = this.buffer, + stride = this.valueSize, + offset = stride * this._addIndex; + + if ( this.cumulativeWeightAdditive === 0 ) { + + // add = identity + + this._setIdentity(); + + } + + // add := add + incoming * weight + + this._mixBufferRegionAdditive( buffer, offset, 0, weight, stride ); + this.cumulativeWeightAdditive += weight; + + } + + // apply the state of 'accu' to the binding when accus differ + apply( accuIndex ) { + + const stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + weightAdditive = this.cumulativeWeightAdditive, + + binding = this.binding; + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + const originalValueOffset = stride * this._origIndex; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + if ( weightAdditive > 0 ) { + + // accuN := accuN + additive accuN + + this._mixBufferRegionAdditive( buffer, offset, this._addIndex * stride, 1, stride ); + + } + + for ( let i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + } + + // remember the state of the bound property and copy it to both accus + saveOriginalState() { + + const binding = this.binding; + + const buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * this._origIndex; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( let i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + // Add to identity for additive + this._setIdentity(); + + this.cumulativeWeight = 0; + this.cumulativeWeightAdditive = 0; + + } + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState() { + + const originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + } + + _setAdditiveIdentityNumeric() { + + const startIndex = this._addIndex * this.valueSize; + const endIndex = startIndex + this.valueSize; + + for ( let i = startIndex; i < endIndex; i ++ ) { + + this.buffer[ i ] = 0; + + } + + } + + _setAdditiveIdentityQuaternion() { + + this._setAdditiveIdentityNumeric(); + this.buffer[ this._addIndex * this.valueSize + 3 ] = 1; + + } + + _setAdditiveIdentityOther() { + + const startIndex = this._origIndex * this.valueSize; + const targetIndex = this._addIndex * this.valueSize; + + for ( let i = 0; i < this.valueSize; i ++ ) { + + this.buffer[ targetIndex + i ] = this.buffer[ startIndex + i ]; + + } + + } + + + // mix functions + + _select( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( let i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + } + + _slerp( buffer, dstOffset, srcOffset, t ) { + + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t ); + + } + + _slerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + const workOffset = this._workIndex * stride; + + // Store result in intermediate buffer offset + Quaternion.multiplyQuaternionsFlat( buffer, workOffset, buffer, dstOffset, buffer, srcOffset ); + + // Slerp to the intermediate result + Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, workOffset, t ); + + } + + _lerp( buffer, dstOffset, srcOffset, t, stride ) { + + const s = 1 - t; + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + + _lerpAdditive( buffer, dstOffset, srcOffset, t, stride ) { + + for ( let i = 0; i !== stride; ++ i ) { + + const j = dstOffset + i; + + buffer[ j ] = buffer[ j ] + buffer[ srcOffset + i ] * t; + + } + + } + +} + +// Characters [].:/ are reserved for track binding syntax. +const _RESERVED_CHARS_RE = '\\[\\]\\.:\\/'; +const _reservedRe = new RegExp( '[' + _RESERVED_CHARS_RE + ']', 'g' ); + +// Attempts to allow node names from any language. ES5's `\w` regexp matches +// only latin characters, and the unicode \p{L} is not yet supported. So +// instead, we exclude reserved characters and match everything else. +const _wordChar = '[^' + _RESERVED_CHARS_RE + ']'; +const _wordCharOrDot = '[^' + _RESERVED_CHARS_RE.replace( '\\.', '' ) + ']'; + +// Parent directories, delimited by '/' or ':'. Currently unused, but must +// be matched to parse the rest of the track name. +const _directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace( 'WC', _wordChar ); + +// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'. +const _nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace( 'WCOD', _wordCharOrDot ); + +// Object on target node, and accessor. May not contain reserved +// characters. Accessor may contain any character except closing bracket. +const _objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', _wordChar ); + +// Property and accessor. May not contain reserved characters. Accessor may +// contain any non-bracket characters. +const _propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', _wordChar ); + +const _trackRe = new RegExp( '' + + '^' + + _directoryRe + + _nodeRe + + _objectRe + + _propertyRe + + '$' +); + +const _supportedObjectNames = [ 'material', 'materials', 'bones', 'map' ]; + +class Composite { + + constructor( targetGroup, path, optionalParsedPath ) { + + const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + + } + + getValue( array, offset ) { + + this.bind(); // bind all binding + + const firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + } + + setValue( array, offset ) { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + } + + bind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + } + + unbind() { + + const bindings = this._bindings; + + for ( let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +} + +// Note: This class uses a State pattern on a per-method basis: +// 'bind' sets 'this.getValue' / 'setValue' and shadows the +// prototype version of these methods with one that represents +// the bound state. When the property is not found, the methods +// become no-ops. +class PropertyBinding { + + constructor( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path ); + + this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ); + + this.rootNode = rootNode; + + // initial state of these methods that calls 'bind' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + + + static create( root, path, parsedPath ) { + + if ( ! ( root && root.isAnimationObjectGroup ) ) { + + return new PropertyBinding( root, path, parsedPath ); + + } else { + + return new PropertyBinding.Composite( root, path, parsedPath ); + + } + + } + + /** + * Replaces spaces with underscores and removes unsupported characters from + * node names, to ensure compatibility with parseTrackName(). + * + * @param {string} name Node name to be sanitized. + * @return {string} + */ + static sanitizeNodeName( name ) { + + return name.replace( /\s/g, '_' ).replace( _reservedRe, '' ); + + } + + static parseTrackName( trackName ) { + + const matches = _trackRe.exec( trackName ); + + if ( matches === null ) { + + throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName ); + + } + + const results = { + // directoryName: matches[ 1 ], // (tschw) currently unused + nodeName: matches[ 2 ], + objectName: matches[ 3 ], + objectIndex: matches[ 4 ], + propertyName: matches[ 5 ], // required + propertyIndex: matches[ 6 ] + }; + + const lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' ); + + if ( lastDot !== undefined && lastDot !== - 1 ) { + + const objectName = results.nodeName.substring( lastDot + 1 ); + + // Object names must be checked against an allowlist. Otherwise, there + // is no way to parse 'foo.bar.baz': 'baz' must be a property, but + // 'bar' could be the objectName, or part of a nodeName (which can + // include '.' characters). + if ( _supportedObjectNames.indexOf( objectName ) !== - 1 ) { + + results.nodeName = results.nodeName.substring( 0, lastDot ); + results.objectName = objectName; + + } + + } + + if ( results.propertyName === null || results.propertyName.length === 0 ) { + + throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName ); + + } + + return results; + + } + + static findNode( root, nodeName ) { + + if ( nodeName === undefined || nodeName === '' || nodeName === '.' || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if ( root.skeleton ) { + + const bone = root.skeleton.getBoneByName( nodeName ); + + if ( bone !== undefined ) { + + return bone; + + } + + } + + // search into node subtree. + if ( root.children ) { + + const searchNodeSubtree = function ( children ) { + + for ( let i = 0; i < children.length; i ++ ) { + + const childNode = children[ i ]; + + if ( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + const result = searchNodeSubtree( childNode.children ); + + if ( result ) return result; + + } + + return null; + + }; + + const subTreeNode = searchNodeSubtree( root.children ); + + if ( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + + } + + // these are used to "bind" a nonexistent property + _getValue_unavailable() {} + _setValue_unavailable() {} + + // Getters + + _getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.targetObject[ this.propertyName ]; + + } + + _getValue_array( buffer, offset ) { + + const source = this.resolvedProperty; + + for ( let i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + } + + _getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + } + + _getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + // Direct + + _setValue_direct( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + + } + + _setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.targetObject[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // EntireArray + + _setValue_array( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + } + + _setValue_array_setNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + } + + _setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + const dest = this.resolvedProperty; + + for ( let i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // ArrayElement + + _setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + } + + _setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + } + + _setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + // HasToFromArray + + _setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + } + + _setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + } + + _setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + _getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + } + + _setValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + } + + // create getter / setter pair for a property in the scene graph + bind() { + + let targetObject = this.node; + const parsedPath = this.parsedPath; + + const objectName = parsedPath.objectName; + const propertyName = parsedPath.propertyName; + let propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ); + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.warn( 'THREE.PropertyBinding: No target node found for track: ' + this.path + '.' ); + return; + + } + + if ( objectName ) { + + let objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.materials ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if ( ! targetObject.skeleton ) { + + console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( let i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[ i ].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + case 'map': + + if ( 'map' in targetObject ) { + + targetObject = targetObject.map; + break; + + } + + if ( ! targetObject.material ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this ); + return; + + } + + if ( ! targetObject.material.map ) { + + console.error( 'THREE.PropertyBinding: Can not bind to material.map as node.material does not have a map.', this ); + return; + + } + + targetObject = targetObject.material.map; + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if ( targetObject[ objectIndex ] === undefined ) { + + console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + const nodeProperty = targetObject[ propertyName ]; + + if ( nodeProperty === undefined ) { + + const nodeName = parsedPath.nodeName; + + console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName + + '.' + propertyName + ' but it wasn\'t found.', targetObject ); + return; + + } + + // determine versioning scheme + let versioning = this.Versioning.None; + + this.targetObject = targetObject; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + + } + + // determine how the property gets bound + let bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === 'morphTargetInfluences' ) { + + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this ); + return; + + } + + if ( ! targetObject.geometry.morphAttributes ) { + + console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this ); + return; + + } + + if ( targetObject.morphTargetDictionary[ propertyIndex ] !== undefined ) { + + propertyIndex = targetObject.morphTargetDictionary[ propertyIndex ]; + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( Array.isArray( nodeProperty ) ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + } + + unbind() { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +} + +PropertyBinding.Composite = Composite; + +PropertyBinding.prototype.BindingType = { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 +}; + +PropertyBinding.prototype.Versioning = { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 +}; + +PropertyBinding.prototype.GetterByBindingType = [ + + PropertyBinding.prototype._getValue_direct, + PropertyBinding.prototype._getValue_array, + PropertyBinding.prototype._getValue_arrayElement, + PropertyBinding.prototype._getValue_toArray, + +]; + +PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [ + + [ + // Direct + PropertyBinding.prototype._setValue_direct, + PropertyBinding.prototype._setValue_direct_setNeedsUpdate, + PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate, + + ], [ + + // EntireArray + + PropertyBinding.prototype._setValue_array, + PropertyBinding.prototype._setValue_array_setNeedsUpdate, + PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate, + + ], [ + + // ArrayElement + PropertyBinding.prototype._setValue_arrayElement, + PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate, + PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate, + + ], [ + + // HasToFromArray + PropertyBinding.prototype._setValue_fromArray, + PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate, + PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate, + + ] + +]; + +/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + */ + +class AnimationObjectGroup { + + constructor() { + + this.isAnimationObjectGroup = true; + + this.uuid = generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + const indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + const scope = this; + + this.stats = { + + objects: { + get total() { + + return scope._objects.length; + + }, + get inUse() { + + return this.total - scope.nCachedObjects_; + + } + }, + get bindingsPerObject() { + + return scope._bindings.length; + + } + + }; + + } + + add() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + let knownObject = undefined, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid; + let index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ]; + + let binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject ) { + + console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' + + 'detected. Clean the caches or recreate your infrastructure when reloading scenes.' ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + remove() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + const lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + // remove & forget + uncache() { + + const objects = this._objects, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + let nCachedObjects = this.nCachedObjects_, + nObjects = objects.length; + + for ( let i = 0, n = arguments.length; i !== n; ++ i ) { + + const object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + const firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + const lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + if ( lastIndex > 0 ) { + + indicesByUUID[ lastObject.uuid ] = index; + + } + + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( let j = 0, m = nBindings; j !== m; ++ j ) { + + const bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + } + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_( path, parsedPath ) { + + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + const indicesByPath = this._bindingsIndicesByPath; + let index = indicesByPath[ path ]; + const bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + const paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( let i = nCachedObjects, n = objects.length; i !== n; ++ i ) { + + const object = objects[ i ]; + bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + } + + unsubscribe_( path ) { + + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + const indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + const paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +} + +class AnimationAction { + + constructor( mixer, clip, localRoot = null, blendMode = clip.blendMode ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot; + this.blendMode = blendMode; + + const tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + const interpolantSettings = { + endingStart: ZeroCurvatureEnding, + endingEnd: ZeroCurvatureEnding + }; + + for ( let i = 0; i !== nTracks; ++ i ) { + + const interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings; + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = LoopRepeat; + this._loopCount = - 1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // true -> zero effective time scale + this.enabled = true; // false -> zero effective weight + + this.clampWhenFinished = false;// keep feeding the last frame? + + this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true;// clips for start, loop and end + + } + + // State & Scheduling + + play() { + + this._mixer._activateAction( this ); + + return this; + + } + + stop() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + } + + reset() { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = - 1;// forget previous loops + this._startTime = null;// forget scheduling + + return this.stopFading().stopWarping(); + + } + + isRunning() { + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ); + + } + + // return true when play has been called + isScheduled() { + + return this._mixer._isActiveAction( this ); + + } + + startAt( time ) { + + this._startTime = time; + + return this; + + } + + setLoop( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + } + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + } + + // return the weight considering fading and .enabled + getEffectiveWeight() { + + return this._effectiveWeight; + + } + + fadeIn( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + } + + fadeOut( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + } + + crossFadeFrom( fadeOutAction, duration, warp ) { + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if ( warp ) { + + const fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + } + + crossFadeTo( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + } + + stopFading() { + + const weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + } + + // Time Scale Control + + // set the time scale stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 : timeScale; + + return this.stopWarping(); + + } + + // return the time scale considering warping and .paused + getEffectiveTimeScale() { + + return this._effectiveTimeScale; + + } + + setDuration( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + } + + syncWith( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + } + + halt( duration ) { + + return this.warp( this._effectiveTimeScale, 0, duration ); + + } + + warp( startTimeScale, endTimeScale, duration ) { + + const mixer = this._mixer, + now = mixer.time, + timeScale = this.timeScale; + + let interpolant = this._timeScaleInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._timeScaleInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + } + + stopWarping() { + + const timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + } + + // Object Accessors + + getMixer() { + + return this._mixer; + + } + + getClip() { + + return this._clip; + + } + + getRoot() { + + return this._localRoot || this._mixer._root; + + } + + // Interna + + _update( time, deltaTime, timeDirection, accuIndex ) { + + // called by the mixer + + if ( ! this.enabled ) { + + // call ._updateWeight() to update ._effectiveWeight + + this._updateWeight( time ); + return; + + } + + const startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + const timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + deltaTime = 0; + + } else { + + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + const clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + const weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + const interpolants = this._interpolants; + const propertyMixers = this._propertyBindings; + + switch ( this.blendMode ) { + + case AdditiveAnimationBlendMode: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulateAdditive( weight ); + + } + + break; + + case NormalAnimationBlendMode: + default: + + for ( let j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + } + + } + + _updateWeight( time ) { + + let weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + const interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + } + + _updateTimeScale( time ) { + + let timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + const interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + const interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.paused = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + } + + _updateTime( deltaTime ) { + + const duration = this._clip.duration; + const loop = this.loop; + + let time = this.time + deltaTime; + let loopCount = this._loopCount; + + const pingPong = ( loop === LoopPingPong ); + + if ( deltaTime === 0 ) { + + if ( loopCount === - 1 ) return time; + + return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time; + + } + + if ( loop === LoopOnce ) { + + if ( loopCount === - 1 ) { + + // just started + + this._loopCount = 0; + this._setEndings( true, true, false ); + + } + + handle_stop: { + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else { + + this.time = time; + + break handle_stop; + + } + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? - 1 : 1 + } ); + + } + + } else { // repetitive Repeat or PingPong + + if ( loopCount === - 1 ) { + + // just started + + if ( deltaTime >= 0 ) { + + loopCount = 0; + + this._setEndings( true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + const loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + const pending = this.repetitions - loopCount; + + if ( pending <= 0 ) { + + // have to stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : - 1 + } ); + + } else { + + // keep running + + if ( pending === 1 ) { + + // entering the last round + + const atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this.time = time; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + } else { + + this.time = time; + + } + + if ( pingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + return duration - time; + + } + + } + + return time; + + } + + _setEndings( atStart, atEnd, pingPong ) { + + const settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = ZeroSlopeEnding; + settings.endingEnd = ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingStart = WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? ZeroSlopeEnding : ZeroCurvatureEnding; + + } else { + + settings.endingEnd = WrapAroundEnding; + + } + + } + + } + + _scheduleFading( duration, weightNow, weightThen ) { + + const mixer = this._mixer, now = mixer.time; + let interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(); + this._weightInterpolant = interpolant; + + } + + const times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + values[ 0 ] = weightNow; + times[ 1 ] = now + duration; + values[ 1 ] = weightThen; + + return this; + + } + +} + +const _controlInterpolantsResultBuffer = new Float32Array( 1 ); + + +class AnimationMixer extends EventDispatcher { + + constructor( root ) { + + super(); + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + this.time = 0; + this.timeScale = 1.0; + + } + + _bindAction( action, prototypeAction ) { + + const root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName; + + let bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( let i = 0; i !== nTracks; ++ i ) { + + const track = tracks[ i ], + trackName = track.name; + + let binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + ++ binding.referenceCount; + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + const path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new PropertyMixer( + PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + } + + _activateAction( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + const rootUuid = ( action._localRoot || this._root ).uuid, + clipUuid = action._clip.uuid, + actionsForClip = this._actionsByClip[ clipUuid ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipUuid, rootUuid ); + + } + + const bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + } + + _deactivateAction( action ) { + + if ( this._isActiveAction( action ) ) { + + const bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + } + + // Memory manager + + _initMemoryManager() { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< AnimationAction > - used as prototypes + // actionByRoot: AnimationAction - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + const scope = this; + + this.stats = { + + actions: { + get total() { + + return scope._actions.length; + + }, + get inUse() { + + return scope._nActiveActions; + + } + }, + bindings: { + get total() { + + return scope._bindings.length; + + }, + get inUse() { + + return scope._nActiveBindings; + + } + }, + controlInterpolants: { + get total() { + + return scope._controlInterpolants.length; + + }, + get inUse() { + + return scope._nActiveControlInterpolants; + + } + } + + }; + + } + + // Memory management for AnimationAction objects + + _isActiveAction( action ) { + + const index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + } + + _addInactiveAction( action, clipUuid, rootUuid ) { + + const actions = this._actions, + actionsByClip = this._actionsByClip; + + let actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipUuid ] = actionsForClip; + + } else { + + const knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + } + + _removeInactiveAction( action ) { + + const actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + const clipUuid = action._clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + const actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( action._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipUuid ]; + + } + + this._removeInactiveBindingsForAction( action ); + + } + + _removeInactiveBindingsForAction( action ) { + + const bindings = action._propertyBindings; + + for ( let i = 0, n = bindings.length; i !== n; ++ i ) { + + const binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + } + + _lendAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + const actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + } + + _takeBackAction( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + const actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + } + + // Memory management for PropertyMixer objects + + _addInactiveBinding( binding, rootUuid, trackName ) { + + const bindingsByRoot = this._bindingsByRootAndName, + bindings = this._bindings; + + let bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + } + + _removeInactiveBinding( binding ) { + + const bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + if ( Object.keys( bindingByName ).length === 0 ) { + + delete bindingsByRoot[ rootUuid ]; + + } + + } + + _lendBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + } + + _takeBackBinding( binding ) { + + const bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + } + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant() { + + const interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++; + + let interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, _controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + } + + _takeBackControlInterpolant( interpolant ) { + + const interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + } + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction( clip, optionalRoot, blendMode ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid; + + let clipObject = typeof clip === 'string' ? AnimationClip.findByName( root, clip ) : clip; + + const clipUuid = clipObject !== null ? clipObject.uuid : clip; + + const actionsForClip = this._actionsByClip[ clipUuid ]; + let prototypeAction = null; + + if ( blendMode === undefined ) { + + if ( clipObject !== null ) { + + blendMode = clipObject.blendMode; + + } else { + + blendMode = NormalAnimationBlendMode; + + } + + } + + if ( actionsForClip !== undefined ) { + + const existingAction = actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined && existingAction.blendMode === blendMode ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + if ( clipObject === null ) + clipObject = prototypeAction._clip; + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + const newAction = new AnimationAction( this, clipObject, optionalRoot, blendMode ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipUuid, rootUuid ); + + return newAction; + + } + + // get an existing action + existingAction( clip, optionalRoot ) { + + const root = optionalRoot || this._root, + rootUuid = root.uuid, + + clipObject = typeof clip === 'string' ? + AnimationClip.findByName( root, clip ) : clip, + + clipUuid = clipObject ? clipObject.uuid : clip, + + actionsForClip = this._actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + } + + // deactivates all previously scheduled actions + stopAllAction() { + + const actions = this._actions, + nActions = this._nActiveActions; + + for ( let i = nActions - 1; i >= 0; -- i ) { + + actions[ i ].stop(); + + } + + return this; + + } + + // advance the time and update apply the animation + update( deltaTime ) { + + deltaTime *= this.timeScale; + + const actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( let i = 0; i !== nActions; ++ i ) { + + const action = actions[ i ]; + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + // update scene graph + + const bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( let i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + } + + // Allows you to seek to a specific time in an animation. + setTime( timeInSeconds ) { + + this.time = 0; // Zero out time attribute for AnimationMixer object; + for ( let i = 0; i < this._actions.length; i ++ ) { + + this._actions[ i ].time = 0; // Zero out time attribute for all associated AnimationAction objects. + + } + + return this.update( timeInSeconds ); // Update used to set exact time. Returns "this" AnimationMixer object. + + } + + // return this mixer's root target object + getRoot() { + + return this._root; + + } + + // free all resources specific to a particular clip + uncacheClip( clip ) { + + const actions = this._actions, + clipUuid = clip.uuid, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipUuid ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + const actionsToRemove = actionsForClip.knownActions; + + for ( let i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + const action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + const cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipUuid ]; + + } + + } + + // free all resources specific to a particular root target object + uncacheRoot( root ) { + + const rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( const clipUuid in actionsByClip ) { + + const actionByRoot = actionsByClip[ clipUuid ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + const bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( const trackName in bindingByName ) { + + const binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + } + + // remove a targeted clip from the cache + uncacheAction( clip, optionalRoot ) { + + const action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +} + +class Uniform { + + constructor( value ) { + + this.value = value; + + } + + clone() { + + return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() ); + + } + +} + +let _id = 0; + +class UniformsGroup extends EventDispatcher { + + constructor() { + + super(); + + this.isUniformsGroup = true; + + Object.defineProperty( this, 'id', { value: _id ++ } ); + + this.name = ''; + + this.usage = StaticDrawUsage; + this.uniforms = []; + + } + + add( uniform ) { + + this.uniforms.push( uniform ); + + return this; + + } + + remove( uniform ) { + + const index = this.uniforms.indexOf( uniform ); + + if ( index !== - 1 ) this.uniforms.splice( index, 1 ); + + return this; + + } + + setName( name ) { + + this.name = name; + + return this; + + } + + setUsage( value ) { + + this.usage = value; + + return this; + + } + + dispose() { + + this.dispatchEvent( { type: 'dispose' } ); + + return this; + + } + + copy( source ) { + + this.name = source.name; + this.usage = source.usage; + + const uniformsSource = source.uniforms; + + this.uniforms.length = 0; + + for ( let i = 0, l = uniformsSource.length; i < l; i ++ ) { + + const uniforms = Array.isArray( uniformsSource[ i ] ) ? uniformsSource[ i ] : [ uniformsSource[ i ] ]; + + for ( let j = 0; j < uniforms.length; j ++ ) { + + this.uniforms.push( uniforms[ j ].clone() ); + + } + + } + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +class InstancedInterleavedBuffer extends InterleavedBuffer { + + constructor( array, stride, meshPerAttribute = 1 ) { + + super( array, stride ); + + this.isInstancedInterleavedBuffer = true; + + this.meshPerAttribute = meshPerAttribute; + + } + + copy( source ) { + + super.copy( source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + + } + + clone( data ) { + + const ib = super.clone( data ); + + ib.meshPerAttribute = this.meshPerAttribute; + + return ib; + + } + + toJSON( data ) { + + const json = super.toJSON( data ); + + json.isInstancedInterleavedBuffer = true; + json.meshPerAttribute = this.meshPerAttribute; + + return json; + + } + +} + +class GLBufferAttribute { + + constructor( buffer, type, itemSize, elementSize, count ) { + + this.isGLBufferAttribute = true; + + this.name = ''; + + this.buffer = buffer; + this.type = type; + this.itemSize = itemSize; + this.elementSize = elementSize; + this.count = count; + + this.version = 0; + + } + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + } + + setBuffer( buffer ) { + + this.buffer = buffer; + + return this; + + } + + setType( type, elementSize ) { + + this.type = type; + this.elementSize = elementSize; + + return this; + + } + + setItemSize( itemSize ) { + + this.itemSize = itemSize; + + return this; + + } + + setCount( count ) { + + this.count = count; + + return this; + + } + +} + +const _matrix = /*@__PURE__*/ new Matrix4(); + +class Raycaster { + + constructor( origin, direction, near = 0, far = Infinity ) { + + this.ray = new Ray( origin, direction ); + // direction is assumed to be normalized (for accurate distance calculations) + + this.near = near; + this.far = far; + this.camera = null; + this.layers = new Layers(); + + this.params = { + Mesh: {}, + Line: { threshold: 1 }, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + } + + set( origin, direction ) { + + // direction is assumed to be normalized (for accurate distance calculations) + + this.ray.set( origin, direction ); + + } + + setFromCamera( coords, camera ) { + + if ( camera.isPerspectiveCamera ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize(); + this.camera = camera; + + } else if ( camera.isOrthographicCamera ) { + + this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera + this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld ); + this.camera = camera; + + } else { + + console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type ); + + } + + } + + setFromXRController( controller ) { + + _matrix.identity().extractRotation( controller.matrixWorld ); + + this.ray.origin.setFromMatrixPosition( controller.matrixWorld ); + this.ray.direction.set( 0, 0, - 1 ).applyMatrix4( _matrix ); + + return this; + + } + + intersectObject( object, recursive = true, intersects = [] ) { + + intersect( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + } + + intersectObjects( objects, recursive = true, intersects = [] ) { + + for ( let i = 0, l = objects.length; i < l; i ++ ) { + + intersect( objects[ i ], this, intersects, recursive ); + + } + + intersects.sort( ascSort ); + + return intersects; + + } + +} + +function ascSort( a, b ) { + + return a.distance - b.distance; + +} + +function intersect( object, raycaster, intersects, recursive ) { + + let propagate = true; + + if ( object.layers.test( raycaster.layers ) ) { + + const result = object.raycast( raycaster, intersects ); + + if ( result === false ) propagate = false; + + } + + if ( propagate === true && recursive === true ) { + + const children = object.children; + + for ( let i = 0, l = children.length; i < l; i ++ ) { + + intersect( children[ i ], raycaster, intersects, true ); + + } + + } + +} + +/** + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * phi (the polar angle) is measured from the positive y-axis. The positive y-axis is up. + * theta (the azimuthal angle) is measured from the positive z-axis. + */ +class Spherical { + + constructor( radius = 1, phi = 0, theta = 0 ) { + + this.radius = radius; + this.phi = phi; // polar angle + this.theta = theta; // azimuthal angle + + return this; + + } + + set( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + return this; + + } + + copy( other ) { + + this.radius = other.radius; + this.phi = other.phi; + this.theta = other.theta; + + return this; + + } + + // restrict phi to be between EPS and PI-EPS + makeSafe() { + + const EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + return this; + + } + + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + y * y + z * z ); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( x, z ); + this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) ); + + } + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +/** + * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system + */ + +class Cylindrical { + + constructor( radius = 1, theta = 0, y = 0 ) { + + this.radius = radius; // distance from the origin to a point in the x-z plane + this.theta = theta; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis + this.y = y; // height above the x-z plane + + return this; + + } + + set( radius, theta, y ) { + + this.radius = radius; + this.theta = theta; + this.y = y; + + return this; + + } + + copy( other ) { + + this.radius = other.radius; + this.theta = other.theta; + this.y = other.y; + + return this; + + } + + setFromVector3( v ) { + + return this.setFromCartesianCoords( v.x, v.y, v.z ); + + } + + setFromCartesianCoords( x, y, z ) { + + this.radius = Math.sqrt( x * x + z * z ); + this.theta = Math.atan2( x, z ); + this.y = y; + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +class Matrix2 { + + constructor( n11, n12, n21, n22 ) { + + Matrix2.prototype.isMatrix2 = true; + + this.elements = [ + 1, 0, + 0, 1, + ]; + + if ( n11 !== undefined ) { + + this.set( n11, n12, n21, n22 ); + + } + + } + + identity() { + + this.set( + 1, 0, + 0, 1, + ); + + return this; + + } + + fromArray( array, offset = 0 ) { + + for ( let i = 0; i < 4; i ++ ) { + + this.elements[ i ] = array[ i + offset ]; + + } + + return this; + + } + + set( n11, n12, n21, n22 ) { + + const te = this.elements; + + te[ 0 ] = n11; te[ 2 ] = n12; + te[ 1 ] = n21; te[ 3 ] = n22; + + return this; + + } + +} + +const _vector$4 = /*@__PURE__*/ new Vector2(); + +class Box2 { + + constructor( min = new Vector2( + Infinity, + Infinity ), max = new Vector2( - Infinity, - Infinity ) ) { + + this.isBox2 = true; + + this.min = min; + this.max = max; + + } + + set( min, max ) { + + this.min.copy( min ); + this.max.copy( max ); + + return this; + + } + + setFromPoints( points ) { + + this.makeEmpty(); + + for ( let i = 0, il = points.length; i < il; i ++ ) { + + this.expandByPoint( points[ i ] ); + + } + + return this; + + } + + setFromCenterAndSize( center, size ) { + + const halfSize = _vector$4.copy( size ).multiplyScalar( 0.5 ); + this.min.copy( center ).sub( halfSize ); + this.max.copy( center ).add( halfSize ); + + return this; + + } + + clone() { + + return new this.constructor().copy( this ); + + } + + copy( box ) { + + this.min.copy( box.min ); + this.max.copy( box.max ); + + return this; + + } + + makeEmpty() { + + this.min.x = this.min.y = + Infinity; + this.max.x = this.max.y = - Infinity; + + return this; + + } + + isEmpty() { + + // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes + + return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ); + + } + + getCenter( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 ); + + } + + getSize( target ) { + + return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min ); + + } + + expandByPoint( point ) { + + this.min.min( point ); + this.max.max( point ); + + return this; + + } + + expandByVector( vector ) { + + this.min.sub( vector ); + this.max.add( vector ); + + return this; + + } + + expandByScalar( scalar ) { + + this.min.addScalar( - scalar ); + this.max.addScalar( scalar ); + + return this; + + } + + containsPoint( point ) { + + return point.x >= this.min.x && point.x <= this.max.x && + point.y >= this.min.y && point.y <= this.max.y; + + } + + containsBox( box ) { + + return this.min.x <= box.min.x && box.max.x <= this.max.x && + this.min.y <= box.min.y && box.max.y <= this.max.y; + + } + + getParameter( point, target ) { + + // This can potentially have a divide by zero if the box + // has a size dimension of 0. + + return target.set( + ( point.x - this.min.x ) / ( this.max.x - this.min.x ), + ( point.y - this.min.y ) / ( this.max.y - this.min.y ) + ); + + } + + intersectsBox( box ) { + + // using 4 splitting planes to rule out intersections + + return box.max.x >= this.min.x && box.min.x <= this.max.x && + box.max.y >= this.min.y && box.min.y <= this.max.y; + + } + + clampPoint( point, target ) { + + return target.copy( point ).clamp( this.min, this.max ); + + } + + distanceToPoint( point ) { + + return this.clampPoint( point, _vector$4 ).distanceTo( point ); + + } + + intersect( box ) { + + this.min.max( box.min ); + this.max.min( box.max ); + + if ( this.isEmpty() ) this.makeEmpty(); + + return this; + + } + + union( box ) { + + this.min.min( box.min ); + this.max.max( box.max ); + + return this; + + } + + translate( offset ) { + + this.min.add( offset ); + this.max.add( offset ); + + return this; + + } + + equals( box ) { + + return box.min.equals( this.min ) && box.max.equals( this.max ); + + } + +} + +const _startP = /*@__PURE__*/ new Vector3(); +const _startEnd = /*@__PURE__*/ new Vector3(); + +class Line3 { + + constructor( start = new Vector3(), end = new Vector3() ) { + + this.start = start; + this.end = end; + + } + + set( start, end ) { + + this.start.copy( start ); + this.end.copy( end ); + + return this; + + } + + copy( line ) { + + this.start.copy( line.start ); + this.end.copy( line.end ); + + return this; + + } + + getCenter( target ) { + + return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 ); + + } + + delta( target ) { + + return target.subVectors( this.end, this.start ); + + } + + distanceSq() { + + return this.start.distanceToSquared( this.end ); + + } + + distance() { + + return this.start.distanceTo( this.end ); + + } + + at( t, target ) { + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + closestPointToPointParameter( point, clampToLine ) { + + _startP.subVectors( point, this.start ); + _startEnd.subVectors( this.end, this.start ); + + const startEnd2 = _startEnd.dot( _startEnd ); + const startEnd_startP = _startEnd.dot( _startP ); + + let t = startEnd_startP / startEnd2; + + if ( clampToLine ) { + + t = clamp( t, 0, 1 ); + + } + + return t; + + } + + closestPointToPoint( point, clampToLine, target ) { + + const t = this.closestPointToPointParameter( point, clampToLine ); + + return this.delta( target ).multiplyScalar( t ).add( this.start ); + + } + + applyMatrix4( matrix ) { + + this.start.applyMatrix4( matrix ); + this.end.applyMatrix4( matrix ); + + return this; + + } + + equals( line ) { + + return line.start.equals( this.start ) && line.end.equals( this.end ); + + } + + clone() { + + return new this.constructor().copy( this ); + + } + +} + +const _vector$3 = /*@__PURE__*/ new Vector3(); + +class SpotLightHelper extends Object3D { + + constructor( light, color ) { + + super(); + + this.light = light; + + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'SpotLightHelper'; + + const geometry = new BufferGeometry(); + + const positions = [ + 0, 0, 0, 0, 0, 1, + 0, 0, 0, 1, 0, 1, + 0, 0, 0, - 1, 0, 1, + 0, 0, 0, 0, 1, 1, + 0, 0, 0, 0, - 1, 1 + ]; + + for ( let i = 0, j = 1, l = 32; i < l; i ++, j ++ ) { + + const p1 = ( i / l ) * Math.PI * 2; + const p2 = ( j / l ) * Math.PI * 2; + + positions.push( + Math.cos( p1 ), Math.sin( p1 ), 1, + Math.cos( p2 ), Math.sin( p2 ), 1 + ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.cone = new LineSegments( geometry, material ); + this.add( this.cone ); + + this.update(); + + } + + dispose() { + + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + // update the local matrix based on the parent and light target transforms + if ( this.parent ) { + + this.parent.updateWorldMatrix( true ); + + this.matrix + .copy( this.parent.matrixWorld ) + .invert() + .multiply( this.light.matrixWorld ); + + } else { + + this.matrix.copy( this.light.matrixWorld ); + + } + + this.matrixWorld.copy( this.light.matrixWorld ); + + const coneLength = this.light.distance ? this.light.distance : 1000; + const coneWidth = coneLength * Math.tan( this.light.angle ); + + this.cone.scale.set( coneWidth, coneWidth, coneLength ); + + _vector$3.setFromMatrixPosition( this.light.target.matrixWorld ); + + this.cone.lookAt( _vector$3 ); + + if ( this.color !== undefined ) { + + this.cone.material.color.set( this.color ); + + } else { + + this.cone.material.color.copy( this.light.color ); + + } + + } + +} + +const _vector$2 = /*@__PURE__*/ new Vector3(); +const _boneMatrix = /*@__PURE__*/ new Matrix4(); +const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); + + +class SkeletonHelper extends LineSegments { + + constructor( object ) { + + const bones = getBoneList( object ); + + const geometry = new BufferGeometry(); + + const vertices = []; + const colors = []; + + const color1 = new Color( 0, 0, 1 ); + const color2 = new Color( 0, 1, 0 ); + + for ( let i = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + vertices.push( 0, 0, 0 ); + vertices.push( 0, 0, 0 ); + colors.push( color1.r, color1.g, color1.b ); + colors.push( color2.r, color2.g, color2.b ); + + } + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); + + super( geometry, material ); + + this.isSkeletonHelper = true; + + this.type = 'SkeletonHelper'; + + this.root = object; + this.bones = bones; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + } + + updateMatrixWorld( force ) { + + const bones = this.bones; + + const geometry = this.geometry; + const position = geometry.getAttribute( 'position' ); + + _matrixWorldInv.copy( this.root.matrixWorld ).invert(); + + for ( let i = 0, j = 0; i < bones.length; i ++ ) { + + const bone = bones[ i ]; + + if ( bone.parent && bone.parent.isBone ) { + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j, _vector$2.x, _vector$2.y, _vector$2.z ); + + _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); + _vector$2.setFromMatrixPosition( _boneMatrix ); + position.setXYZ( j + 1, _vector$2.x, _vector$2.y, _vector$2.z ); + + j += 2; + + } + + } + + geometry.getAttribute( 'position' ).needsUpdate = true; + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + + +function getBoneList( object ) { + + const boneList = []; + + if ( object.isBone === true ) { + + boneList.push( object ); + + } + + for ( let i = 0; i < object.children.length; i ++ ) { + + boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); + + } + + return boneList; + +} + +class PointLightHelper extends Mesh { + + constructor( light, sphereSize, color ) { + + const geometry = new SphereGeometry( sphereSize, 4, 2 ); + const material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + + super( geometry, material ); + + this.light = light; + + this.color = color; + + this.type = 'PointLightHelper'; + + this.matrix = this.light.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + + + /* + // TODO: delete this comment? + const distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 ); + const distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } ); + + this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial ); + this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial ); + + const d = light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.scale.set( d, d, d ); + + } + + this.add( this.lightDistance ); + */ + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + this.material.color.copy( this.light.color ); + + } + + /* + const d = this.light.distance; + + if ( d === 0.0 ) { + + this.lightDistance.visible = false; + + } else { + + this.lightDistance.visible = true; + this.lightDistance.scale.set( d, d, d ); + + } + */ + + } + +} + +const _vector$1 = /*@__PURE__*/ new Vector3(); +const _color1 = /*@__PURE__*/ new Color(); +const _color2 = /*@__PURE__*/ new Color(); + +class HemisphereLightHelper extends Object3D { + + constructor( light, size, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'HemisphereLightHelper'; + + const geometry = new OctahedronGeometry( size ); + geometry.rotateY( Math.PI * 0.5 ); + + this.material = new MeshBasicMaterial( { wireframe: true, fog: false, toneMapped: false } ); + if ( this.color === undefined ) this.material.vertexColors = true; + + const position = geometry.getAttribute( 'position' ); + const colors = new Float32Array( position.count * 3 ); + + geometry.setAttribute( 'color', new BufferAttribute( colors, 3 ) ); + + this.add( new Mesh( geometry, this.material ) ); + + this.update(); + + } + + dispose() { + + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + + update() { + + const mesh = this.children[ 0 ]; + + if ( this.color !== undefined ) { + + this.material.color.set( this.color ); + + } else { + + const colors = mesh.geometry.getAttribute( 'color' ); + + _color1.copy( this.light.color ); + _color2.copy( this.light.groundColor ); + + for ( let i = 0, l = colors.count; i < l; i ++ ) { + + const color = ( i < ( l / 2 ) ) ? _color1 : _color2; + + colors.setXYZ( i, color.r, color.g, color.b ); + + } + + colors.needsUpdate = true; + + } + + this.light.updateWorldMatrix( true, false ); + + mesh.lookAt( _vector$1.setFromMatrixPosition( this.light.matrixWorld ).negate() ); + + } + +} + +class GridHelper extends LineSegments { + + constructor( size = 10, divisions = 10, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const center = divisions / 2; + const step = size / divisions; + const halfSize = size / 2; + + const vertices = [], colors = []; + + for ( let i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) { + + vertices.push( - halfSize, 0, k, halfSize, 0, k ); + vertices.push( k, 0, - halfSize, k, 0, halfSize ); + + const color = i === center ? color1 : color2; + + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + color.toArray( colors, j ); j += 3; + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'GridHelper'; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class PolarGridHelper extends LineSegments { + + constructor( radius = 10, sectors = 16, rings = 8, divisions = 64, color1 = 0x444444, color2 = 0x888888 ) { + + color1 = new Color( color1 ); + color2 = new Color( color2 ); + + const vertices = []; + const colors = []; + + // create the sectors + + if ( sectors > 1 ) { + + for ( let i = 0; i < sectors; i ++ ) { + + const v = ( i / sectors ) * ( Math.PI * 2 ); + + const x = Math.sin( v ) * radius; + const z = Math.cos( v ) * radius; + + vertices.push( 0, 0, 0 ); + vertices.push( x, 0, z ); + + const color = ( i & 1 ) ? color1 : color2; + + colors.push( color.r, color.g, color.b ); + colors.push( color.r, color.g, color.b ); + + } + + } + + // create the rings + + for ( let i = 0; i < rings; i ++ ) { + + const color = ( i & 1 ) ? color1 : color2; + + const r = radius - ( radius / rings * i ); + + for ( let j = 0; j < divisions; j ++ ) { + + // first vertex + + let v = ( j / divisions ) * ( Math.PI * 2 ); + + let x = Math.sin( v ) * r; + let z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + // second vertex + + v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 ); + + x = Math.sin( v ) * r; + z = Math.cos( v ) * r; + + vertices.push( x, 0, z ); + colors.push( color.r, color.g, color.b ); + + } + + } + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'PolarGridHelper'; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +const _v1 = /*@__PURE__*/ new Vector3(); +const _v2 = /*@__PURE__*/ new Vector3(); +const _v3 = /*@__PURE__*/ new Vector3(); + +class DirectionalLightHelper extends Object3D { + + constructor( light, size, color ) { + + super(); + + this.light = light; + + this.matrix = light.matrixWorld; + this.matrixAutoUpdate = false; + + this.color = color; + + this.type = 'DirectionalLightHelper'; + + if ( size === undefined ) size = 1; + + let geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ + - size, size, 0, + size, size, 0, + size, - size, 0, + - size, - size, 0, + - size, size, 0 + ], 3 ) ); + + const material = new LineBasicMaterial( { fog: false, toneMapped: false } ); + + this.lightPlane = new Line( geometry, material ); + this.add( this.lightPlane ); + + geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) ); + + this.targetLine = new Line( geometry, material ); + this.add( this.targetLine ); + + this.update(); + + } + + dispose() { + + this.lightPlane.geometry.dispose(); + this.lightPlane.material.dispose(); + this.targetLine.geometry.dispose(); + this.targetLine.material.dispose(); + + } + + update() { + + this.light.updateWorldMatrix( true, false ); + this.light.target.updateWorldMatrix( true, false ); + + _v1.setFromMatrixPosition( this.light.matrixWorld ); + _v2.setFromMatrixPosition( this.light.target.matrixWorld ); + _v3.subVectors( _v2, _v1 ); + + this.lightPlane.lookAt( _v2 ); + + if ( this.color !== undefined ) { + + this.lightPlane.material.color.set( this.color ); + this.targetLine.material.color.set( this.color ); + + } else { + + this.lightPlane.material.color.copy( this.light.color ); + this.targetLine.material.color.copy( this.light.color ); + + } + + this.targetLine.lookAt( _v2 ); + this.targetLine.scale.z = _v3.length(); + + } + +} + +const _vector = /*@__PURE__*/ new Vector3(); +const _camera = /*@__PURE__*/ new Camera(); + +/** + * - shows frustum, line of sight and up of the camera + * - suitable for fast updates + * - based on frustum visualization in lightgl.js shadowmap example + * https://github.com/evanw/lightgl.js/blob/master/tests/shadowmap.html + */ + +class CameraHelper extends LineSegments { + + constructor( camera ) { + + const geometry = new BufferGeometry(); + const material = new LineBasicMaterial( { color: 0xffffff, vertexColors: true, toneMapped: false } ); + + const vertices = []; + const colors = []; + + const pointMap = {}; + + // near + + addLine( 'n1', 'n2' ); + addLine( 'n2', 'n4' ); + addLine( 'n4', 'n3' ); + addLine( 'n3', 'n1' ); + + // far + + addLine( 'f1', 'f2' ); + addLine( 'f2', 'f4' ); + addLine( 'f4', 'f3' ); + addLine( 'f3', 'f1' ); + + // sides + + addLine( 'n1', 'f1' ); + addLine( 'n2', 'f2' ); + addLine( 'n3', 'f3' ); + addLine( 'n4', 'f4' ); + + // cone + + addLine( 'p', 'n1' ); + addLine( 'p', 'n2' ); + addLine( 'p', 'n3' ); + addLine( 'p', 'n4' ); + + // up + + addLine( 'u1', 'u2' ); + addLine( 'u2', 'u3' ); + addLine( 'u3', 'u1' ); + + // target + + addLine( 'c', 't' ); + addLine( 'p', 'c' ); + + // cross + + addLine( 'cn1', 'cn2' ); + addLine( 'cn3', 'cn4' ); + + addLine( 'cf1', 'cf2' ); + addLine( 'cf3', 'cf4' ); + + function addLine( a, b ) { + + addPoint( a ); + addPoint( b ); + + } + + function addPoint( id ) { + + vertices.push( 0, 0, 0 ); + colors.push( 0, 0, 0 ); + + if ( pointMap[ id ] === undefined ) { + + pointMap[ id ] = []; + + } + + pointMap[ id ].push( ( vertices.length / 3 ) - 1 ); + + } + + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + super( geometry, material ); + + this.type = 'CameraHelper'; + + this.camera = camera; + if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + + // colors + + const colorFrustum = new Color( 0xffaa00 ); + const colorCone = new Color( 0xff0000 ); + const colorUp = new Color( 0x00aaff ); + const colorTarget = new Color( 0xffffff ); + const colorCross = new Color( 0x333333 ); + + this.setColors( colorFrustum, colorCone, colorUp, colorTarget, colorCross ); + + } + + setColors( frustum, cone, up, target, cross ) { + + const geometry = this.geometry; + + const colorAttribute = geometry.getAttribute( 'color' ); + + // near + + colorAttribute.setXYZ( 0, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 1, frustum.r, frustum.g, frustum.b ); // n1, n2 + colorAttribute.setXYZ( 2, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 3, frustum.r, frustum.g, frustum.b ); // n2, n4 + colorAttribute.setXYZ( 4, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 5, frustum.r, frustum.g, frustum.b ); // n4, n3 + colorAttribute.setXYZ( 6, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 7, frustum.r, frustum.g, frustum.b ); // n3, n1 + + // far + + colorAttribute.setXYZ( 8, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 9, frustum.r, frustum.g, frustum.b ); // f1, f2 + colorAttribute.setXYZ( 10, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 11, frustum.r, frustum.g, frustum.b ); // f2, f4 + colorAttribute.setXYZ( 12, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 13, frustum.r, frustum.g, frustum.b ); // f4, f3 + colorAttribute.setXYZ( 14, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 15, frustum.r, frustum.g, frustum.b ); // f3, f1 + + // sides + + colorAttribute.setXYZ( 16, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 17, frustum.r, frustum.g, frustum.b ); // n1, f1 + colorAttribute.setXYZ( 18, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 19, frustum.r, frustum.g, frustum.b ); // n2, f2 + colorAttribute.setXYZ( 20, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 21, frustum.r, frustum.g, frustum.b ); // n3, f3 + colorAttribute.setXYZ( 22, frustum.r, frustum.g, frustum.b ); colorAttribute.setXYZ( 23, frustum.r, frustum.g, frustum.b ); // n4, f4 + + // cone + + colorAttribute.setXYZ( 24, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 25, cone.r, cone.g, cone.b ); // p, n1 + colorAttribute.setXYZ( 26, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 27, cone.r, cone.g, cone.b ); // p, n2 + colorAttribute.setXYZ( 28, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 29, cone.r, cone.g, cone.b ); // p, n3 + colorAttribute.setXYZ( 30, cone.r, cone.g, cone.b ); colorAttribute.setXYZ( 31, cone.r, cone.g, cone.b ); // p, n4 + + // up + + colorAttribute.setXYZ( 32, up.r, up.g, up.b ); colorAttribute.setXYZ( 33, up.r, up.g, up.b ); // u1, u2 + colorAttribute.setXYZ( 34, up.r, up.g, up.b ); colorAttribute.setXYZ( 35, up.r, up.g, up.b ); // u2, u3 + colorAttribute.setXYZ( 36, up.r, up.g, up.b ); colorAttribute.setXYZ( 37, up.r, up.g, up.b ); // u3, u1 + + // target + + colorAttribute.setXYZ( 38, target.r, target.g, target.b ); colorAttribute.setXYZ( 39, target.r, target.g, target.b ); // c, t + colorAttribute.setXYZ( 40, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 41, cross.r, cross.g, cross.b ); // p, c + + // cross + + colorAttribute.setXYZ( 42, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 43, cross.r, cross.g, cross.b ); // cn1, cn2 + colorAttribute.setXYZ( 44, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 45, cross.r, cross.g, cross.b ); // cn3, cn4 + + colorAttribute.setXYZ( 46, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 47, cross.r, cross.g, cross.b ); // cf1, cf2 + colorAttribute.setXYZ( 48, cross.r, cross.g, cross.b ); colorAttribute.setXYZ( 49, cross.r, cross.g, cross.b ); // cf3, cf4 + + colorAttribute.needsUpdate = true; + + } + + update() { + + const geometry = this.geometry; + const pointMap = this.pointMap; + + const w = 1, h = 1; + + // we need just camera projection matrix inverse + // world matrix must be identity + + _camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse ); + + // center / target + + setPoint( 'c', pointMap, geometry, _camera, 0, 0, - 1 ); + setPoint( 't', pointMap, geometry, _camera, 0, 0, 1 ); + + // near + + setPoint( 'n1', pointMap, geometry, _camera, - w, - h, - 1 ); + setPoint( 'n2', pointMap, geometry, _camera, w, - h, - 1 ); + setPoint( 'n3', pointMap, geometry, _camera, - w, h, - 1 ); + setPoint( 'n4', pointMap, geometry, _camera, w, h, - 1 ); + + // far + + setPoint( 'f1', pointMap, geometry, _camera, - w, - h, 1 ); + setPoint( 'f2', pointMap, geometry, _camera, w, - h, 1 ); + setPoint( 'f3', pointMap, geometry, _camera, - w, h, 1 ); + setPoint( 'f4', pointMap, geometry, _camera, w, h, 1 ); + + // up + + setPoint( 'u1', pointMap, geometry, _camera, w * 0.7, h * 1.1, - 1 ); + setPoint( 'u2', pointMap, geometry, _camera, - w * 0.7, h * 1.1, - 1 ); + setPoint( 'u3', pointMap, geometry, _camera, 0, h * 2, - 1 ); + + // cross + + setPoint( 'cf1', pointMap, geometry, _camera, - w, 0, 1 ); + setPoint( 'cf2', pointMap, geometry, _camera, w, 0, 1 ); + setPoint( 'cf3', pointMap, geometry, _camera, 0, - h, 1 ); + setPoint( 'cf4', pointMap, geometry, _camera, 0, h, 1 ); + + setPoint( 'cn1', pointMap, geometry, _camera, - w, 0, - 1 ); + setPoint( 'cn2', pointMap, geometry, _camera, w, 0, - 1 ); + setPoint( 'cn3', pointMap, geometry, _camera, 0, - h, - 1 ); + setPoint( 'cn4', pointMap, geometry, _camera, 0, h, - 1 ); + + geometry.getAttribute( 'position' ).needsUpdate = true; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + + +function setPoint( point, pointMap, geometry, camera, x, y, z ) { + + _vector.set( x, y, z ).unproject( camera ); + + const points = pointMap[ point ]; + + if ( points !== undefined ) { + + const position = geometry.getAttribute( 'position' ); + + for ( let i = 0, l = points.length; i < l; i ++ ) { + + position.setXYZ( points[ i ], _vector.x, _vector.y, _vector.z ); + + } + + } + +} + +const _box = /*@__PURE__*/ new Box3(); + +class BoxHelper extends LineSegments { + + constructor( object, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + const positions = new Float32Array( 8 * 3 ); + + const geometry = new BufferGeometry(); + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.object = object; + this.type = 'BoxHelper'; + + this.matrixAutoUpdate = false; + + this.update(); + + } + + update( object ) { + + if ( object !== undefined ) { + + console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' ); + + } + + if ( this.object !== undefined ) { + + _box.setFromObject( this.object ); + + } + + if ( _box.isEmpty() ) return; + + const min = _box.min; + const max = _box.max; + + /* + 5____4 + 1/___0/| + | 6__|_7 + 2/___3/ + + 0: max.x, max.y, max.z + 1: min.x, max.y, max.z + 2: min.x, min.y, max.z + 3: max.x, min.y, max.z + 4: max.x, max.y, min.z + 5: min.x, max.y, min.z + 6: min.x, min.y, min.z + 7: max.x, min.y, min.z + */ + + const position = this.geometry.attributes.position; + const array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + } + + setFromObject( object ) { + + this.object = object; + this.update(); + + return this; + + } + + copy( source, recursive ) { + + super.copy( source, recursive ); + + this.object = source.object; + + return this; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class Box3Helper extends LineSegments { + + constructor( box, color = 0xffff00 ) { + + const indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + + const positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ]; + + const geometry = new BufferGeometry(); + + geometry.setIndex( new BufferAttribute( indices, 1 ) ); + + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.box = box; + + this.type = 'Box3Helper'; + + this.geometry.computeBoundingSphere(); + + } + + updateMatrixWorld( force ) { + + const box = this.box; + + if ( box.isEmpty() ) return; + + box.getCenter( this.position ); + + box.getSize( this.scale ); + + this.scale.multiplyScalar( 0.5 ); + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class PlaneHelper extends Line { + + constructor( plane, size = 1, hex = 0xffff00 ) { + + const color = hex; + + const positions = [ 1, - 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( positions, 3 ) ); + geometry.computeBoundingSphere(); + + super( geometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + + this.type = 'PlaneHelper'; + + this.plane = plane; + + this.size = size; + + const positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ]; + + const geometry2 = new BufferGeometry(); + geometry2.setAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) ); + geometry2.computeBoundingSphere(); + + this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false, toneMapped: false } ) ) ); + + } + + updateMatrixWorld( force ) { + + this.position.set( 0, 0, 0 ); + + this.scale.set( 0.5 * this.size, 0.5 * this.size, 1 ); + + this.lookAt( this.plane.normal ); + + this.translateZ( - this.plane.constant ); + + super.updateMatrixWorld( force ); + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + this.children[ 0 ].geometry.dispose(); + this.children[ 0 ].material.dispose(); + + } + +} + +const _axis = /*@__PURE__*/ new Vector3(); +let _lineGeometry, _coneGeometry; + +class ArrowHelper extends Object3D { + + // dir is assumed to be normalized + + constructor( dir = new Vector3( 0, 0, 1 ), origin = new Vector3( 0, 0, 0 ), length = 1, color = 0xffff00, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + super(); + + this.type = 'ArrowHelper'; + + if ( _lineGeometry === undefined ) { + + _lineGeometry = new BufferGeometry(); + _lineGeometry.setAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) ); + + _coneGeometry = new CylinderGeometry( 0, 0.5, 1, 5, 1 ); + _coneGeometry.translate( 0, - 0.5, 0 ); + + } + + this.position.copy( origin ); + + this.line = new Line( _lineGeometry, new LineBasicMaterial( { color: color, toneMapped: false } ) ); + this.line.matrixAutoUpdate = false; + this.add( this.line ); + + this.cone = new Mesh( _coneGeometry, new MeshBasicMaterial( { color: color, toneMapped: false } ) ); + this.cone.matrixAutoUpdate = false; + this.add( this.cone ); + + this.setDirection( dir ); + this.setLength( length, headLength, headWidth ); + + } + + setDirection( dir ) { + + // dir is assumed to be normalized + + if ( dir.y > 0.99999 ) { + + this.quaternion.set( 0, 0, 0, 1 ); + + } else if ( dir.y < - 0.99999 ) { + + this.quaternion.set( 1, 0, 0, 0 ); + + } else { + + _axis.set( dir.z, 0, - dir.x ).normalize(); + + const radians = Math.acos( dir.y ); + + this.quaternion.setFromAxisAngle( _axis, radians ); + + } + + } + + setLength( length, headLength = length * 0.2, headWidth = headLength * 0.2 ) { + + this.line.scale.set( 1, Math.max( 0.0001, length - headLength ), 1 ); // see #17458 + this.line.updateMatrix(); + + this.cone.scale.set( headWidth, headLength, headWidth ); + this.cone.position.y = length; + this.cone.updateMatrix(); + + } + + setColor( color ) { + + this.line.material.color.set( color ); + this.cone.material.color.set( color ); + + } + + copy( source ) { + + super.copy( source, false ); + + this.line.copy( source.line ); + this.cone.copy( source.cone ); + + return this; + + } + + dispose() { + + this.line.geometry.dispose(); + this.line.material.dispose(); + this.cone.geometry.dispose(); + this.cone.material.dispose(); + + } + +} + +class AxesHelper extends LineSegments { + + constructor( size = 1 ) { + + const vertices = [ + 0, 0, 0, size, 0, 0, + 0, 0, 0, 0, size, 0, + 0, 0, 0, 0, 0, size + ]; + + const colors = [ + 1, 0, 0, 1, 0.6, 0, + 0, 1, 0, 0.6, 1, 0, + 0, 0, 1, 0, 0.6, 1 + ]; + + const geometry = new BufferGeometry(); + geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); + geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); + + const material = new LineBasicMaterial( { vertexColors: true, toneMapped: false } ); + + super( geometry, material ); + + this.type = 'AxesHelper'; + + } + + setColors( xAxisColor, yAxisColor, zAxisColor ) { + + const color = new Color(); + const array = this.geometry.attributes.color.array; + + color.set( xAxisColor ); + color.toArray( array, 0 ); + color.toArray( array, 3 ); + + color.set( yAxisColor ); + color.toArray( array, 6 ); + color.toArray( array, 9 ); + + color.set( zAxisColor ); + color.toArray( array, 12 ); + color.toArray( array, 15 ); + + this.geometry.attributes.color.needsUpdate = true; + + return this; + + } + + dispose() { + + this.geometry.dispose(); + this.material.dispose(); + + } + +} + +class ShapePath { + + constructor() { + + this.type = 'ShapePath'; + + this.color = new Color(); + + this.subPaths = []; + this.currentPath = null; + + } + + moveTo( x, y ) { + + this.currentPath = new Path(); + this.subPaths.push( this.currentPath ); + this.currentPath.moveTo( x, y ); + + return this; + + } + + lineTo( x, y ) { + + this.currentPath.lineTo( x, y ); + + return this; + + } + + quadraticCurveTo( aCPx, aCPy, aX, aY ) { + + this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY ); + + return this; + + } + + bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) { + + this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ); + + return this; + + } + + splineThru( pts ) { + + this.currentPath.splineThru( pts ); + + return this; + + } + + toShapes( isCCW ) { + + function toShapesNoHoles( inSubpaths ) { + + const shapes = []; + + for ( let i = 0, l = inSubpaths.length; i < l; i ++ ) { + + const tmpPath = inSubpaths[ i ]; + + const tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + + shapes.push( tmpShape ); + + } + + return shapes; + + } + + function isPointInsidePolygon( inPt, inPolygon ) { + + const polyLen = inPolygon.length; + + // inPt on polygon contour => immediate success or + // toggling of inside/outside at every single! intersection point of an edge + // with the horizontal line through inPt, left of inPt + // not counting lowerY endpoints of edges and whole edges on that line + let inside = false; + for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) { + + let edgeLowPt = inPolygon[ p ]; + let edgeHighPt = inPolygon[ q ]; + + let edgeDx = edgeHighPt.x - edgeLowPt.x; + let edgeDy = edgeHighPt.y - edgeLowPt.y; + + if ( Math.abs( edgeDy ) > Number.EPSILON ) { + + // not parallel + if ( edgeDy < 0 ) { + + edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx; + edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy; + + } + + if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue; + + if ( inPt.y === edgeLowPt.y ) { + + if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ? + // continue; // no intersection or edgeLowPt => doesn't count !!! + + } else { + + const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y ); + if ( perpEdge === 0 ) return true; // inPt is on contour ? + if ( perpEdge < 0 ) continue; + inside = ! inside; // true intersection left of inPt + + } + + } else { + + // parallel or collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge lies on the same horizontal line as inPt + if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) || + ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour ! + // continue; + + } + + } + + return inside; + + } + + const isClockWise = ShapeUtils.isClockWise; + + const subPaths = this.subPaths; + if ( subPaths.length === 0 ) return []; + + let solid, tmpPath, tmpShape; + const shapes = []; + + if ( subPaths.length === 1 ) { + + tmpPath = subPaths[ 0 ]; + tmpShape = new Shape(); + tmpShape.curves = tmpPath.curves; + shapes.push( tmpShape ); + return shapes; + + } + + let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() ); + holesFirst = isCCW ? ! holesFirst : holesFirst; + + // console.log("Holes first", holesFirst); + + const betterShapeHoles = []; + const newShapes = []; + let newShapeHoles = []; + let mainIdx = 0; + let tmpPoints; + + newShapes[ mainIdx ] = undefined; + newShapeHoles[ mainIdx ] = []; + + for ( let i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = isClockWise( tmpPoints ); + solid = isCCW ? ! solid : solid; + + if ( solid ) { + + if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++; + + newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints }; + newShapes[ mainIdx ].s.curves = tmpPath.curves; + + if ( holesFirst ) mainIdx ++; + newShapeHoles[ mainIdx ] = []; + + //console.log('cw', i); + + } else { + + newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } ); + + //console.log('ccw', i); + + } + + } + + // only Holes? -> probably all Shapes with wrong orientation + if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths ); + + + if ( newShapes.length > 1 ) { + + let ambiguous = false; + let toChange = 0; + + for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + betterShapeHoles[ sIdx ] = []; + + } + + for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) { + + const sho = newShapeHoles[ sIdx ]; + + for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) { + + const ho = sho[ hIdx ]; + let hole_unassigned = true; + + for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) { + + if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) { + + if ( sIdx !== s2Idx ) toChange ++; + + if ( hole_unassigned ) { + + hole_unassigned = false; + betterShapeHoles[ s2Idx ].push( ho ); + + } else { + + ambiguous = true; + + } + + } + + } + + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + + if ( toChange > 0 && ambiguous === false ) { + + newShapeHoles = betterShapeHoles; + + } + + } + + let tmpHoles; + + for ( let i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) { + + tmpShape.holes.push( tmpHoles[ j ].h ); + + } + + } + + //console.log("shape", shapes); + + return shapes; + + } + +} + +class Controls extends EventDispatcher { + + constructor( object, domElement = null ) { + + super(); + + this.object = object; + this.domElement = domElement; + + this.enabled = true; + + this.state = - 1; + + this.keys = {}; + this.mouseButtons = { LEFT: null, MIDDLE: null, RIGHT: null }; + this.touches = { ONE: null, TWO: null }; + + } + + connect() {} + + disconnect() {} + + dispose() {} + + update( /* delta */ ) {} + +} + +class WebGLMultipleRenderTargets extends WebGLRenderTarget { // @deprecated, r162 + + constructor( width = 1, height = 1, count = 1, options = {} ) { + + console.warn( 'THREE.WebGLMultipleRenderTargets has been deprecated and will be removed in r172. Use THREE.WebGLRenderTarget and set the "count" parameter to enable MRT.' ); + + super( width, height, { ...options, count } ); + + this.isWebGLMultipleRenderTargets = true; + + } + + get texture() { + + return this.textures; + + } + +} + +if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) { + + __THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: { + revision: REVISION, + } } ) ); + +} + +if ( typeof window !== 'undefined' ) { + + if ( window.__THREE__ ) { + + console.warn( 'WARNING: Multiple instances of Three.js being imported.' ); + + } else { + + window.__THREE__ = REVISION; + + } + +} + +export { ACESFilmicToneMapping, AddEquation, AddOperation, AdditiveAnimationBlendMode, AdditiveBlending, AgXToneMapping, AlphaFormat, AlwaysCompare, AlwaysDepth, AlwaysStencilFunc, AmbientLight, AnimationAction, AnimationClip, AnimationLoader, AnimationMixer, AnimationObjectGroup, AnimationUtils, ArcCurve, ArrayCamera, ArrowHelper, AttachedBindMode, Audio, AudioAnalyser, AudioContext, AudioListener, AudioLoader, AxesHelper, BackSide, BasicDepthPacking, BasicShadowMap, BatchedMesh, Bone, BooleanKeyframeTrack, Box2, Box3, Box3Helper, BoxGeometry, BoxHelper, BufferAttribute, BufferGeometry, BufferGeometryLoader, ByteType, Cache, Camera, CameraHelper, CanvasTexture, CapsuleGeometry, CatmullRomCurve3, CineonToneMapping, CircleGeometry, ClampToEdgeWrapping, Clock, Color, ColorKeyframeTrack, ColorManagement, CompressedArrayTexture, CompressedCubeTexture, CompressedTexture, CompressedTextureLoader, ConeGeometry, ConstantAlphaFactor, ConstantColorFactor, Controls, CubeCamera, CubeReflectionMapping, CubeRefractionMapping, CubeTexture, CubeTextureLoader, CubeUVReflectionMapping, CubicBezierCurve, CubicBezierCurve3, CubicInterpolant, CullFaceBack, CullFaceFront, CullFaceFrontBack, CullFaceNone, Curve, CurvePath, CustomBlending, CustomToneMapping, CylinderGeometry, Cylindrical, Data3DTexture, DataArrayTexture, DataTexture, DataTextureLoader, DataUtils, DecrementStencilOp, DecrementWrapStencilOp, DefaultLoadingManager, DepthFormat, DepthStencilFormat, DepthTexture, DetachedBindMode, DirectionalLight, DirectionalLightHelper, DiscreteInterpolant, DodecahedronGeometry, DoubleSide, DstAlphaFactor, DstColorFactor, DynamicCopyUsage, DynamicDrawUsage, DynamicReadUsage, EdgesGeometry, EllipseCurve, EqualCompare, EqualDepth, EqualStencilFunc, EquirectangularReflectionMapping, EquirectangularRefractionMapping, Euler, EventDispatcher, ExtrudeGeometry, FileLoader, Float16BufferAttribute, Float32BufferAttribute, FloatType, Fog, FogExp2, FramebufferTexture, FrontSide, Frustum, GLBufferAttribute, GLSL1, GLSL3, GreaterCompare, GreaterDepth, GreaterEqualCompare, GreaterEqualDepth, GreaterEqualStencilFunc, GreaterStencilFunc, GridHelper, Group, HalfFloatType, HemisphereLight, HemisphereLightHelper, IcosahedronGeometry, ImageBitmapLoader, ImageLoader, ImageUtils, IncrementStencilOp, IncrementWrapStencilOp, InstancedBufferAttribute, InstancedBufferGeometry, InstancedInterleavedBuffer, InstancedMesh, Int16BufferAttribute, Int32BufferAttribute, Int8BufferAttribute, IntType, InterleavedBuffer, InterleavedBufferAttribute, Interpolant, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InvertStencilOp, KeepStencilOp, KeyframeTrack, LOD, LatheGeometry, Layers, LessCompare, LessDepth, LessEqualCompare, LessEqualDepth, LessEqualStencilFunc, LessStencilFunc, Light, LightProbe, Line, Line3, LineBasicMaterial, LineCurve, LineCurve3, LineDashedMaterial, LineLoop, LineSegments, LinearFilter, LinearInterpolant, LinearMipMapLinearFilter, LinearMipMapNearestFilter, LinearMipmapLinearFilter, LinearMipmapNearestFilter, LinearSRGBColorSpace, LinearToneMapping, LinearTransfer, Loader, LoaderUtils, LoadingManager, LoopOnce, LoopPingPong, LoopRepeat, LuminanceAlphaFormat, LuminanceFormat, MOUSE, Material, MaterialLoader, MathUtils, Matrix2, Matrix3, Matrix4, MaxEquation, Mesh, MeshBasicMaterial, MeshDepthMaterial, MeshDistanceMaterial, MeshLambertMaterial, MeshMatcapMaterial, MeshNormalMaterial, MeshPhongMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshToonMaterial, MinEquation, MirroredRepeatWrapping, MixOperation, MultiplyBlending, MultiplyOperation, NearestFilter, NearestMipMapLinearFilter, NearestMipMapNearestFilter, NearestMipmapLinearFilter, NearestMipmapNearestFilter, NeutralToneMapping, NeverCompare, NeverDepth, NeverStencilFunc, NoBlending, NoColorSpace, NoToneMapping, NormalAnimationBlendMode, NormalBlending, NotEqualCompare, NotEqualDepth, NotEqualStencilFunc, NumberKeyframeTrack, Object3D, ObjectLoader, ObjectSpaceNormalMap, OctahedronGeometry, OneFactor, OneMinusConstantAlphaFactor, OneMinusConstantColorFactor, OneMinusDstAlphaFactor, OneMinusDstColorFactor, OneMinusSrcAlphaFactor, OneMinusSrcColorFactor, OrthographicCamera, PCFShadowMap, PCFSoftShadowMap, PMREMGenerator, Path, PerspectiveCamera, Plane, PlaneGeometry, PlaneHelper, PointLight, PointLightHelper, Points, PointsMaterial, PolarGridHelper, PolyhedronGeometry, PositionalAudio, PropertyBinding, PropertyMixer, QuadraticBezierCurve, QuadraticBezierCurve3, Quaternion, QuaternionKeyframeTrack, QuaternionLinearInterpolant, RED_GREEN_RGTC2_Format, RED_RGTC1_Format, REVISION, RGBADepthPacking, RGBAFormat, RGBAIntegerFormat, RGBA_ASTC_10x10_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_BPTC_Format, RGBA_ETC2_EAC_Format, RGBA_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGBDepthPacking, RGBFormat, RGBIntegerFormat, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGB_PVRTC_2BPPV1_Format, RGB_PVRTC_4BPPV1_Format, RGB_S3TC_DXT1_Format, RGDepthPacking, RGFormat, RGIntegerFormat, RawShaderMaterial, Ray, Raycaster, RectAreaLight, RedFormat, RedIntegerFormat, ReinhardToneMapping, RenderTarget, RepeatWrapping, ReplaceStencilOp, ReverseSubtractEquation, RingGeometry, SIGNED_RED_GREEN_RGTC2_Format, SIGNED_RED_RGTC1_Format, SRGBColorSpace, SRGBTransfer, Scene, ShaderChunk, ShaderLib, ShaderMaterial, ShadowMaterial, Shape, ShapeGeometry, ShapePath, ShapeUtils, ShortType, Skeleton, SkeletonHelper, SkinnedMesh, Source, Sphere, SphereGeometry, Spherical, SphericalHarmonics3, SplineCurve, SpotLight, SpotLightHelper, Sprite, SpriteMaterial, SrcAlphaFactor, SrcAlphaSaturateFactor, SrcColorFactor, StaticCopyUsage, StaticDrawUsage, StaticReadUsage, StereoCamera, StreamCopyUsage, StreamDrawUsage, StreamReadUsage, StringKeyframeTrack, SubtractEquation, SubtractiveBlending, TOUCH, TangentSpaceNormalMap, TetrahedronGeometry, Texture, TextureLoader, TextureUtils, TorusGeometry, TorusKnotGeometry, Triangle, TriangleFanDrawMode, TriangleStripDrawMode, TrianglesDrawMode, TubeGeometry, UVMapping, Uint16BufferAttribute, Uint32BufferAttribute, Uint8BufferAttribute, Uint8ClampedBufferAttribute, Uniform, UniformsGroup, UniformsLib, UniformsUtils, UnsignedByteType, UnsignedInt248Type, UnsignedInt5999Type, UnsignedIntType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShortType, VSMShadowMap, Vector2, Vector3, Vector4, VectorKeyframeTrack, VideoTexture, WebGL3DRenderTarget, WebGLArrayRenderTarget, WebGLCoordinateSystem, WebGLCubeRenderTarget, WebGLMultipleRenderTargets, WebGLRenderTarget, WebGLRenderer, WebGLUtils, WebGPUCoordinateSystem, WireframeGeometry, WrapAroundEnding, ZeroCurvatureEnding, ZeroFactor, ZeroSlopeEnding, ZeroStencilOp, createCanvasElement }; diff --git a/config/jarvis.ico b/config/jarvis.ico new file mode 100644 index 0000000..b40500f Binary files /dev/null and b/config/jarvis.ico differ diff --git a/core/__init__.py b/core/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/core/audio_devices.py b/core/audio_devices.py new file mode 100644 index 0000000..c9c84ec --- /dev/null +++ b/core/audio_devices.py @@ -0,0 +1,421 @@ +""" +core/audio_devices.py — pick which microphone and which speakers JARVIS uses. + +WHY + Both audio streams in main.py were opened without a `device=` argument, so + they always took whatever the operating system called "default". On a laptop + with a built-in mic, a webcam mic and a headset that is a coin toss — and on + Windows the default *moves on its own* the moment you plug a headset in. + "JARVIS can't hear me" almost always means "JARVIS is listening to the + monitor's microphone". + +WHY NAMES, NOT INDICES + sounddevice identifies devices by integer index, and those indices shift + whenever a device appears or disappears. Storing index 3 means that after + unplugging a USB interface the saved setting silently points at something + else. We store the device *name* and resolve it to an index at open time. + +WHY THIS IS CACHED + `sd.query_devices()` talks to the host audio API and can take a few hundred + milliseconds on a Windows machine with many endpoints. Mark LV learned this + lesson the expensive way — a 2.1-second `openwakeword` import on the Qt + thread made the settings drawer look like it was broken. So the list is + fetched once on a background thread at startup and served from cache. +""" + +from __future__ import annotations + +import threading +import time + +# The label shown for "let the OS decide", and the value stored in config for +# it. Empty string, so an untouched install and a deliberately-default install +# are the same thing — nothing changes for anyone who never opens the picker. +DEFAULT_LABEL = "System default" +DEFAULT_VALUE = "" + +_cache: dict[str, list[str]] | None = None +_cache_lock = threading.Lock() + +# Which host API each direction settled on, so resolve() opens the same endpoint +# the picker listed. Filled in by _query(). +_chosen_api: dict = {"input": None, "output": None} + + +# ── Why the raw list is unusable, and what is filtered out ─────────────────── +# +# `sd.query_devices()` returns one entry per (device × host API), not one per +# device. Measured on a normal Windows machine: 41 entries for what the Windows +# sound settings show as 4 microphones and 4 speakers. The same Realtek +# microphone appears four times — once each under MME, DirectSound, WASAPI and +# WDM-KS — and none of the four is labelled to say which is which. +# +# Handing that to a person is not a choice, it is a quiz. So the list is reduced +# the way the operating system's own settings panel does it: +# +# 1. ONE host API per direction — chosen by measurement, not by reasoning. +# See the preference note below. +# 2. No pseudo-devices. "Microsoft Sound Mapper", "Primary Sound Driver", +# ALSA's "default"/"sysdefault"/"dmix" are aliases for "whatever the OS +# picks" — which is precisely the "System default" entry already at the top +# of the list. Offering them again as if they were hardware is noise. +# 3. No zero-channel or unnamed entries (WASAPI reports one of each). +# 4. Deduplicated by name. +# +# Nothing is hidden that a person could actually want: the same hardware is +# still there, listed once, under the name their operating system uses for it. + +# ── Preference order, which is only a starting point ───────────────────────── +# +# Two earlier versions of this file were wrong in the same way: they decided +# which host API to use by reasoning about it instead of measuring it. +# +# v1 ranked APIs by how clean their device names were and picked WASAPI. +# WASAPI in shared mode does not resample — the hardware runs at 48 kHz, +# this app streams 16 kHz in and 24 kHz out, and every open failed with +# "Invalid sample rate". The picker looked right and did nothing. +# +# v2 added a rate check and picked DirectSound, which passes that check on +# both sides. PortAudio's DirectSound *output* is a silent sink: the +# stream opens, every write returns success in ~0 ms, and nothing is ever +# heard. Same failure, one layer deeper. +# +# So this list is a preference, not a promise. Which API actually gets used is +# decided below by _usable() (open it for real) and _transport_works() (does +# audio actually move), per direction. On this platform that lands on +# DirectSound for the microphone and MME for the speakers — a split that no +# amount of reasoning would have produced. +_PREFERRED_APIS = { + "Windows": ("directsound", "mme", "wasapi"), + # macOS has only Core Audio, so there is nothing to disambiguate. + "Darwin": ("core audio",), + # PulseAudio/PipeWire present one clean endpoint per device; raw ALSA + # presents dozens of routing permutations of the same card. + "Linux": ("pulse", "pipewire", "jack", "alsa"), +} + +# ── "It opens" is not "it works" ───────────────────────────────────────────── +# +# Opening a stream successfully proves nothing. Measured, writing 2.0 s of audio: +# +# device=None (MME) 2.02 s consumed in real time +# DirectSound, any output device 0.00 s swallowed instantly +# +# No flag or capability field reports this. The only thing that separates a real +# sink from a fake one is whether it consumes audio at the rate audio is +# consumed at — so that is what gets measured, once per host API per direction, +# on the background thread at startup, using silence. +# +# Each direction is probed **the way main.py actually uses it**. That is not a +# detail: DirectSound input passes a callback stream and fails a blocking read, +# so an earlier version of this probe rejected a microphone that works perfectly +# in the app. Probe the mode you ship, not the mode that is easier to write. +_PROBE_SECONDS = {"output": 0.6, "input": 0.35} + +# Cache: {(api_name_or_None, kind): bool} +_probe_results: dict = {} + + +def _transport_works(idx: int, kind: str, api_key) -> bool: + """Does this host API actually move audio, or only pretend to? + + Probed once per API per direction and cached. Output writes silence, so the + probe is inaudible; input reads and discards.""" + if api_key in _probe_results: + return _probe_results[api_key] + + ok = False + try: + import sounddevice as sd + rate = _RATES.get(kind, 16000) + secs = _PROBE_SECONDS.get(kind, 0.5) + + # Each direction is probed the way main.py actually uses it. That is not + # a detail: DirectSound input passes a callback stream and fails a + # blocking read, so probing the wrong mode rejected a microphone that + # works perfectly in the app. + if kind == "output": + # main.py writes with stream.write() — a real sink is rate-limited + # by the hardware clock, a fake one swallows the buffer instantly. + st = sd.RawOutputStream(samplerate=rate, channels=1, dtype="int16", + blocksize=1024, device=idx) + st.start() + t0 = time.monotonic() + st.write(bytes(int(rate * secs) * 2)) # silence — inaudible + elapsed = time.monotonic() - t0 + st.stop(); st.close() + ok = elapsed > secs * 0.5 + if not ok: + print(f"[Audio] output: host API reports success but moves no " + f"audio ({elapsed*1000:.0f} ms for {secs*1000:.0f} ms) " + f"— skipping it") + else: + # main.py reads through a callback — count what arrives. + frames = [0] + + def _cb(indata, n, *_a): + frames[0] += n + + st = sd.InputStream(samplerate=rate, channels=1, dtype="int16", + blocksize=1024, device=idx, callback=_cb) + st.start() + time.sleep(secs) + st.stop(); st.close() + ok = frames[0] > rate * secs * 0.3 + if not ok: + print(f"[Audio] input: host API delivered {frames[0]} frames in " + f"{secs*1000:.0f} ms — skipping it") + except Exception as e: + print(f"[Audio] {kind} transport probe failed: {e}") + ok = False + + _probe_results[api_key] = ok + return ok + + +def _display_name(name: str, devices) -> str: + """MME truncates device names to 31 characters, so the API that actually + carries the audio may not be the one that can spell. If another host API + knows a longer name that starts with this one, show that instead — the user + reads 'Realtek HD Audio 2nd output (Realtek(R) Audio)' while the stream runs + on the endpoint called 'Realtek HD Audio 2nd output (Re'.""" + if len(name) < 30: + return name + best = name + for dev in devices: + other = (dev.get("name") or "").strip() + if len(other) > len(best) and other.startswith(name): + best = other + return best + +# The rates the app opens its streams at. Defaults match main.py; main.py calls +# configure() at startup with its own constants so the two can never drift apart +# and silently reintroduce the bug above. +_RATES = {"input": 16000, "output": 24000} + + +def configure(input_rate: int, output_rate: int) -> None: + """Tell this module the sample rates the audio streams will use, so the + picker can rule out devices that cannot be opened at them. + + Drops any cached list: which devices are usable depends on the rate, so a + list built under the old rates would be stale.""" + global _cache + _RATES["input"] = int(input_rate) + _RATES["output"] = int(output_rate) + with _cache_lock: + _cache = None + + +def _usable(idx: int, kind: str) -> bool: + """Can this device actually be opened at the rate we need? + + Deliberately opens a real stream rather than asking + `check_output_settings`, because that function lies: it passed for an MME + endpoint that then failed to open with "The specified format is not + supported or cannot be translated" [MME error 32]. Opening and immediately + closing costs milliseconds and is the only answer that holds.""" + st = None + try: + import sounddevice as sd + rate = _RATES.get(kind, 16000) + if kind == "input": + st = sd.InputStream(samplerate=rate, channels=1, dtype="int16", + blocksize=1024, device=idx, + callback=lambda *_a: None) + else: + st = sd.RawOutputStream(samplerate=rate, channels=1, dtype="int16", + blocksize=1024, device=idx) + st.start() + return True + except Exception: + return False + finally: + if st is not None: + try: + st.stop(); st.close() + except Exception: + pass + +# Aliases for "the default device" and internal routing endpoints. Matched +# case-insensitively as substrings against the device name. +_PSEUDO_DEVICES = ( + "sound mapper", # Windows MME + "primary sound", # Windows DirectSound ("Primary Sound Capture Driver") + "sysdefault", # ALSA + "default", # ALSA / PulseAudio alias + "dmix", "dsnoop", # ALSA software mixing plugins + "surround", # ALSA channel-layout permutations of one card + "samplerate", "speexrate", "upmix", "vdownmix", "null", +) + + +def _is_pseudo(name: str) -> bool: + low = name.lower() + return any(tok in low for tok in _PSEUDO_DEVICES) + + +def _query() -> dict[str, list[str]]: + """Return {'input': [names...], 'output': [names...]}. Never raises. + + Only real, selectable devices — see the note above.""" + out: dict[str, list[str]] = {"input": [], "output": []} + try: + import platform + import sounddevice as sd + + devices = list(sd.query_devices()) + try: + apis = [a.get("name", "") for a in sd.query_hostapis()] + except Exception: + apis = [] + + preferred = _PREFERRED_APIS.get(platform.system(), ()) + + def _collect(api_filter, kind) -> list[tuple[int, str]]: + """(index, name) for named, non-pseudo devices on one side that can + be opened at the rate that side runs at.""" + chan = "max_input_channels" if kind == "input" else "max_output_channels" + found, seen = [], set() + for idx, dev in enumerate(devices): + name = (dev.get("name") or "").strip() + if not name or _is_pseudo(name) or name in seen: + continue + if dev.get(chan, 0) <= 0: + continue + if api_filter is not None: + api = apis[dev["hostapi"]].lower() if dev.get("hostapi", -1) < len(apis) else "" + if api_filter not in api: + continue + if not _usable(idx, kind): + continue + seen.add(name) + found.append((idx, name)) + return found + + # Each direction picks its own host API. They are genuinely different + # problems — on Windows the microphone works on DirectSound while the + # speakers only work on MME — and a single global choice cannot be right + # for both. + for kind in ("input", "output"): + for api_filter in list(preferred) + [None]: + found = _collect(api_filter, kind) + if not found: + continue + # One probe per API per direction, cached, on this thread. + if not _transport_works(found[0][0], kind, (api_filter, kind)): + continue + _chosen_api[kind] = api_filter + out[kind] = [_display_name(n, devices) for _i, n in found] + break + if out[kind]: + print(f"[Audio] {kind}: using " + f"{_chosen_api[kind] or 'any host API'} " + f"({len(out[kind])} devices)") + return out + + except Exception as e: + print(f"[Audio] Device enumeration failed: {e}") + return out + + +def prefetch() -> None: + """Warm the cache on a background thread. Called once at startup so the + settings drawer never pays for enumeration on the Qt thread.""" + def _work(): + global _cache + result = _query() + with _cache_lock: + _cache = result + print(f"[Audio] {len(result['input'])} input / " + f"{len(result['output'])} output devices found") + threading.Thread(target=_work, daemon=True, name="audio-devices").start() + + +def list_devices(kind: str, refresh: bool = False) -> list[str]: + """Device names for 'input' or 'output'. Falls back to a synchronous query + if the prefetch has not landed yet — correctness over the cache.""" + global _cache + with _cache_lock: + cached = None if refresh else _cache + if cached is None: + cached = _query() + with _cache_lock: + _cache = cached + return list(cached.get(kind, [])) + + +def resolve(name: str, kind: str): + """Turn a saved device name into something sounddevice accepts. + + Returns None for "system default" — which is also what we return when the + saved device is gone, because a missing headset must degrade to the built-in + speakers, not to a crash on startup. + + Candidates are walked in the same host-API order the picker used, so a name + the user chose from the WASAPI list resolves to the WASAPI endpoint. Without + that ordering a full name would fall through to MME's truncated copy of the + same device — which happens to work, but means the setting quietly refers to + a different endpoint than the one on screen.""" + wanted = (name or "").strip() + if not wanted or wanted == DEFAULT_LABEL: + return None + + try: + import platform + import sounddevice as sd + + devices = list(sd.query_devices()) + try: + apis = [a.get("name", "") for a in sd.query_hostapis()] + except Exception: + apis = [] + + want_in = (kind == "input") + chan_key = "max_input_channels" if want_in else "max_output_channels" + + def _candidates(api_filter): + for idx, dev in enumerate(devices): + if dev.get(chan_key, 0) <= 0: + continue + if api_filter is not None: + api = apis[dev["hostapi"]].lower() if dev.get("hostapi", -1) < len(apis) else "" + if api_filter not in api: + continue + yield idx, (dev.get("name") or "").strip() + + # The API the picker settled on for this direction comes first — the + # endpoint that was listed must be the endpoint that gets opened, or the + # setting means something different from what it says. list_devices() + # populates it; calling it here is a no-op once the cache is warm. + list_devices(kind) + chosen = _chosen_api.get(kind) + orders = ([chosen] if chosen is not None else []) \ + + [a for a in _PREFERRED_APIS.get(platform.system(), ()) if a != chosen] \ + + [None] + + # A candidate only counts if it can be opened at the rate this side runs + # at. The prefix match matters because the API that carries the audio is + # not always the one that can spell: MME truncates names to 31 characters + # while DirectSound and WASAPI do not, so the name shown in the picker + # can be longer than the name of the endpoint it actually opens. + for api_filter in orders: + partial = None + for idx, dev_name in _candidates(api_filter): + if dev_name == wanted: + if _usable(idx, kind): + return idx + continue + if partial is None and (dev_name.startswith(wanted[:24]) + or wanted.startswith(dev_name[:24])): + if _usable(idx, kind): + partial = idx + if partial is not None: + return partial + + print(f"[Audio] Saved {kind} device '{wanted}' cannot be opened at " + f"{_RATES.get(kind)} Hz on any host API — using system default") + return None + except Exception as e: + print(f"[Audio] resolve({kind}) failed: {e} — using system default") + return None diff --git a/core/avatar.py b/core/avatar.py new file mode 100644 index 0000000..d8651f1 --- /dev/null +++ b/core/avatar.py @@ -0,0 +1,715 @@ +""" +Holographic AI head for the HUD centre — the thing that used to be a ring stack +with the assistant's name in the middle. + +Design notes +------------ +* **The face is real human geometry.** `core.avatar_mesh` builds the head around + MediaPipe's canonical face model, so eyelids, nostrils, lips and cheekbones + are measured anatomy rather than fitted curves. This renderer's whole job is + to light it, pose it and animate it. +* **Software rendered, on purpose.** Everything is QPainter, so there is no + OpenGL context, no shader compile, no GPU driver to disagree with us and no + new pip dependency. It looks the same on a gaming rig, a 2013 laptop, a VM + and a remote desktop session. +* **Lip-sync comes from the audio pipeline, not from the avatar.** `main.py` + already computes a real RMS level off the PCM (`_pcm_level`) for both the mic + and JARVIS's own output. The avatar just consumes that number, so there is no + second audio path to fall out of sync. The mouth only tracks the level while + JARVIS is *speaking* — during listening the same level drives the aura, so the + head never lip-syncs to the user's voice. + +The renderer is theme-agnostic: `paint()` takes its colours as arguments, which +is what lets the HueWheel accent picker retint the avatar for free. +""" + +from __future__ import annotations + +import math +import random + +import numpy as np +from PyQt6.QtCore import QLineF, QPointF, QRectF, Qt +from PyQt6.QtGui import QBrush, QColor, QPainter, QPen, QPolygonF, QRadialGradient + +from core.avatar_mesh import JAW_MAX, JAW_PIVOT, get_head_mesh + +# Perspective camera distance in head-half-heights. Large enough that the nose +# does not balloon, small enough to keep a sense of depth. +_CAM_D = 4.6 + +# Wireframe opacity buckets, so the whole lattice draws in a handful of batched +# drawLines() calls instead of one call per line. +_BUCKETS = 4 +_MIN_ALPHA = 0.05 + +# Resolution of the surface-shading colour ramp. Banding across a filled facet +# is far more visible than banding in line alpha, so this is fine-grained — and +# being a lookup it costs nothing per face. +_LUT_N = 192 + +# How far the brows travel at full lift, in head-half-heights. Derived, not +# tuned: the brow-to-eye gap is 0.198 and a real raise covers about a third of +# it, then the drawn landmarks only carry half the rig weight. +_BROW_LIFT = 0.14 + +# Mouth timing, as time constants in seconds rather than per-frame fractions. +# A fixed per-frame lerp silently changes speed with the frame rate: the HUD +# runs at 60 Hz here, throttles its paint to 30, and drops to 20 when idle, so +# the same constant meant three different mouths. These do not. +# +# Shutting is the fastest of the three, and it is measured rather than chosen. +# A short closure occupies a single 20 ms schedule frame, so the mouth has one +# step to reach it: at 20 ms the jaw got a third of the way and the closure +# vanished, at 12 ms it arrives, and going below that changes nothing because +# the analysis window is then the limit, not the smoothing. Halving it doubled +# the closures the mouth visibly makes across a test paragraph, 5 of 21 to 10, +# with no loss of opening on the vowels. Only the return to rest, once talking +# has actually stopped, is leisurely. +_TAU_OPEN = 0.022 # jaw dropping toward a vowel +_TAU_SHUT = 0.012 # lips closing on a consonant, mid-word +_TAU_REST = 0.055 # settling back to rest after speech ends +_TAU_SHAPE = 0.018 # viseme openness following the schedule + +# Only the microphone path needs a level floor: it has one coarse RMS and no way +# to tell speech from room tone. JARVIS's own voice arrives as a per-20 ms +# schedule whose silences are already silent, so it needs no floor and must not +# have one — a floor there swallows the gaps between words. +_MIC_FLOOR = 0.14 + +# How far below this voice's own loud level counts as a closure: -20 dB, which +# is what a stop consonant actually drops to. Expressed as a ratio so it holds +# at any speaker volume. +_CLOSE_FRAC = 0.10 + + +def _rate(dt: float, tau: float) -> float: + """Per-frame lerp factor for an exponential approach with time constant + `tau`. Frame-rate independent: the motion takes the same wall-clock time at + 20, 30 or 60 fps, and a long frame catches up instead of stalling.""" + return 1.0 - math.exp(-dt / tau) + + +def _c(col: QColor, a: float) -> QColor: + """Copy of `col` at alpha `a` (0-255, clamped).""" + q = QColor(col) + q.setAlpha(int(max(0.0, min(255.0, a)))) + return q + + +def _blend(bg: QColor, col: QColor, a: float) -> QColor: + """`col` at alpha `a` pre-mixed onto `bg`, returned fully **opaque**. + + Qt's raster engine has a fast path for opaque antialiased lines and a much + slower blended path for everything else — measured at 1.0 ms versus 2.9 ms + for the same 780 lines. The HUD paints a flat background behind the avatar, + so mixing the alpha in by hand is visually equivalent and three times cheaper. + """ + f = max(0.0, min(1.0, a / 255.0)) + return QColor(int(bg.red() + (col.red() - bg.red()) * f), + int(bg.green() + (col.green() - bg.green()) * f), + int(bg.blue() + (col.blue() - bg.blue()) * f)) + + +class HoloAvatar: + """Animated holographic head. One instance per HUD canvas. + + Lifecycle: + av = HoloAvatar() + av.step(dt, amp, speaking=..., muted=...) # once per tick + av.paint(painter, cx, cy, r, primary, accent, bg) # once per frame + """ + + # Look: True paints a lit, solid head with a wireframe over it; False is a + # see-through glass wireframe. Flip here, or per instance. + shaded = True + + def __init__(self) -> None: + mesh = get_head_mesh() + self._v0 = mesh["verts"] + self._n0 = mesh["normals"] + self._jaw = mesh["jaw"] + self._brow_w = mesh["brow"] + self._lips_w = mesh["lips"] + self._lip_c = mesh["lip_centre"] + self._fade = mesh["fade"] + self._f = mesh["faces"] + self._fgroup = mesh["face_group"] + self._fa, self._fb, self._fc = (self._f[:, i] for i in range(3)) + self._e0 = mesh["edges"][:, 0] + self._e1 = mesh["edges"][:, 1] + self._lm = mesh["landmarks"] + # The inner-lip ring runs lower-lip left→right, then upper-lip back. + # Splitting it lets the upper arc anchor a strip of teeth, which is what + # keeps an open mouth from reading as a hole punched in the face. + lips_in = mesh["landmarks"]["lips_in"] + self._lip_up = np.concatenate([lips_in[10:], lips_in[:1]]) + + # Crown (+1.0) down to the bottom of the neck, in head-half-heights. + # Callers size the head to the room they have with this. + self.SPAN = mesh["span"][0] - mesh["span"][1] + + self._lut_cache: list = [] + self._lut_key = None + + n = self._v0.shape[0] + self._v = np.empty((n, 3), dtype=np.float32) + + self._t = 0.0 + self._sway = 0.0 # integrated sway phase — see step() + self._yaw = 0.0 + self._pitch = 0.0 + self._mouth = 0.0 # 0..1 smoothed jaw opening + self._glow = 0.0 # 0..1 smoothed overall energy + self._scan = -1.6 # vertical position of the energy sweep + self._blink = 0.0 # 0 = open, 1 = shut + self._blink_at = 3.0 + + # ── expression ────────────────────────────────────────────────────── + # Speech is not just a moving jaw. Brows ride the loudness envelope, + # eyes widen with the brows, and the gaze flicks between fixation + # points — those three are what make it read as talking rather than as + # a puppet chewing. + self._amp_slow = 0.0 + self._expr = 0.0 + self._expr_tgt = 0.0 + self._expr_at = 0.0 + self._brow = 0.0 # smoothed brow lift, -0.4 .. 1.2 + self._emph = 0.0 # syllable emphasis, drives the head nod + self._gaze = [0.0, 0.0] + self._gaze_tgt = [0.0, 0.0] + self._gaze_at = 0.0 + + # ── state expression ──────────────────────────────────────────────── + # The face is the fastest status indicator in the app: you read a gaze + # before you read a word. Saccades orbit a bias that the assistant's + # state moves — eyes off to the side while it thinks, back on you while + # it listens, lids low while it sleeps. + self._gaze_bias = [0.0, 0.0] + self._bias_tgt = [0.0, 0.0] + self._bias_at = 0.0 + self._lids = 1.0 # 1 = wide, 0 = shut; low while asleep + self._brow_bias = 0.0 # concentration pulls the brows down + self._glance = None # (dx, dy, until_t) — a deliberate look + + # ── viseme ────────────────────────────────────────────────────────── + # Loudness alone only answers "how far open", which is why an RMS-driven + # mouth flaps rather than speaks. These two carry the *shape*: how open + # the jaw is for this sound, and whether the lips are spread (/i/) or + # rounded (/u/). They come from a formant read of the audio actually + # being played — see `_pcm_visemes` in main.py. + self._v_open = 1.0 + self._v_wide = 0.0 + self._wide = 0.0 # smoothed lip spread, -1 round .. +1 spread + self._v_peak = 0.18 # running estimate of this voice's loud level + + # ── animation ─────────────────────────────────────────────────────────── + + def _mouth_step(self, dt: float, amp: float, live: bool, + v_open: float | None, v_level: float | None) -> None: + """One increment of the jaw. Called once per viseme frame while JARVIS + speaks, once per rendered frame otherwise.""" + if v_open is None: + shape = 1.0 + else: + self._v_open += (v_open - self._v_open) * _rate(dt, _TAU_SHAPE) + shape = self._v_open + + if v_level is None: + gated = max(0.0, (amp - _MIC_FLOOR) / (1.0 - _MIC_FLOOR)) + drive = (gated ** 0.6) * (shape ** 0.75) + else: + # Speech RMS spends most of its time well below full scale, so the + # raw value alone would only ever half-open the jaw. Normalise it + # against a running estimate of this voice's own loud level rather + # than a constant: it then reads the same whether the user has the + # volume low or the model happens to be speaking softly. + self._v_peak = max(v_level, self._v_peak - dt * 0.55) + ref = max(0.18, self._v_peak) + # The floor is a fraction of this voice's own loud level, not a + # fixed number, so it means the same thing at any volume and in any + # language. A stop consonant drops 20 dB or more below the vowels + # around it, which is this ratio — so a real closure lands at + # exactly zero rather than at some small positive value the curve + # would otherwise lift back up. That lift is what kept the mouth + # from ever quite shutting between words. + q = (v_level - _CLOSE_FRAC * ref) / (ref * (1.0 - _CLOSE_FRAC)) + drive = max(0.0, min(1.0, q)) ** 0.85 * (shape ** 0.75) + + target = min(1.0, drive) if live else 0.0 + if target > self._mouth: + tau = _TAU_OPEN + elif live: + tau = _TAU_SHUT # mid-word: a consonant, and it must shut now + else: + tau = _TAU_REST # speech is over; settle, don't snap + self._mouth += (target - self._mouth) * _rate(dt, tau) + if self._mouth < 0.002: + self._mouth = 0.0 + + def step(self, dt: float, amp: float, speaking: bool = False, + muted: bool = False, state: str = "", + v_open: float | None = None, v_wide: float = 0.0, + v_level: float | None = None, + v_seq: list | None = None, v_hop: float = 0.02) -> None: + """Advance the animation. + + `amp` is the 0..1 display audio level. `v_open` / `v_wide` / `v_level` + are the viseme schedule's shape and true level for this instant; passing + None falls back to loudness-only articulation, which is what the + microphone path uses. `v_seq` is every schedule frame the last rendered + frame spanned, so no closure is lost when the paint rate drops. + """ + dt = max(0.001, min(0.10, float(dt))) + self._t += dt + t = self._t + amp = max(0.0, min(1.0, float(amp))) + live = speaking and not muted + + # Idle sway. The phase is *integrated* rather than taken as + # sin(t * rate * speed): multiplying absolute time by a speed that + # changes when JARVIS starts or stops talking jumps the phase by + # t * rate * delta, which after a minute of uptime is several radians + # and visibly teleports the head the instant a sentence ends. + speed = (1.0 if not muted else 0.55) * (1.25 if live else 1.0) + self._sway += dt * speed + s = self._sway + self._yaw = 0.26 * math.sin(s * 0.31) + 0.09 * math.sin(s * 0.73 + 1.3) + self._pitch = (0.060 * math.sin(s * 0.23 + 0.7) + + 0.024 * math.sin(s * 0.61)) + + # Mouth. Which level is driving it matters more than any rate here. + # + # `v_level` is this 20 ms frame's own RMS, taken from the very audio + # about to be heard, so its silences are real silences. `amp` is the + # waveform display's level, and that one is a *peak hold*: it keeps the + # loudest value it has seen and decays gently, on purpose, so the bars + # do not stutter between audio chunks. Driving a mouth from a peak hold + # is why the gaps between words never closed — the hold spans exactly + # the consonant it was supposed to reveal. So the schedule drives the + # jaw whenever there is one, and `amp` is left to the microphone path, + # which has nothing better. + # Advance the mouth once per *schedule* frame rather than once per + # rendered frame. A bilabial closure lasts around 40 ms — two frames of + # a 50 Hz schedule — and the HUD throttles its paint to 30 fps and to 20 + # when idle. Point-sampling at 20 fps steps 50 ms at a time, so a whole + # closure can fall between two samples and simply never be seen; that is + # information loss no smoothing constant can recover. Sub-stepping costs + # a few float operations per frame and makes the mouth identical at 20, + # 30 and 60 fps. + # An empty list is meaningful and is not the same as None: it says a + # schedule is playing but this tick landed inside a frame already + # spoken. The mouth's clock is the schedule's, so the right thing then + # is to do nothing. Re-stepping the same frame — which is what a + # truthiness test here would do — advances the jaw twice for one 20 ms + # of audio, and at 60 fps that alone made the mouth behave differently + # than at 20. + if v_seq is not None: + for lv, op, _wd in v_seq: + self._mouth_step(v_hop, amp, live, op, lv) + else: + self._mouth_step(dt, amp, live, v_open, v_level) + + # Syllable emphasis. Applied unconditionally: `_emph` decays to zero on + # its own once the mouth closes, whereas gating it on `live` deleted the + # whole offset in a single frame and snapped the head at sentence end. + self._emph += (self._mouth - self._emph) * _rate( + dt, 0.055 if self._mouth > self._emph else 0.32) + self._pitch -= self._emph * 0.028 + self._yaw += 0.018 * math.sin(t * 1.7) * self._emph + + # Loudness envelope, deliberately lazier than the mouth: brows track the + # shape of a phrase, not individual syllables. + env = amp if live else 0.0 + self._amp_slow += (env - self._amp_slow) * _rate( + dt, 0.16 if env > self._amp_slow else 0.36) + + if live: + if t >= self._expr_at: + self._expr_tgt = random.uniform(-0.35, 1.0) + self._expr_at = t + 1.1 + 2.0 * random.random() + else: + self._expr_tgt = 0.0 + self._expr_at = t + 0.8 + self._expr += (self._expr_tgt - self._expr) * 0.075 + + brow_t = 0.55 * self._amp_slow + 0.60 * self._expr + self._brow_bias + self._brow += (max(-0.4, min(1.2, brow_t)) - self._brow) * 0.20 + + # ── what the state does to the face ───────────────────────────────── + st = (state or "").upper() + thinking = st in ("THINKING", "PROCESSING") + asleep = st in ("SLEEPING", "STANDBY", "OFFLINE") + + if thinking: + # People look away to think, and hold it. The direction re-rolls + # slowly so it reads as thought rather than as scanning. + if t >= self._bias_at: + self._bias_tgt = [random.choice((-1.0, 1.0)) * random.uniform(0.45, 0.8), + random.uniform(0.25, 0.55)] + self._bias_at = t + 1.4 + 1.6 * random.random() + brow_bias, lid_tgt = -0.28, 0.94 + elif asleep: + self._bias_tgt = [0.0, -0.25] + brow_bias, lid_tgt = -0.05, 0.22 + else: + # LISTENING / idle / speaking: eyes come back to the user. + self._bias_tgt = [0.0, 0.0] + self._bias_at = 0.0 + brow_bias = 0.10 if st == "LISTENING" else 0.0 + lid_tgt = 1.0 + + for i in (0, 1): + self._gaze_bias[i] += (self._bias_tgt[i] - self._gaze_bias[i]) * 0.06 + self._lids += (lid_tgt - self._lids) * 0.08 + self._brow_bias += (brow_bias - self._brow_bias) * 0.06 + + # Gaze: saccades are near-instant jumps between fixations, and they get + # more frequent when there is something to say. While thinking they slow + # right down — a darting eye reads as nervous, not thoughtful. + if t >= self._gaze_at: + reach = 0.9 if live else (0.35 if thinking else 0.55) + self._gaze_tgt = [random.uniform(-1.0, 1.0) * reach, + random.uniform(-1.0, 1.0) * reach * 0.55] + if live: + self._gaze_at = t + 0.55 + 1.7 * random.random() + elif thinking: + self._gaze_at = t + 1.8 + 2.4 * random.random() + else: + self._gaze_at = t + 1.3 + 2.8 * random.random() + + # A deliberate glance (something appeared on screen) overrides the + # wandering for a moment, then hands control back. + if self._glance is not None: + gx, gy, until = self._glance + if t < until: + self._gaze_tgt = [gx, gy] + else: + self._glance = None + + for i, b in enumerate(self._gaze_bias): + tgt = max(-1.0, min(1.0, self._gaze_tgt[i] + b)) + self._gaze[i] += (tgt - self._gaze[i]) * 0.30 + + # Lips lead the jaw slightly in real speech, so they track a touch + # faster; they also relax to neutral the moment the voice stops. + wide_t = v_wide if (live and v_open is not None) else 0.0 + self._wide += (max(-1.0, min(1.0, wide_t)) - self._wide) * _rate(dt, 0.030) + + self._glow += ((0.0 if muted else amp) - self._glow) * ( + 0.35 if (0.0 if muted else amp) > self._glow else 0.10) + + self._scan += dt * (0.55 + 1.5 * self._glow) + if self._scan > 1.35: + self._scan = -1.75 + + if self._blink > 0.0: + self._blink = max(0.0, self._blink - dt * 8.5) + elif t >= self._blink_at: + # Concentration suppresses blinking; a sleeping face has no need of + # it at all, since the lids are already down. + if asleep: + self._blink_at = t + 6.0 + else: + self._blink = 1.0 + gap = 5.5 if thinking else 3.4 + self._blink_at = t + gap + 3.1 * random.random() + + def glance(self, dx: float, dy: float, hold: float = 1.1) -> None: + """Look deliberately somewhere for `hold` seconds, then wander again. + + Used when something appears on screen: a face that looks at what just + showed up tells the user it landed, without a word being spoken. + """ + self._glance = (max(-1.0, min(1.0, float(dx))), + max(-1.0, min(1.0, float(dy))), + self._t + max(0.1, float(hold))) + + # ── posing ────────────────────────────────────────────────────────────── + + def _pose(self): + """Jaw drop, brow lift and head rotation, applied to the real geometry.""" + v = self._v + np.copyto(v, self._v0) + + if self._brow > 0.004 or self._brow < -0.004: + # The brow-to-eye gap is 0.198 head-half-heights and a real raise + # moves a third of it. The old 0.045 — halved again by the landmark + # weights, which average 0.5 — worked out to six pixels on a 250 px + # head, which is to say invisible. + v[:, 1] += self._brow_w * (self._brow * _BROW_LIFT) + + if abs(self._wide) > 0.01 and self._mouth > 0.0: + # Spread pulls the corners out and flattens the lips back; rounding + # draws them in and pushes them forward into a purse. + k = self._lips_w * (self._wide * self._mouth) + v[:, 0] += k * (v[:, 0] - self._lip_c[0]) * 0.55 + v[:, 1] += k * (v[:, 1] - self._lip_c[1]) * 0.30 + v[:, 2] -= k * 0.055 + + if self._mouth > 0.004: + px, py, pz = JAW_PIVOT + ang = self._jaw * (self._mouth * JAW_MAX) + ca, sa = np.cos(ang), np.sin(ang) + dy = v[:, 1] - py + dz = v[:, 2] - pz + v[:, 1] = py + dy * ca - dz * sa + v[:, 2] = pz + dy * sa + dz * ca + + cy, sy = math.cos(self._yaw), math.sin(self._yaw) + cp, sp = math.cos(self._pitch), math.sin(self._pitch) + m = np.array([ + [cy, 0.0, sy], + [sp * sy, cp, -sp * cy], + [-cp * sy, sp, cp * cy], + ], dtype=np.float32) + + return v @ m.T, self._n0 @ m.T + + # ── rendering ─────────────────────────────────────────────────────────── + + def _lut(self, bg: QColor, primary: QColor): + """Cached ramp of opaque surface brushes from `bg` to `primary`.""" + key = (bg.rgb(), primary.rgb()) + if self._lut_key != key: + self._lut_cache = [QBrush(_blend(bg, primary, 255.0 * (i + 0.5) / _LUT_N)) + for i in range(_LUT_N)] + self._lut_key = key + return self._lut_cache + + def paint(self, p: QPainter, cx: float, cy: float, r: float, + primary: QColor, accent: QColor, bg: QColor | None = None) -> None: + """Draw the avatar with its head centre at (cx, cy). + + `r` is the head's half-height in pixels — the caller owns the layout, so + the HUD can fit the head to whatever room the status line leaves it. + """ + if bg is None: + bg = QColor(0, 0, 0) + amp = self._glow + verts, norms = self._pose() + + # ── aura ──────────────────────────────────────────────────────────── + ar = r * 1.95 + grad = QRadialGradient(cx, cy, ar) + grad.setColorAt(0.00, _c(primary, 34 + 66 * amp)) + grad.setColorAt(0.38, _c(primary, 20 + 40 * amp)) + grad.setColorAt(1.00, _c(primary, 0)) + p.setPen(Qt.PenStyle.NoPen) + p.setBrush(QBrush(grad)) + p.drawEllipse(QRectF(cx - ar, cy - ar, ar * 2, ar * 2)) + + # ── project ───────────────────────────────────────────────────────── + w = _CAM_D - verts[:, 2] + np.maximum(w, 0.35, out=w) + k = (_CAM_D / w) * r + xs = cx + verts[:, 0] * k + ys = cy - verts[:, 1] * k + + if self.shaded: + self._paint_surface(p, xs, ys, norms, verts, primary, bg, amp) + self._paint_wire(p, xs, ys, norms, verts, primary, bg, amp) + self._paint_features(p, xs, ys, norms, r, primary, accent, bg, amp) + + def _paint_surface(self, p: QPainter, xs, ys, norms, verts, + primary: QColor, bg: QColor, amp: float) -> None: + """Fill the camera-facing triangles so the head reads as a lit volume.""" + a, b, c = self._fa, self._fb, self._fc + + # Flat normals, taken from each triangle's own posed geometry — NOT the + # averaged vertex normals. Averaging smears the nose, lips and brow + # relief into their neighbours and renders the face as a blank egg; + # per-facet normals are exactly what makes the anatomy visible. + fn = np.cross(verts[b] - verts[a], verts[c] - verts[a]) + fn /= np.maximum(np.linalg.norm(fn, axis=1, keepdims=True), 1e-9) + + # Point them outwards by agreeing with the vertex normals, which were + # oriented at build time. Flipping on the sign of n_z instead would + # negate x and y as well and scramble the lighting into moiré. + ref = norms[a] + norms[b] + norms[c] + fn *= np.sign((fn * ref).sum(1))[:, None] + + nz = fn[:, 2] + area = np.abs((xs[b] - xs[a]) * (ys[c] - ys[a]) + - (xs[c] - xs[a]) * (ys[b] - ys[a])) + vis = np.flatnonzero((nz > 0.015) & (area > 3.0)) + if vis.size == 0: + return + fn = fn[vis] + nz = nz[vis] + + ax, ay = xs[a][vis], ys[a][vis] + bx, by = xs[b][vis], ys[b][vis] + cxx, cyy = xs[c][vis], ys[c][vis] + + # A rim term for the glass edge plus a key light high on the left. The + # light leans off-axis on purpose: weight it towards the camera and + # every front-facing facet returns the same value, which is a flat mask. + fres = np.clip(1.0 - nz, 0.0, 2.0) ** 1.7 + lam = np.clip(fn[:, 0] * -0.55 + fn[:, 1] * 0.50 + nz * 0.52, 0.0, 1.0) + bright = 0.26 + 0.20 * fres + 0.66 * lam ** 1.05 + bright *= (self._fade[a][vis] + self._fade[b][vis] + self._fade[c][vis]) / 3.0 + bright *= 0.88 + 0.24 * amp + + idx = np.clip((bright * _LUT_N).astype(np.int32), 0, _LUT_N - 1) + + # Far facets first: the neck passes behind the jaw and the head is not + # convex around the chin. + # Sort far-to-near, but group first: neck facets all draw before head + # facets, because the two meshes interpenetrate and a pure depth sort + # interleaves them into a torn seam. + fz = (verts[a, 2][vis] + verts[b, 2][vis] + verts[c, 2][vis]) * (1.0 / 3.0) + order = np.argsort(self._fgroup[vis] * 1000.0 + fz, kind="stable") + tris = np.stack([ax, ay, bx, by, cxx, cyy], axis=1)[order].tolist() + shade = idx[order].tolist() + lut = self._lut(bg, primary) + + # Aliased fills: adjacent antialiased polygons leave hairline seams, and + # the interior of a tiled surface has no silhouette worth smoothing — + # the antialiased wireframe drawn afterwards covers the outline. + p.setRenderHint(QPainter.RenderHint.Antialiasing, False) + p.setPen(Qt.PenStyle.NoPen) + for q, sh in zip(tris, shade): + p.setBrush(lut[sh]) + p.drawPolygon(QPolygonF([QPointF(q[0], q[1]), QPointF(q[2], q[3]), + QPointF(q[4], q[5])])) + p.setRenderHint(QPainter.RenderHint.Antialiasing, True) + + def _paint_wire(self, p: QPainter, xs, ys, norms, verts, + primary: QColor, bg: QColor, amp: float) -> None: + nz = norms[:, 2] + fres = np.abs(1.0 - np.abs(nz)) ** 1.5 + if self.shaded: + # The lit surface underneath is opaque, so back-facing edges would + # float on top of the face — cull them and let the wire read as + # structure lines over skin. + front = nz > -0.05 + va = np.where(front, 0.10 + 0.42 * fres, 0.0) + va += 0.30 * np.exp(-((verts[:, 1] - self._scan) / 0.13) ** 2) * front + else: + va = np.where(nz < 0.0, 0.13 + 0.26 * fres, 0.28 + 0.72 * fres) + va += 0.42 * np.exp(-((verts[:, 1] - self._scan) / 0.13) ** 2) + va *= self._fade * (0.80 + 0.45 * amp) + + ea = 0.5 * (va[self._e0] + va[self._e1]) + keep = np.flatnonzero(ea > _MIN_ALPHA) + if keep.size == 0: + return + + # Sort by opacity bucket once so each bucket is a contiguous *slice* of + # one QLineF list; masking and rebuilding per bucket cost more than the + # drawing itself. + bucket = np.clip((ea[keep] * _BUCKETS).astype(np.int32), 0, _BUCKETS - 1) + order = np.argsort(bucket, kind="stable") + keep = keep[order] + bounds = np.searchsorted(bucket[order], np.arange(_BUCKETS + 1)) + + e0, e1 = self._e0[keep], self._e1[keep] + quad = np.stack([xs[e0], ys[e0], xs[e1], ys[e1]], axis=1).tolist() + lines = [QLineF(q[0], q[1], q[2], q[3]) for q in quad] + + skin = _blend(bg, primary, 132) if self.shaded else bg + p.setBrush(Qt.BrushStyle.NoBrush) + for b in range(_BUCKETS): + lo, hi = int(bounds[b]), int(bounds[b + 1]) + if hi <= lo: + continue + seg = lines[lo:hi] + a = 255.0 * min(1.0, (b + 0.5) / _BUCKETS) + if self.shaded: + # These sit on lit skin, so pre-mix against a representative + # *skin* tone rather than the background — same fast opaque + # path, and the lines still read as highlights over the face. + p.setPen(QPen(_blend(skin, primary, a * 0.75), 1.0)) + else: + p.setPen(QPen(_blend(bg, primary, a), 1.0)) + p.drawLines(seg) + + # ── face ──────────────────────────────────────────────────────────────── + + def _ring(self, xs, ys, idx) -> QPolygonF: + return QPolygonF([QPointF(float(x), float(y)) + for x, y in zip(xs[idx], ys[idx])]) + + def _paint_features(self, p: QPainter, xs, ys, norms, r: float, + primary: QColor, accent: QColor, bg: QColor, + amp: float) -> None: + """Eyes, brows and the mouth cavity, drawn from the real landmark rings. + + The canonical model's eyes and lips are closed skin — the geometry gives + the *shape* of the lids and mouth but no opening, so the openings are + painted here, exactly on the landmarks that bound them. + """ + face = max(0.0, math.cos(self._yaw) * math.cos(self._pitch)) ** 2 + if face < 0.02: + return + + lm = self._lm + vis = 1.0 - self._blink + + # ── eyes ──────────────────────────────────────────────────────────── + for key in ("eye_l", "eye_r"): + idx = lm[key] + ex, ey = xs[idx], ys[idx] + mid_y = float(ey.mean()) + if vis < 0.999: + ey = mid_y + (ey - mid_y) * max(0.04, vis) + poly = QPolygonF([QPointF(float(a), float(b)) for a, b in zip(ex, ey)]) + + p.setPen(Qt.PenStyle.NoPen) + p.setBrush(QBrush(_blend(bg, primary, 22))) # socket shadow + p.drawPolygon(poly) + p.setBrush(Qt.BrushStyle.NoBrush) + p.setPen(QPen(_c(primary, 210 * face), 1.3)) # lid line + p.drawPolygon(poly) + + if vis > 0.35: + br = poly.boundingRect() + gx = br.center().x() + self._gaze[0] * br.width() * 0.16 + gy = br.center().y() + self._gaze[1] * br.height() * 0.20 + cpt = QPointF(gx, gy) + rad = min(br.height() * 0.62, br.width() * 0.20) + p.setPen(Qt.PenStyle.NoPen) + p.setBrush(QBrush(_c(accent, (70 + 60 * amp) * face * vis))) + p.drawEllipse(cpt, rad, rad * vis) # iris + p.setBrush(QBrush(_c(accent, 245 * face * vis))) + p.drawEllipse(cpt, rad * 0.42, rad * 0.42 * vis) # pupil + + # ── brows ─────────────────────────────────────────────────────────── + p.setBrush(Qt.BrushStyle.NoBrush) + p.setPen(QPen(_c(primary, 150 * face), 1.7)) + for key in ("brow_l", "brow_r"): + idx = lm[key] + p.drawPolyline(self._ring(xs, ys, idx)) + + # ── mouth ─────────────────────────────────────────────────────────── + inner = self._ring(xs, ys, lm["lips_in"]) + open_h = inner.boundingRect().height() + + p.setPen(Qt.PenStyle.NoPen) + if self._mouth > 0.02: + # The cavity is dark but never pure black — a black oval on a glowing + # head reads as a hole, not a mouth. Tinting it with the theme keeps + # it part of the hologram. + p.setBrush(QBrush(_blend(bg, primary, 16 + 26 * self._mouth))) + p.drawPolygon(inner) + + # Upper teeth: a bright strip hanging from the upper lip. It is the + # single cheapest thing that makes an open mouth look like speech. + ux, uy = xs[self._lip_up], ys[self._lip_up] + th = open_h * 0.30 + pts = [QPointF(float(x), float(y)) for x, y in zip(ux, uy)] + pts += [QPointF(float(x), float(y) + th) + for x, y in zip(ux[::-1], uy[::-1])] + p.setBrush(QBrush(_blend(bg, primary, 150 + 60 * self._mouth))) + p.drawPolygon(QPolygonF(pts)) + + # A warm pool at the back of the throat, strongest when wide open. + p.setBrush(QBrush(_c(accent, 40 * self._mouth * face))) + p.drawPolygon(inner) + + p.setBrush(Qt.BrushStyle.NoBrush) + p.setPen(QPen(_c(primary, (150 + 70 * self._mouth) * face), 1.3)) + p.drawPolygon(inner) # lip edge + p.setPen(QPen(_c(primary, 110 * face), 1.1)) + p.drawPolygon(self._ring(xs, ys, lm["lips_out"])) diff --git a/core/avatar_mesh.py b/core/avatar_mesh.py new file mode 100644 index 0000000..b426f01 --- /dev/null +++ b/core/avatar_mesh.py @@ -0,0 +1,351 @@ +""" +Human head mesh for the HUD avatar. + +The face is **real measured human geometry** — MediaPipe's canonical face model +(`core/face_model.obj`, Apache-2.0, 468 vertices / 898 triangles), which carries +actual eyelids, nostrils, lips and cheekbones. Everything a formula cannot give +you comes from there. + +Earlier revisions of this file generated the whole head procedurally from an +ellipsoid pushed around by gaussians. It could be tuned endlessly and still read +as an egg with a face drawn on it, because there was no human anatomy in it — +only smooth blobs. Real topology fixed in one step what parameter tweaking could +not fix at all. + +What is still generated here, around that face: + * the cranium — the model is an open mask, so its 36-vertex border is swept + back and up over a skull-shaped ellipsoid and closed at the occiput; + * a tapering neck stub that fades out instead of needing shoulders; + * vertex normals, jaw-rig weights, a thinned wireframe, and the landmark + index rings (eyes, brows, lips) the renderer animates. + +Coordinate system after normalisation (head-local, right-handed): + +x → viewer's right +y → up +z → out of the face + y = +1.0 crown, y = -1.0 chin, eyes land on y ≈ 0. +""" + +from __future__ import annotations + +import collections +from pathlib import Path + +import numpy as np + +_OBJ = Path(__file__).resolve().parent / "face_model.obj" + +# Cranium shape, in the model's own units (chin ≈ -9.4, forehead ≈ +8.3). +# Tuned so that brow→crown is ~0.36 of the head's height, which is the real +# proportion; a taller cranium than that immediately reads as a long face even +# though the face itself is untouched measured geometry. +_SKULL_C = (0.0, 2.0, -1.0) # centre of the cranial ellipsoid +_SKULL_R = (8.4, 12.4, 8.2) # its radii +_SKULL_POLE = (0.0, 0.42, -1.0) # direction of the occiput, where the sweep closes +_SKULL_RINGS = 6 +_SKULL_BLEND = 1.7 # how fast the sweep leaves the face border +_SKULL_BULGE = 1.04 + +_NECK_RINGS, _NECK_SEGS = 9, 14 +_NECK_Z = -1.6 # the neck tube's axis, in model units +_WIRE_STRIDE = 3 # keep every n-th edge; the surface carries the form + +# MediaPipe landmark rings. Verified against the geometry at build time — see +# `_check_landmarks` — so a wrong index can never silently animate the cheek. +LANDMARKS: dict[str, list[int]] = { + "eye_l": [33, 7, 163, 144, 145, 153, 154, 155, 133, 173, 157, 158, 159, + 160, 161, 246], + "eye_r": [263, 249, 390, 373, 374, 380, 381, 382, 362, 398, 384, 385, 386, + 387, 388, 466], + "brow_l": [70, 63, 105, 66, 107], + "brow_r": [300, 293, 334, 296, 336], + "lips_out": [61, 146, 91, 181, 84, 17, 314, 405, 321, 375, 291, 409, 270, + 269, 267, 0, 37, 39, 40, 185], + "lips_in": [78, 95, 88, 178, 87, 14, 317, 402, 318, 324, 308, 415, 310, + 311, 312, 13, 82, 81, 80, 191], +} + +# Jaw rig, in normalised units. The pivot sits between the ears, which is where +# a real mandible hinges. +JAW_PIVOT = (0.0, 0.06, -0.34) +JAW_MAX = 0.115 # radians of drop at full amplitude (~6.6°) +# Speech barely moves a real jaw, and a talking head is watched at HUD size +# where a small, precise mouth reads better than a large one. The lip rig +# (spread / round) now carries most of the articulation, so the jaw does not +# have to swing to show that something is being said. + + +def _load_obj(path: Path): + verts, faces = [], [] + for line in path.read_text(encoding="utf-8").splitlines(): + if line.startswith("v "): + verts.append([float(x) for x in line.split()[1:4]]) + elif line.startswith("f "): + faces.append([int(t.split("/")[0]) - 1 for t in line.split()[1:4]]) + return np.array(verts, dtype=np.float64), np.array(faces, dtype=np.int64) + + +def _boundary_loop(faces: np.ndarray) -> np.ndarray: + """Ordered ring of vertices along the open border of a triangle mesh.""" + seen = collections.Counter() + for a, b, c in faces: + for e in ((a, b), (b, c), (c, a)): + seen[(min(e), max(e))] += 1 + border = [e for e, n in seen.items() if n == 1] + + adj = collections.defaultdict(list) + for a, b in border: + adj[a].append(b) + adj[b].append(a) + + start = border[0][0] + loop, prev, cur = [start], None, start + while True: + nxt = [v for v in adj[cur] if v != prev] + if not nxt or nxt[0] == start: + break + prev, cur = cur, nxt[0] + loop.append(cur) + return np.array(loop) + + +def _slerp(a: np.ndarray, b: np.ndarray, t): + dot = np.clip((a * b).sum(-1, keepdims=True), -1.0, 1.0) + om = np.arccos(dot) + so = np.sin(om) + safe = np.where(so < 1e-6, 1.0, so) + out = np.where(so < 1e-6, a * (1 - t) + b * t, + (np.sin((1 - t) * om) / safe) * a + (np.sin(t * om) / safe) * b) + return out / np.maximum(np.linalg.norm(out, axis=-1, keepdims=True), 1e-9) + + +def _add_cranium(verts: np.ndarray, faces: np.ndarray): + """Sweep the mask's open border back over a skull and close it at the occiput.""" + loop = _boundary_loop(faces) + + # Orient the loop so the generated triangles wind the same way as the face's. + centre2d = verts[loop, :2].mean(0) + ang = np.arctan2(verts[loop, 1] - centre2d[1], verts[loop, 0] - centre2d[0]) + if np.diff(np.unwrap(ang)).sum() < 0: + loop = loop[::-1] + + n = len(loop) + C = np.array(_SKULL_C) + R = np.array(_SKULL_R) + pole = np.array(_SKULL_POLE) + pole = pole / np.linalg.norm(pole) + chin_y = verts[:, 1].min() + + rim = verts[loop] - C + rim_r = np.linalg.norm(rim, axis=1, keepdims=True) + rim_d = rim / rim_r + + def ell_r(d): + return 1.0 / np.sqrt(((d / R) ** 2).sum(-1, keepdims=True)) + + out_v = [verts] + out_f = list(faces) + prev_idx = loop + ts = np.linspace(0.0, 1.0, _SKULL_RINGS + 1)[1:] + + for t in ts: + d = _slerp(pole, rim_d, 1.0 - t) + w = (1.0 - t) ** _SKULL_BLEND # meets the rim exactly at t = 0 + # A skull is fuller than the border it springs from; peak it mid-sweep. + r = ell_r(d) * (1.0 + (_SKULL_BULGE - 1.0) * np.sin(np.pi * t) ** 0.8) + ring = C + d * (w * rim_r + (1.0 - w) * r) + # Never dip below the chin: the sweep passing under the jaw would + # otherwise hang a lip of geometry below the face. Vertices that hit + # the clamp are also drawn in towards the neck axis, so the underside + # closes as a small floor instead of a flat skirt sticking out. + below = ring[:, 1] < chin_y + if below.any(): + ring[below, 1] = chin_y + ring[below, 0] *= 0.55 + ring[below, 2] = _NECK_Z + (ring[below, 2] - _NECK_Z) * 0.55 + if t == ts[-1]: + ring = np.repeat((C + pole * ell_r(pole[None])[0])[None], n, axis=0) + + base = sum(len(a) for a in out_v) + out_v.append(ring) + idx = np.arange(base, base + n) + for i in range(n): + a0, b0 = prev_idx[i], prev_idx[(i + 1) % n] + a1, b1 = idx[i], idx[(i + 1) % n] + out_f.append([a0, a1, b1]) + out_f.append([a0, b1, b0]) + prev_idx = idx + + return np.vstack(out_v), np.array(out_f, dtype=np.int64) + + +def _add_neck(verts: np.ndarray, faces: np.ndarray): + """A tapering tube dropped from inside the jaw; it fades out, so no shoulders.""" + ph = np.linspace(0.0, 2.0 * np.pi, _NECK_SEGS, endpoint=False) + # Short, and flaring hard at the bottom: a straight vertical tube reads as + # a pedestal, whereas a neck that widens into the top of the shoulders + # reads as a bust — and the shorter it is, the larger the head can be drawn + # in the same HUD band. + ys = np.linspace(-5.5, -13.0, _NECK_RINGS) + d = (ys + 5.5) / -7.5 + + rx = 4.6 * (1.0 + 0.52 * d ** 1.9) + rz = 4.1 * (1.0 + 0.38 * d ** 1.9) + nx = rx[:, None] * np.cos(ph)[None, :] + nz = _NECK_Z + rz[:, None] * np.sin(ph)[None, :] + ny = ys[:, None] * np.ones_like(ph)[None, :] + + nv = np.stack([nx.ravel(), ny.ravel(), nz.ravel()], axis=1) + base = len(verts) + idx = base + np.arange(_NECK_RINGS * _NECK_SEGS).reshape(_NECK_RINGS, _NECK_SEGS) + + nf = [] + for i in range(_NECK_RINGS - 1): + for j in range(_NECK_SEGS): + a, b = idx[i, j], idx[i, (j + 1) % _NECK_SEGS] + c, e = idx[i + 1, (j + 1) % _NECK_SEGS], idx[i + 1, j] + nf.append([a, b, c]) + nf.append([a, c, e]) + + # Enough rings that the fade steps stay small. Each quad splits into one + # triangle with two top vertices and one with two bottom vertices, so a + # steep per-vertex fade gradient makes the pair land on visibly different + # brightnesses and the neck grows a sawtooth edge. + fade = np.ones(base) + nd = np.repeat(d, _NECK_SEGS) + fade = np.concatenate([fade, 1.0 - 0.72 * np.clip(nd, 0.0, 1.0) ** 1.5]) + return np.vstack([verts, nv]), np.vstack([faces, np.array(nf)]), fade + + +def _vertex_normals(verts: np.ndarray, faces: np.ndarray, + outward: np.ndarray) -> np.ndarray: + """Area-weighted vertex normals, flipped to agree with `outward`. + + `outward` must be a per-vertex direction that genuinely points out of the + surface. A single "away from the mesh centroid" rule is NOT good enough: + down at the base of the neck that vector points almost straight down while + the real normal is horizontal, so the dot product hovers around zero and + the sign flips at random — which tears the neck into an asymmetric slab of + half-culled, half-lit triangles. + """ + a, b, c = verts[faces[:, 0]], verts[faces[:, 1]], verts[faces[:, 2]] + fn = np.cross(b - a, c - a) # length carries the area — the weighting + + n = np.zeros_like(verts) + for k in range(3): + np.add.at(n, faces[:, k], fn) + n /= np.maximum(np.linalg.norm(n, axis=1, keepdims=True), 1e-9) + + flip = (n * outward).sum(1) < 0 + n[flip] *= -1.0 + return n + + +def _unique_edges(faces: np.ndarray) -> np.ndarray: + e = np.vstack([faces[:, [0, 1]], faces[:, [1, 2]], faces[:, [2, 0]]]) + e = np.sort(e, axis=1) + return np.unique(e, axis=0) + + +def _check_landmarks(verts: np.ndarray) -> None: + """Fail loudly at build time if a landmark ring is not where it should be.""" + for left, right in (("eye_l", "eye_r"), ("brow_l", "brow_r")): + cl = verts[LANDMARKS[left]].mean(0) + cr = verts[LANDMARKS[right]].mean(0) + assert cl[0] < 0 < cr[0], f"{left}/{right} are not on opposite sides" + assert abs(cl[1] - cr[1]) < 0.5, f"{left}/{right} are at different heights" + eye_y = verts[LANDMARKS["eye_l"]].mean(0)[1] + brow_y = verts[LANDMARKS["brow_l"]].mean(0)[1] + lips = verts[LANDMARKS["lips_out"]].mean(0) + assert brow_y > eye_y, "brow is not above the eye" + assert lips[1] < eye_y, "lips are not below the eyes" + assert abs(lips[0]) < 0.5, "lips are not centred" + + +def build_head() -> dict: + """Assemble the full head. Called once; `get_head_mesh()` caches the result.""" + verts, faces = _load_obj(_OBJ) + _check_landmarks(verts) + + n_face = len(verts) + verts, faces = _add_cranium(verts, faces) + n_head = len(verts) + verts, faces, fade = _add_neck(verts, faces) + + # ── normalise: crown → +1, chin → -1, eyes land on y ≈ 0 ──────────────── + head_y = verts[:n_head, 1] + crown, chin = head_y.max(), head_y.min() + scale = 2.0 / (crown - chin) + centre = np.array([0.0, (crown + chin) * 0.5, 0.0]) + verts = (verts - centre) * scale + + # Outward reference, per part: the head is star-shaped about its own centre, + # while the neck is a tube whose outward direction is radial in x/z only. + outward = verts - np.array([0.0, verts[:n_head, 1].mean(), 0.0]) + outward[n_head:] = verts[n_head:] - np.array([0.0, 0.0, _NECK_Z * scale]) + outward[n_head:, 1] = 0.0 + normals = _vertex_normals(verts, faces, outward) + + # ── jaw rig ───────────────────────────────────────────────────────────── + # Everything below the mouth swings on the mandible, tapering to nothing at + # the ears and around the back so the nape and the neck stay put. + mouth_y = verts[LANDMARKS["lips_out"], 1].mean() + chin_y = verts[:n_head, 1].min() + jaw = np.clip((mouth_y - verts[:, 1]) / (mouth_y - chin_y), 0.0, 1.0) ** 0.8 + jaw *= np.clip(0.30 + 0.85 * (verts[:, 2] / 0.55), 0.0, 1.0) + jaw[n_head:] = 0.0 # the neck never moves + jaw[LANDMARKS["lips_in"][:10]] = 1.0 # lower inner lip leads + jaw[LANDMARKS["lips_out"][:10]] = 0.95 + + # ── brow rig ──────────────────────────────────────────────────────────── + # Raising the brows displaces the actual surface rather than sliding a drawn + # line over it, so the brow ridge relights as it lifts. + brow_y = verts[LANDMARKS["brow_l"] + LANDMARKS["brow_r"], 1].mean() + brow = np.exp(-((verts[:, 1] - brow_y) / 0.115) ** 2) + brow *= np.clip(verts[:, 2] / 0.35, 0.0, 1.0) # front of the face only + brow *= np.exp(-(verts[:, 0] / 0.42) ** 2) # fades out past the temples + brow[n_head:] = 0.0 + + # ── lip rig ───────────────────────────────────────────────────────────── + # Vowels are not just "how far open" — /i/ spreads the lips wide, /u/ purses + # them forward. This weight lets the renderer widen or round the mouth + # region as a whole, so the surrounding skin follows instead of tearing away + # from the landmark rings. + lip_c = verts[LANDMARKS["lips_out"]].mean(axis=0) + lips = np.exp(-((verts[:, 1] - lip_c[1]) / 0.155) ** 2) + lips *= np.exp(-(verts[:, 0] / 0.30) ** 2) + lips *= np.clip(verts[:, 2] / 0.40, 0.0, 1.0) + lips[n_head:] = 0.0 + + edges = _unique_edges(faces)[::_WIRE_STRIDE] + + # Neck and head interpenetrate, and a painter's-algorithm sort by triangle + # depth interleaves them into a torn edge. Grouping fixes it: the neck is + # always behind the head where they overlap, so draw every neck facet first. + face_group = (faces >= n_head).all(axis=1).astype(np.int32) # 1 = neck + + return { + "face_group": np.ascontiguousarray(1 - face_group, dtype=np.float32), + "brow": np.ascontiguousarray(brow, dtype=np.float32), + "lips": np.ascontiguousarray(lips, dtype=np.float32), + "lip_centre": np.ascontiguousarray(lip_c, dtype=np.float32), + "verts": np.ascontiguousarray(verts, dtype=np.float32), + "normals": np.ascontiguousarray(normals, dtype=np.float32), + "faces": np.ascontiguousarray(faces, dtype=np.int32), + "edges": np.ascontiguousarray(edges, dtype=np.int32), + "jaw": np.ascontiguousarray(jaw, dtype=np.float32), + "fade": np.ascontiguousarray(fade, dtype=np.float32), + "landmarks": {k: np.array(v, dtype=np.int32) for k, v in LANDMARKS.items()}, + "n_face": n_face, + "n_head": n_head, + "span": (1.0, float(verts[:, 1].min())), # crown, bottom of the neck + } + + +_CACHE: dict | None = None + + +def get_head_mesh() -> dict: + """Process-wide cached mesh — every HudCanvas shares the same arrays.""" + global _CACHE + if _CACHE is None: + _CACHE = build_head() + return _CACHE diff --git a/core/confirm.py b/core/confirm.py new file mode 100644 index 0000000..7309f3a --- /dev/null +++ b/core/confirm.py @@ -0,0 +1,161 @@ +""" +core/confirm.py — a confirmation the model cannot forge. + +THE PROBLEM WITH THE OLD GATE + computer_settings guarded shutdown and restart like this: + + confirmed = str(params.get("confirmed", "")).lower() + if confirmed not in ("yes", "true", "1", "confirm"): + return "Please confirm by calling again with confirmed=yes." + + `confirmed` is a tool parameter, which means the *model* writes it. Nothing + stops it from sending confirmed=yes on the first call, and nothing checks + that a human was ever involved. It is a convention, not a gate — and its + coverage was two actions, so deleting files and switching off the WiFi the + assistant is talking over went through with no gate at all. + +THE DESIGN HERE + The confirmation token is issued by the *interface*, never by the model: + + 1. An action calls `request(...)` with a callable that does the real work. + 2. This module hands the UI a banner with CONFIRM / CANCEL and returns + IMMEDIATELY with a sentence for the model to say out loud. + 3. If — and only if — the user presses CONFIRM, the UI calls `resolve()`, + which runs the stored callable off the Qt thread. + + Nothing blocks. The model keeps talking while the banner is up, so this + costs no latency at all; in fact it is cheaper than the old gate, which + burned two tool round trips (reject, then re-call) on every shutdown. + +WHAT BELONGS HERE AND WHAT DOES NOT + Only genuinely irreversible things. Anything that can be reversed should be + done at once and pushed onto core/undo.py instead — undo is faster than a + question, and an assistant that asks before every action is one nobody uses. +""" + +from __future__ import annotations + +import threading +import time +from dataclasses import dataclass +from typing import Callable, Optional + +# A pending confirmation is abandoned after this long. Chosen to outlast a +# normal "hang on, let me look at the screen" pause without leaving a live +# shutdown button sitting on the HUD for the rest of the day. +TIMEOUT_SECONDS = 90.0 + + +@dataclass +class _Pending: + key: str + title: str + detail: str + run: Callable[[], str] + at: float + + +_pending: Optional[_Pending] = None +_lock = threading.Lock() + +# Set once at startup by main.py. Signature: (title, detail) -> None for show, +# and () -> None for hide. Both are marshalled onto the Qt thread by the UI. +_show_cb: Optional[Callable[[str, str], None]] = None +_hide_cb: Optional[Callable[[], None]] = None +_log_cb: Optional[Callable[[str], None]] = None + + +def bind(show, hide, log=None) -> None: + """Wire this module to the HUD. Called once from main.py at startup.""" + global _show_cb, _hide_cb, _log_cb + _show_cb, _hide_cb, _log_cb = show, hide, log + + +def _log(msg: str) -> None: + if _log_cb: + try: + _log_cb(msg) + except Exception: + pass + + +def request(key: str, title: str, detail: str, run: Callable[[], str]) -> str: + """Park an irreversible action behind the on-screen gate. + + Returns the sentence the tool should hand back to the model — phrased as an + instruction so the assistant asks the user out loud in their own language, + rather than reading an English string verbatim.""" + global _pending + + if _show_cb is None: + # No interface bound (headless, or a very early call). Refuse rather + # than silently performing something irreversible. + return (f"I cannot confirm '{title}' right now because the interface is " + f"not available, so I have not done it.") + + with _lock: + _pending = _Pending(key=key, title=title, detail=detail, + run=run, at=time.monotonic()) + + try: + _show_cb(title, detail) + except Exception as e: + with _lock: + _pending = None + return f"Could not ask for confirmation: {e}. Nothing was done." + + _log(f"SYS: Awaiting confirmation — {title}") + return ( + f"[CONFIRMATION_PENDING] I have put a confirmation on screen for: {title}. " + f"Say ONE short sentence in the user's own language telling them you need " + f"them to confirm it on the HUD before you do it. Do not claim it is done." + ) + + +def resolve(accepted: bool) -> None: + """Called by the UI when the user presses CONFIRM or CANCEL. + + Runs the stored callable on a worker thread — this is invoked from the Qt + thread, and shutting the machine down from inside a button handler would + freeze the interface on its way out.""" + global _pending + + with _lock: + p, _pending = _pending, None + + if _hide_cb: + try: + _hide_cb() + except Exception: + pass + + if p is None: + return + + if time.monotonic() - p.at > TIMEOUT_SECONDS: + _log(f"SYS: Confirmation expired — {p.title}") + return + + if not accepted: + _log(f"SYS: Cancelled — {p.title}") + return + + def _worker(): + try: + result = p.run() or "Done." + _log(f"SYS: Confirmed — {p.title}. {result}") + except Exception as e: + _log(f"ERR: {p.title} failed — {e}") + + threading.Thread(target=_worker, daemon=True, + name=f"confirm-{p.key}").start() + + +def pending_title() -> str: + """'' when nothing is waiting. Lets an action avoid stacking two banners.""" + with _lock: + if _pending is None: + return "" + if time.monotonic() - _pending.at > TIMEOUT_SECONDS: + return "" + return _pending.title diff --git a/core/face_model.obj b/core/face_model.obj new file mode 100644 index 0000000..24855a9 --- /dev/null +++ b/core/face_model.obj @@ -0,0 +1,1378 @@ +# Canonical human face mesh — 468 vertices, 898 triangles. +# +# Source : MediaPipe "canonical_face_model.obj" +# https://github.com/google-ai-edge/mediapipe +# Licence: Apache License 2.0 — Copyright 2019-2023 The MediaPipe Authors. +# A copy of the licence is at http://www.apache.org/licenses/LICENSE-2.0 +# +# Only the geometry (v/f) is kept; the texture coordinates were dropped because +# the avatar shades the surface analytically and never samples a texture. +# The cranium, neck and jaw rig are generated around this face by +# core/avatar_mesh.py — this file is the face itself, and it is real measured +# human geometry, which is the whole 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175 +f 364 441 361 +f 135 132 221 +f 345 361 441 +f 116 221 132 +f 457 421 400 +f 237 175 199 +f 438 400 421 +f 218 199 175 +f 457 364 421 +f 237 199 135 +f 361 421 364 +f 132 135 199 +f 362 402 289 +f 133 59 178 +f 436 289 402 +f 216 178 59 +f 354 266 384 +f 125 157 36 +f 373 384 266 +f 144 36 157 +f 256 250 340 +f 26 111 8 +f 391 340 250 +f 164 8 111 +f 262 256 449 +f 32 229 26 +f 340 449 256 +f 111 26 229 +f 15 318 14 +f 15 14 88 +f 313 14 318 +f 83 88 14 +f 318 403 313 +f 88 83 179 +f 312 313 403 +f 82 179 83 +f 403 319 312 +f 179 82 89 +f 311 312 319 +f 81 89 82 +f 319 325 311 +f 89 81 96 +f 416 311 325 +f 192 96 81 diff --git a/core/hotkey.py b/core/hotkey.py new file mode 100644 index 0000000..18cfef1 --- /dev/null +++ b/core/hotkey.py @@ -0,0 +1,173 @@ +""" +Push-to-talk — hold a key, speak, release. + +Why this exists +--------------- +Wake-word is hands-free but it is not always what you want: in a meeting, in a +noisy room, or when you simply do not feel like saying a name out loud, a key +you hold is faster and never mishears. It is also the natural way to use the +assistant while another window has focus. + +How it works, and what it costs +------------------------------- +Zero new dependencies, best available mechanism per platform: + +* **Windows** — `GetAsyncKeyState` polled from one small thread. This is + deliberately *not* `RegisterHotKey`, which only reports a press: push-to-talk + needs the release too, and it needs to work while another application has + focus. Polling two virtual-key codes 30 times a second is a rounding error of + CPU and needs no message loop. +* **macOS / Linux** — no portable way to read global key state without pulling + in a new package or asking for accessibility permissions, so the chord is + bound as an application shortcut instead: it works whenever the assistant's + window has focus. `scope` reports which of the two you got, so the UI can say + so honestly rather than pretending. + +The class never raises. If the platform hook cannot be installed it simply +reports `scope == "window"` and the Qt shortcut carries it. +""" + +from __future__ import annotations + +import platform +import threading +import time +from typing import Callable + +_OS = platform.system() + +# The default chord. Ctrl+Space is free in most desktop environments and is the +# same finger shape on every keyboard layout, which matters for a worldwide app. +DEFAULT_CHORD = ("ctrl", "space") + +# Windows virtual-key codes for the names we accept. +_VK = { + "ctrl": 0x11, "shift": 0x10, "alt": 0x12, + "space": 0x20, "f8": 0x77, "f9": 0x78, "f10": 0x79, + "capslock": 0x14, "insert": 0x2D, +} + +# Qt key sequence text for the same chord, used by the windowed fallback. +_QT_NAME = {"ctrl": "Ctrl", "shift": "Shift", "alt": "Alt", "space": "Space", + "f8": "F8", "f9": "F9", "f10": "F10", + "capslock": "CapsLock", "insert": "Ins"} + +_POLL_HZ = 30.0 +# A key has to be down this long before we call it speech. It stops a stray +# brush of the chord from opening the microphone. +_DEBOUNCE_S = 0.06 + + +def chord_label(chord=DEFAULT_CHORD) -> str: + """Human-readable name of the chord, for the UI and the logs.""" + return "+".join(_QT_NAME.get(k, k.title()) for k in chord) + + +def qt_sequence(chord=DEFAULT_CHORD) -> str: + """The same chord as a QKeySequence string.""" + return "+".join(_QT_NAME.get(k, k.title()) for k in chord) + + +class PushToTalk: + """Calls `on_change(held: bool)` whenever the chord is pressed or released. + + Start it once; it is safe to start and stop repeatedly, and safe to stop a + detector that never started. + """ + + def __init__(self, on_change: Callable[[bool], None], chord=DEFAULT_CHORD): + self._on_change = on_change + self._chord = tuple(chord) + self._thread: threading.Thread | None = None + self._stop = threading.Event() + self._held = False + self._scope = "window" + + # ── state ─────────────────────────────────────────────────────────────── + + @property + def held(self) -> bool: + return self._held + + @property + def scope(self) -> str: + """'global' once a system-wide hook is running, else 'window'.""" + return self._scope + + @property + def label(self) -> str: + return chord_label(self._chord) + + # ── lifecycle ─────────────────────────────────────────────────────────── + + def start(self) -> str: + """Begin watching. Returns the scope actually achieved.""" + self.stop() + self._stop.clear() + if _OS == "Windows" and self._can_poll(): + self._scope = "global" + self._thread = threading.Thread( + target=self._poll_loop, name="push-to-talk", daemon=True) + self._thread.start() + else: + self._scope = "window" + return self._scope + + def stop(self) -> None: + self._stop.set() + t, self._thread = self._thread, None + if t is not None and t.is_alive(): + t.join(timeout=1.0) + self._set_held(False) + + # ── the windowed fallback drives this directly ────────────────────────── + + def set_held(self, held: bool) -> None: + """Feed a press/release from a Qt shortcut (non-Windows, or no hook).""" + self._set_held(bool(held)) + + # ── internals ─────────────────────────────────────────────────────────── + + def _can_poll(self) -> bool: + try: + import ctypes + ctypes.windll.user32.GetAsyncKeyState # noqa: B018 — presence check + return all(k in _VK for k in self._chord) + except Exception: + return False + + def _set_held(self, held: bool) -> None: + if held == self._held: + return + self._held = held + try: + self._on_change(held) + except Exception: + pass # a listener fault must never kill the watcher + + def _poll_loop(self) -> None: + import ctypes + user32 = ctypes.windll.user32 + codes = [_VK[k] for k in self._chord] + period = 1.0 / _POLL_HZ + down_since = 0.0 + + while not self._stop.is_set(): + try: + # The high bit of the return value is "currently down". + down = all(user32.GetAsyncKeyState(c) & 0x8000 for c in codes) + except Exception: + break # driver or session teardown — fall back to windowed + now = time.monotonic() + if down: + if down_since == 0.0: + down_since = now + elif now - down_since >= _DEBOUNCE_S: + self._set_held(True) + else: + down_since = 0.0 + self._set_held(False) + self._stop.wait(period) + + self._set_held(False) + self._scope = "window" diff --git a/core/viseme.py b/core/viseme.py new file mode 100644 index 0000000..9499b44 --- /dev/null +++ b/core/viseme.py @@ -0,0 +1,275 @@ +""" +Text → mouth shape, fused with the audio the avatar is actually speaking. + +Why both sources +---------------- +Formant analysis of the audio (see `_pcm_visemes` in main.py) gives excellent +*timing* and a decent read on vowels, but it is blind to exactly the consonants +lip-reading depends on. /m/, /b/ and /p/ are made with the lips pressed shut, +and nothing in the spectrum reliably says "the lips are closed" — a nasal /m/ +and a nasal /n/ look nearly identical to a filter bank while looking completely +different on a face. + +The transcript knows those consonants for certain. So the text supplies *which +shape*, the audio supplies *when* and *how strongly*, and the two are blended. +If the transcript is late or missing the mouth silently falls back to the +audio-only shape, which is what the previous version did on its own. + +Language independence +--------------------- +There is no per-language table here. Every character is reduced to one of the +26 bare Latin letters — by Unicode decomposition for accents, by transliteration +for Cyrillic and Greek — and articulation is looked up on that. So Turkish, +English, German, French, Spanish, Polish, Vietnamese, Russian, Ukrainian and +Greek all work from the same twenty-odd rules, and adding a language costs +nothing because there is nothing to add. + +Scripts whose spelling does not reveal pronunciation (CJK, Arabic, Devanagari, +Hebrew, Thai) are detected by coverage and skipped, and the mouth runs on the +audio-only shape — which is itself language-independent, being physics. The +result is never wrong, only less detailed. +""" + +from __future__ import annotations + +import unicodedata +from collections import deque + +# (openness 0..1, width -1..+1, closure 0..1) +# closure forces the lips together regardless of loudness — it is the whole +# reason the transcript is worth consulting. +VISEMES: dict[str, tuple[float, float, float]] = { + "REST": (0.00, 0.00, 0.00), + "AA": (0.92, -0.05, 0.00), # a + "E": (0.52, 0.42, 0.00), # e + "I": (0.20, 0.62, 0.00), # i, ı + "O": (0.55, -0.52, 0.00), # o, ö + "U": (0.26, -0.74, 0.00), # u, ü, w + "MBP": (0.00, 0.00, 1.00), # m, b, p — lips pressed shut + "FV": (0.10, 0.22, 0.55), # f, v — lower lip to the teeth + "S": (0.16, 0.42, 0.00), # s, ş, z, c, ç, j + "L": (0.36, 0.18, 0.00), # l + "TD": (0.28, 0.12, 0.00), # t, d, n + "K": (0.30, -0.04, 0.00), # k, g, ğ, h + "R": (0.28, -0.16, 0.00), # r +} + +# Relative duration of each class. Vowels carry the syllable; plosives are a tap. +_DUR = {"REST": 1.0, "AA": 1.15, "E": 1.05, "I": 1.0, "O": 1.1, "U": 1.05, + "MBP": 0.5, "FV": 0.8, "S": 0.9, "L": 0.65, "TD": 0.5, "K": 0.55, + "R": 0.55} + +# Articulation is a property of the *sound*, not of a language, so the table is +# keyed on the 26 bare Latin letters and every script reaches it by reduction: +# * diacritics are stripped by Unicode decomposition (é→e, ü→u, ế→e, ł→l …), +# which covers every Latin-script language at once rather than one at a time; +# * letters that do not decompose get a short explicit entry below; +# * Cyrillic and Greek transliterate into the same 26 letters. +# Anything else — CJK, Arabic, Devanagari, Hebrew, Thai — is not derivable from +# its written form without a pronunciation dictionary, so those simply fall back +# to the audio-only mouth. That is a clean degradation, not a missing language. +_LETTER = { + "a": "AA", + "e": "E", + "i": "I", "y": "I", + "o": "O", + "u": "U", "w": "U", + "b": "MBP", "p": "MBP", "m": "MBP", + "f": "FV", "v": "FV", + "s": "S", "z": "S", "c": "S", "j": "S", "x": "S", + "l": "L", + "t": "TD", "d": "TD", "n": "TD", + "k": "K", "g": "K", "h": "K", "q": "K", + "r": "R", +} + +# Letters with no Unicode decomposition into a Latin base. +_UNDECOMPOSED = { + "ı": "i", "ø": "o", "đ": "d", "ħ": "h", "ŀ": "l", "ŧ": "t", + "ß": "s", "æ": "a", "œ": "o", "þ": "t", "ð": "d", "ŋ": "n", + "ł": "l", +} + +_CYRILLIC = { + "а": "a", "б": "b", "в": "v", "г": "g", "д": "d", "е": "e", "ё": "e", + "ж": "j", "з": "z", "и": "i", "й": "i", "к": "k", "л": "l", "м": "m", + "н": "n", "о": "o", "п": "p", "р": "r", "с": "s", "т": "t", "у": "u", + "ф": "f", "х": "h", "ц": "s", "ч": "s", "ш": "s", "щ": "s", "ъ": "", + "ы": "i", "ь": "", "э": "e", "ю": "u", "я": "a", + "і": "i", "ї": "i", "є": "e", "ґ": "g", "ў": "u", +} + +_GREEK = { + "α": "a", "β": "v", "γ": "g", "δ": "d", "ε": "e", "ζ": "z", "η": "i", + "θ": "t", "ι": "i", "κ": "k", "λ": "l", "μ": "m", "ν": "n", "ξ": "s", + "ο": "o", "π": "p", "ρ": "r", "σ": "s", "ς": "s", "τ": "t", "υ": "i", + "φ": "f", "χ": "h", "ψ": "s", "ω": "o", +} + +# Below this share of mappable letters the text is in a script we cannot read +# phonetically, and forcing shapes onto it would be worse than not trying. +_MIN_COVERAGE = 0.55 + +# English spellings that do not survive letter-by-letter reading. +_DIGRAPH = { + "sh": "S", "ch": "S", "ts": "S", + "th": "TD", "ck": "K", "ng": "K", "gh": "K", + "ph": "FV", + "oo": "U", "ou": "O", "ow": "O", "wh": "U", + "ee": "I", "ea": "I", "ie": "I", + "qu": "K", +} + +_PAUSE = set(".,;:!?…\n") + + +def to_latin(ch: str) -> str: + """Reduce any character to a bare Latin letter, or "" if it has none. + + This is what makes the mouth language-agnostic: one reduction step replaces + a per-language spelling table. + """ + c = ch.lower() + if "a" <= c <= "z": + return c + if c in _UNDECOMPOSED: + return _UNDECOMPOSED[c] + if c in _CYRILLIC: + return _CYRILLIC[c] + if c in _GREEK: + return _GREEK[c] + # Strip combining marks: é→e, ü→u, ş→s, ğ→g, ế→e, ñ→n, å→a … + base = "".join(k for k in unicodedata.normalize("NFD", c) + if not unicodedata.combining(k)) + if len(base) == 1 and "a" <= base <= "z": + return base + if base and base != c: # e.g. fi → fi, take the first + return to_latin(base[0]) + return "" + + +def coverage(text: str) -> float: + """Fraction of the letters in `text` we can reduce to a Latin sound.""" + letters = [c for c in (text or "") if c.isalpha()] + if not letters: + return 0.0 + return sum(1 for c in letters if to_latin(c)) / len(letters) + + +def text_to_visemes(text: str) -> list[tuple[str, float]]: + """Split a line of speech into (viseme, duration-weight) pairs. + + Returns [] for scripts whose written form does not reveal pronunciation, so + the caller falls back to the audio-only mouth instead of miming nonsense. + """ + s = (text or "").lower() + if coverage(s) < _MIN_COVERAGE: + return [] + + out: list[tuple[str, float]] = [] + i, n = 0, len(s) + while i < n: + ch = s[i] + if ch in _PAUSE: + out.append(("REST", 1.4)) + i += 1 + continue + if ch.isspace(): + # A word gap is a beat, not a closed mouth — closing between every + # word makes the avatar look like it is chewing. + if out and out[-1][0] != "REST": + out.append((out[-1][0], 0.35)) + i += 1 + continue + + # Digraphs are an orthographic quirk of Latin spelling; check them on + # the reduced letters so "SCH"/"Sch" and accented forms match too. + two = to_latin(ch) + (to_latin(s[i + 1]) if i + 1 < n else "") + if len(two) == 2 and two in _DIGRAPH: + v = _DIGRAPH[two] + i += 2 + else: + base = to_latin(ch) + i += 1 + if not base: + continue + v = _LETTER.get(base) + if v is None: + continue + # A doubled letter is one sound in every orthography we handle here. + if out and out[-1][0] == v: + continue + out.append((v, _DUR[v])) + return out + + +class VisemeStream: + """Fuses the transcript's shape sequence onto the audio's timing. + + Thread note: `feed_text` runs on the receive coroutine and `frames` on the + playback coroutine. Both live in the same asyncio loop, and `deque` append + and popleft are atomic, so no lock is needed. + """ + + # Seconds a phoneme occupies at a normal speaking rate. The clock adapts + # between these when the queue runs long (the model is talking fast) or + # short (it is trailing off). + _MIN_STEP = 0.045 + _MAX_STEP = 0.105 + + def __init__(self) -> None: + self._q: deque[tuple[str, float]] = deque() + self._cur = ("REST", 1.0) + self._carry = 0.0 + + def reset(self) -> None: + self._q.clear() + self._cur = ("REST", 1.0) + self._carry = 0.0 + + def feed_text(self, text: str) -> None: + for item in text_to_visemes(text): + self._q.append(item) + # Never let a stalled turn pile up an unbounded backlog. + while len(self._q) > 600: + self._q.popleft() + + @property + def pending(self) -> int: + return len(self._q) + + def _step_seconds(self) -> float: + # A long backlog means speech is outrunning the clock; shorten the step + # so the mouth catches up instead of drifting further behind the voice. + backlog = min(1.0, len(self._q) / 45.0) + return self._MAX_STEP - (self._MAX_STEP - self._MIN_STEP) * backlog + + def frames(self, audio, hop: float): + """Blend audio frames [(level, openness, width)] with the text queue.""" + out = [] + for level, a_open, a_wide in audio: + if level <= 0.0: + # Silence: let the queue wait rather than burning through it + # during a pause, or the mouth ends up ahead of the voice. + out.append((0.0, 0.0, 0.0)) + continue + + self._carry += hop / max(1e-3, self._step_seconds() * self._cur[1]) + while self._carry >= 1.0 and self._q: + self._cur = self._q.popleft() + self._carry -= 1.0 + if self._carry >= 1.0: + self._carry = 1.0 # queue empty — hold the last shape + + t_open, t_wide, closure = VISEMES.get(self._cur[0], VISEMES["REST"]) + if self._q or self._cur[0] != "REST": + # Text leads the shape; the audio keeps it honest so a bad + # transcript alignment still tracks the real voice. + o = 0.72 * t_open + 0.28 * a_open + w = 0.78 * t_wide + 0.22 * a_wide + else: + o, w = a_open, a_wide + closure = 0.0 + o *= 1.0 - closure + out.append((level, max(0.0, min(1.0, o)), max(-1.0, min(1.0, w)))) + return out diff --git a/core/wake_word.py b/core/wake_word.py new file mode 100644 index 0000000..59ae065 --- /dev/null +++ b/core/wake_word.py @@ -0,0 +1,211 @@ +""" +Local wake-word detection for JARVIS ("Hey Jarvis"). + +Design goals: + • ZERO cost when the feature is off — openwakeword is imported ONLY inside + start()/install helpers, never at module load. If the user never enables + wake word, none of this touches the app. + • ZERO latency on the audio path — the microphone callback only ever does a + cheap, non-blocking queue push (feed()); the actual model inference runs in + this module's own background thread, so the real-time audio thread and the + Gemini stream are never slowed. + • Fully local & offline — audio fed here never leaves the machine; there is no + network call except the one-time model download the user triggers from the UI. + +openwakeword ships small ONNX models (a few MB each) and runs comfortably on a +CPU. The pretrained wake phrase used here is "Hey Jarvis". +""" +from __future__ import annotations + +import queue +import subprocess +import sys +import threading +from pathlib import Path +from typing import Callable + +# Pretrained openwakeword model that listens for "Hey Jarvis". +WAKE_MODEL = "hey_jarvis" +# Score in [0,1]; above this counts as a detection. Tunable per environment. +DEFAULT_THRESHOLD = 0.5 +# Mic frames arrive at 16 kHz int16; this is just the detector's input rate. +SAMPLE_RATE = 16000 + + +def is_installed() -> bool: + """True if the openwakeword package is importable (no model check).""" + try: + import importlib.util + return importlib.util.find_spec("openwakeword") is not None + except Exception: + return False + + +def is_ready() -> bool: + """True if openwakeword is installed AND its model files are present on disk. + + This is a cheap, DETERMINISTIC file-existence check. It deliberately does NOT + construct a Model to probe readiness — doing that is slow and, worse, can clash + with the detector's own Model when it's already running, which intermittently + returned False and made the UI flicker to 'not downloaded'. Never raises. + """ + if not is_installed(): + return False + try: + import openwakeword + models_dir = Path(openwakeword.__file__).resolve().parent / "resources" / "models" + if not models_dir.is_dir(): + return False + has_wake = (any(models_dir.glob(f"{WAKE_MODEL}*.onnx")) + or any(models_dir.glob(f"{WAKE_MODEL}*.tflite"))) + has_mel = (any(models_dir.glob("melspectrogram*.onnx")) + or any(models_dir.glob("melspectrogram*.tflite"))) + has_emb = (any(models_dir.glob("embedding_model*.onnx")) + or any(models_dir.glob("embedding_model*.tflite"))) + return bool(has_wake and has_mel and has_emb) + except Exception: + return False + + +def install_and_download(logger: Callable[[str], None] = print, + notify: Callable[[str], None] | None = None) -> tuple[bool, str]: + """ + One-click setup for the UI button: pip-install openwakeword if missing, then + download the wake model. Returns (ok, message). Never raises — every failure + is reported through the returned message and the logger. + """ + _tell = notify or (lambda _msg: None) + try: + if not is_installed(): + logger("Wake word: installing openwakeword (one-time)…") + _tell("Wake word: installing openwakeword (one-time)…") + r = subprocess.run( + [sys.executable, "-m", "pip", "install", "openwakeword"], + capture_output=True, text=True, + ) + if r.returncode != 0: + tail = (r.stderr or r.stdout or "").strip().splitlines()[-1:] or [""] + return False, f"pip install failed: {tail[0][:160]}" + # Download the pretrained melspectrogram/embedding + wake models. + logger("Wake word: downloading models…") + _tell("Wake word: downloading models…") + try: + import openwakeword.utils as _u + try: + _u.download_models([WAKE_MODEL]) + except TypeError: + _u.download_models() # older signature downloads the default set + except Exception as e: + return False, f"model download failed: {e}" + + if not is_ready(): + return False, "installed, but the wake model could not be loaded." + logger("Wake word: ready.") + return True, "Wake word installed and ready." + except Exception as e: + return False, f"setup error: {e}" + + +class WakeWordDetector: + """ + Runs the wake model in a dedicated thread. The mic thread calls feed() with + raw int16 frames; detections invoke on_detect() (called from this thread — + the callback must marshal to whatever loop/UI it needs). + """ + + def __init__(self, on_detect: Callable[[], None], + threshold: float = DEFAULT_THRESHOLD, + logger: Callable[[str], None] = print, + notify: Callable[[str], None] | None = None): + self._on_detect = on_detect + self._threshold = threshold + self._logger = logger + # See PluginRegistry: `logger` is the console and gets everything, + # `notify` is the activity log and gets only what the user must act on. + self._notify = notify or (lambda _msg: None) + self._queue: queue.Queue = queue.Queue(maxsize=50) + self._thread: threading.Thread | None = None + self._running = False + self._model = None + self._ready = False + + def start(self) -> bool: + """Load the model and spawn the inference thread. Returns True on success. + Safe to call again — a no-op if already running. Never raises.""" + if self._running: + return True + try: + from openwakeword.model import Model + self._model = Model(wakeword_models=[WAKE_MODEL], inference_framework="onnx") + except Exception as e: + self._logger(f"Wake word: could not load model — {e}") + self._notify("Wake word unavailable — use the WAKE NOW button.") + self._model = None + return False + self._running = True + self._ready = True + self._thread = threading.Thread(target=self._loop, daemon=True, name="WakeWordThread") + self._thread.start() + self._logger("Wake word: listening for 'Hey Jarvis'.") + return True + + def stop(self) -> None: + self._running = False + # unblock the thread if it's waiting on the queue + try: + self._queue.put_nowait(None) + except Exception: + pass + self._model = None + self._ready = False + + @property + def ready(self) -> bool: + return self._ready + + def feed(self, frame_int16) -> None: + """Called from the mic callback (real-time thread). Must stay cheap and + never block — the frame is copied and dropped if the queue is backed up.""" + if not self._running: + return + try: + # frame_int16 is a numpy int16 array (possibly 2-D mono) — flatten to 1-D + data = frame_int16[:, 0].copy() if getattr(frame_int16, "ndim", 1) > 1 else frame_int16.copy() + self._queue.put_nowait(data) + except queue.Full: + pass + except Exception: + pass + + def _loop(self) -> None: + import numpy as np + while self._running: + try: + frame = self._queue.get() + if frame is None or not self._running: + break + scores = self._model.predict(np.asarray(frame, dtype=np.int16)) + score = 0.0 + if isinstance(scores, dict): + # match the jarvis model regardless of exact key suffix + for k, v in scores.items(): + if "jarvis" in k.lower(): + score = max(score, float(v)) + if score == 0.0 and scores: + score = max(float(v) for v in scores.values()) + if score >= self._threshold: + # drain any backlog so we don't double-fire on the same utterance + self._drain() + try: + self._on_detect() + except Exception as e: + self._logger(f"Wake word: on_detect error — {e}") + except Exception as e: + self._logger(f"Wake word: inference error — {e}") + + def _drain(self) -> None: + try: + while True: + self._queue.get_nowait() + except Exception: + pass diff --git a/main.py b/main.py new file mode 100644 index 0000000..dc06e3c --- /dev/null +++ b/main.py @@ -0,0 +1,94 @@ +"""AvatarPy: assistente personale con volto animato (interfaccia da Mark-LIV, motori propri).""" +from __future__ import annotations + +import json +import platform +import sys +from pathlib import Path + +BASE_DIR = Path(__file__).resolve().parent +sys.path.insert(0, str(BASE_DIR)) + +from avatar.settings import CONFIG_DIR, Settings # noqa: E402 + + +def ensure_identity_file() -> None: + """L'interfaccia legge config/api_keys.json per nome, colore e stato di configurazione.""" + CONFIG_DIR.mkdir(parents=True, exist_ok=True) + f = CONFIG_DIR / "api_keys.json" + data: dict = {} + if f.exists(): + try: + data = json.loads(f.read_text(encoding="utf-8")) + except Exception: + data = {} + changed = False + if not data.get("os_system"): + data["os_system"] = {"Darwin": "mac", "Windows": "windows"}.get(platform.system(), "linux") + changed = True + if not data.get("assistant_name"): + data["assistant_name"] = "Ava" + changed = True + if changed: + f.write_text(json.dumps(data, indent=4, ensure_ascii=False), encoding="utf-8") + + +def main() -> None: + ensure_identity_file() + settings = Settings() + try: + from PyQt6 import QtWebEngineWidgets # noqa: F401 (va importato prima della QApplication) + except Exception as err: + print(f"[avatar3d] WebEngine non disponibile: {err}") + from ui import JarvisUI # crea la QApplication + from avatar.assistant import Assistant + from avatar.settings_dialog import SettingsDialog + + ui = JarvisUI(str(BASE_DIR / "core" / "face_model.obj")) + ui._win._log._ai_name_lc = ui.assistant_name.lower() + assistant = Assistant(ui, settings) + + ui.on_text_command = assistant.handle_text + ui.on_interrupt = assistant.interrupt + ui.on_voice_change = lambda: assistant.reload_voice(from_customise=True) + ui.on_audio_device_change = assistant.reopen_audio + ui.on_push_to_talk = assistant.set_push_to_talk + ui.ptt_hold = assistant.ptt_hold + ui.on_wake_toggle = assistant.on_wake_toggle + ui.on_wake_manual = assistant.on_wake_manual + ui.wake_get_state = assistant.wake_get_state + from avatar.plugins import registry + from core import confirm + confirm.bind(ui.show_confirm, ui.hide_confirm, ui.write_log) + registry.ctx = {"say": assistant.say, "log": ui.write_log, "confirm": confirm.request, "player": ui} + ui.get_plugins = registry.list_for_ui + ui.get_plugin_settings = lambda: [] + ui.request_say = assistant.say + # Questi due sono attributi della finestra, non della facciata JarvisUI. + ui._win.on_new_conversation = assistant.reset_conversation + + def open_settings() -> None: + SettingsDialog(settings, assistant.reconfigure, parent=ui._win).exec() + + ui._win.on_engine_settings = open_settings + + if "--smoke" in sys.argv: + from PyQt6.QtCore import QTimer + QTimer.singleShot(3000, lambda: (print("SMOKE OK"), ui._app.quit())) + else: + if not settings.ready: + from PyQt6.QtCore import QTimer + QTimer.singleShot(800, open_settings) + assistant.start() + try: + ui.root.mainloop() + finally: + try: + from avatar import whatsapp_bridge as wb + wb.stop() + except Exception: + pass + + +if __name__ == "__main__": + main() diff --git a/memory/__init__.py b/memory/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/memory/config_manager.py b/memory/config_manager.py new file mode 100644 index 0000000..77b97e2 --- /dev/null +++ b/memory/config_manager.py @@ -0,0 +1,384 @@ +import json +import sys +from pathlib import Path + +def get_base_dir() -> Path: + if getattr(sys, "frozen", False): + return Path(sys.executable).parent + return Path(__file__).resolve().parent.parent + +BASE_DIR = get_base_dir() +CONFIG_DIR = BASE_DIR / "config" +CONFIG_FILE = CONFIG_DIR / "api_keys.json" + +def ensure_config_dir() -> None: + CONFIG_DIR.mkdir(parents=True, exist_ok=True) + +def config_exists() -> bool: + return CONFIG_FILE.exists() + +def save_api_keys(gemini_api_key: str) -> None: + ensure_config_dir() + + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + + data["gemini_api_key"] = gemini_api_key.strip() + + CONFIG_FILE.write_text( + json.dumps(data, indent=2), + encoding="utf-8" + ) + +def load_api_keys() -> dict: + if not CONFIG_FILE.exists(): + return {} + try: + return json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception as e: + print(f"❌ Failed to load api_keys.json: {e}") + return {} + +def get_gemini_key() -> str | None: + return load_api_keys().get("gemini_api_key") + +def is_configured() -> bool: + key = get_gemini_key() + return bool(key and len(key) > 15) + + +def get_assistant_name() -> str: + """Return the configured assistant name, or 'JARVIS' if not set.""" + return load_api_keys().get("assistant_name", "JARVIS") or "JARVIS" + + +def get_user_name() -> str: + """Return the configured user name for addressing.""" + return load_api_keys().get("user_name", "") + + +def save_assistant_config(assistant_name: str, user_name: str) -> None: + """Persist assistant name and user name to config.""" + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + data["assistant_name"] = assistant_name.strip() or "JARVIS" + data["user_name"] = user_name.strip() + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +# ── Assistant voice ────────────────────────────────────────────────────────── +# Gemini Live prebuilt voices. Names are proper nouns — identical in every +# language, so this list is safe to show verbatim in any locale. +AVAILABLE_VOICES = ["Sara", "Nicola", "Sistema"] # AvatarPy: Kokoro (Sara, Nicola) o voce di macOS +DEFAULT_VOICE = "Sara" + + +def get_voice() -> str: + """Return the configured Live voice, falling back to the default if unset + or if the stored value is not a voice we recognise.""" + v = load_api_keys().get("voice_name", DEFAULT_VOICE) or DEFAULT_VOICE + return v if v in AVAILABLE_VOICES else DEFAULT_VOICE + + +def save_voice(voice_name: str) -> None: + """Persist the chosen Live voice. Unknown names collapse to the default so a + bad value can never reach the API and break the session.""" + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + v = (voice_name or "").strip() + data["voice_name"] = v if v in AVAILABLE_VOICES else DEFAULT_VOICE + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +def get_wake_word_enabled() -> bool: + """Whether local wake-word gating is on (assistant sleeps until 'Hey Jarvis').""" + return load_api_keys().get("wake_word_enabled", False) + + +def save_wake_word_enabled(enabled: bool) -> None: + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + data["wake_word_enabled"] = bool(enabled) + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +def get_push_to_talk_enabled() -> bool: + """Hold-a-key-to-speak. When on, the mic is closed unless the chord is held.""" + return load_api_keys().get("push_to_talk_enabled", False) + + +def save_push_to_talk_enabled(enabled: bool) -> None: + _save_flag("push_to_talk_enabled", enabled) + + +HUD_STYLES = ("face", "core", "3d") # AvatarPy: anche l'avatar 3D + + +def get_hud_style() -> str: + """Which centrepiece the HUD draws: the animated head, or the reactor core. + + Taste, not capability — both render in the same software painter and cost + about the same. Defaults to the head because that is what MARK LIV shipped + with; anyone who preferred the older look can switch back in ⚙ and the + choice survives a restart. + """ + v = str(load_api_keys().get("hud_style", "face")).strip().lower() + return v if v in HUD_STYLES else "face" + + +def save_hud_style(style: str) -> None: + s = str(style or "").strip().lower() + _save_flag("hud_style", s if s in HUD_STYLES else "face") + + +# ── Live-session tuning ────────────────────────────────────────────────────── +# Everything here is optional and has a working default, so an untouched +# config behaves exactly like a configured one. Each value is also a way out: +# if a future model dislikes one of these, set it back and nothing else changes. + +def get_thinking_enabled() -> bool: + """Whether the Live model may spend tokens thinking before it answers. + + Off by default. A voice assistant is judged on how fast it starts talking, + and the reasoning that actually needs deliberation in this app is delegated + to the planning tools, which run on a separate non-Live model. + """ + return bool(load_api_keys().get("thinking_enabled", False)) + + +def save_thinking_enabled(enabled: bool) -> None: + _save_flag("thinking_enabled", enabled) + + +def get_turn_tuning() -> dict: + """How eagerly the server decides you have stopped speaking. + + OFF by default, and that default was earned. Cutting turns shorter looks + like a free speed win and is not: proactive audio has to judge whether an + utterance was even addressed to the assistant, and a turn clipped early + gives it less to judge, so it stays quiet — and the reply to your first + sentence only arrives once your second one has given it enough context. + That reads as the assistant being a turn behind, which is far worse than + the fraction of a second the tuning saves. + + Turn it on with "turn_tuning": {"enabled": true} if your own microphone and + speaking pace suit it. `silence_ms` is the one that is felt: the pause the + server sits through before accepting your turn is over. + """ + cfg = load_api_keys().get("turn_tuning") + cfg = cfg if isinstance(cfg, dict) else {} + + def _int(key, default, lo, hi): + try: + return max(lo, min(hi, int(cfg.get(key, default)))) + except (TypeError, ValueError): + return default + + return { + "enabled": bool(cfg.get("enabled", False)), + "silence_ms": _int("silence_ms", 550, 200, 3000), + "prefix_ms": _int("prefix_ms", 150, 0, 1000), + # "high" = quicker to decide speech has ended. + "end_sensitivity": str(cfg.get("end_sensitivity", "high")).lower(), + "start_sensitivity": str(cfg.get("start_sensitivity", "default")).lower(), + } + + +def save_turn_tuning(values: dict) -> None: + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + cur = data.get("turn_tuning") + cur = dict(cur) if isinstance(cur, dict) else {} + cur.update(values or {}) + data["turn_tuning"] = cur + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +def get_proactive_audio_enabled() -> bool: + """Whether the model gets to decide an utterance was not aimed at it and + stay quiet. + + On by default — it is what stops the assistant answering the room. But it + is also the first thing to switch off if replies ever seem to arrive a turn + late: what looks like lag is usually the model having judged your previous + sentence as not addressed to it, and only changing its mind once the next + one arrives. + """ + return bool(load_api_keys().get("proactive_audio", True)) + + +def save_proactive_audio_enabled(enabled: bool) -> None: + _save_flag("proactive_audio", enabled) + + +MEDIA_RESOLUTIONS = ("default", "low", "medium", "high") + + +def get_media_resolution() -> str: + """How finely the model tokenises the screenshots and camera frames it is + sent. 'medium' keeps on-screen text readable at a fraction of the tokens a + full-resolution frame costs; 'low' is cheaper still but starts losing small + text, which is most of what screen captures are for.""" + v = str(load_api_keys().get("media_resolution", "medium")).strip().lower() + return v if v in MEDIA_RESOLUTIONS else "medium" + + +def save_media_resolution(value: str) -> None: + v = str(value or "").strip().lower() + _save_flag("media_resolution", v if v in MEDIA_RESOLUTIONS else "medium") + + +def _save_flag(key: str, value) -> None: + """Read-modify-write one key without disturbing the rest of the config.""" + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + data[key] = bool(value) if isinstance(value, bool) else value + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +def get_brief_enabled() -> bool: + return load_api_keys().get("morning_brief_enabled", True) + + +def save_brief_enabled(enabled: bool) -> None: + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + data["morning_brief_enabled"] = enabled + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +# ── Audio devices ──────────────────────────────────────────────────────────── +# Stored as device NAMES, not sounddevice indices. Indices shift every time a +# USB device is plugged in or removed, so a saved index silently starts pointing +# at a different microphone. The empty string means "system default", which is +# both the factory setting and what an unresolvable saved device falls back to — +# so unplugging a headset degrades to the built-in speakers instead of crashing. + +def _patch_config(**fields) -> None: + """Read-modify-write one or more keys in api_keys.json. + + Every setter in this file open-coded this. Collapsing it here means a new + setting is one line, and there is one place where a corrupt config file is + handled instead of nine.""" + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + data.update(fields) + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +def get_input_device() -> str: + """Microphone device name, or '' for the system default.""" + return (load_api_keys().get("input_device", "") or "").strip() + + +def save_input_device(name: str) -> None: + _patch_config(input_device=(name or "").strip()) + + +def get_output_device() -> str: + """Speaker device name, or '' for the system default.""" + return (load_api_keys().get("output_device", "") or "").strip() + + +def save_output_device(name: str) -> None: + _patch_config(output_device=(name or "").strip()) + + +def get_plugin_enabled(plugin_name: str) -> bool: + """Plugins are enabled by default the moment they're discovered (opt-out model).""" + return load_api_keys().get("plugins_enabled", {}).get(plugin_name, True) + + +# ── Per-plugin settings ("tokens" / connection details) ─────────────────────── +# Generic store so a plugin can declare its own config fields (PLUGIN_SETTINGS) +# and the settings UI renders + persists them WITHOUT any core edit — keeping the +# drop-in model intact. Values live under plugin_config[][]. +# A namespace defaults to the plugin name, but a suite of plugins (e.g. the +# several printer plugins) can share ONE namespace. +def get_plugin_config(namespace: str) -> dict: + """All stored values for a namespace (empty dict if none set yet).""" + cfg = load_api_keys().get("plugin_config") + val = cfg.get(namespace) if isinstance(cfg, dict) else None + return dict(val) if isinstance(val, dict) else {} + + +def get_plugin_setting(namespace: str, key: str, default=None): + """A single value from a namespace, or `default` if unset.""" + return get_plugin_config(namespace).get(key, default) + + +def save_plugin_config(namespace: str, values: dict) -> None: + """Merge `values` into a namespace's stored config (read-modify-write, like + every other helper here). Only the provided keys are touched.""" + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + pc = data.get("plugin_config") + if not isinstance(pc, dict): + pc = {} + cur = pc.get(namespace) + if not isinstance(cur, dict): + cur = {} + cur.update(values) + pc[namespace] = cur + data["plugin_config"] = pc + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + + +def save_plugin_enabled(plugin_name: str, enabled: bool) -> None: + ensure_config_dir() + data: dict = {} + if CONFIG_FILE.exists(): + try: + data = json.loads(CONFIG_FILE.read_text(encoding="utf-8")) + except Exception: + data = {} + plugins_cfg = data.get("plugins_enabled") + if not isinstance(plugins_cfg, dict): + plugins_cfg = {} + plugins_cfg[plugin_name] = enabled + data["plugins_enabled"] = plugins_cfg + CONFIG_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") \ No newline at end of file diff --git a/memory/memory_manager.py b/memory/memory_manager.py new file mode 100644 index 0000000..b2d18d8 --- /dev/null +++ b/memory/memory_manager.py @@ -0,0 +1,479 @@ +import json +import re +from datetime import datetime +from threading import Lock +from pathlib import Path +import sys + + +def get_base_dir() -> Path: + if getattr(sys, "frozen", False): + return Path(sys.executable).parent + return Path(__file__).resolve().parent.parent + + +BASE_DIR = get_base_dir() +MEMORY_PATH = BASE_DIR / "memory" / "long_term.json" +_lock = Lock() +MAX_VALUE_LENGTH = 380 + +# ── Why there are two very different numbers here ──────────────────────────── +# +# There used to be one: MEMORY_MAX_CHARS = 2200, applied to the whole store. It +# was a *storage* limit, and it existed only because the entire memory was +# pasted into the system prompt on every connect — so growing the memory grew +# every single request. When it filled, _trim_to_limit() deleted the oldest +# entries and printed one line to a console nobody reads. A memory described as +# "deeply remembers projects, preferences and personal context" was in practice +# two pages long, and quietly forgot your sister's name after a few weeks. +# +# Storage and prompt budget are now separate concerns: +# +# MEMORY_MAX_CHARS — a runaway guard, not a feature limit. Nothing normal +# reaches it; a bug writing in a loop does. +# PROMPT_CORE_CHARS — what actually rides in the system prompt every session. +# Smaller than the old whole-memory dump, so sessions +# start *faster* than before, not slower. +# +# Everything above the core stays on disk and is fetched on demand by the +# recall_memory tool — see search_memory() and format_memory_for_prompt(). +MEMORY_MAX_CHARS = 200_000 +PROMPT_CORE_CHARS = 900 +PROMPT_INDEX_CHARS = 420 +# Most entries any one category may contribute to the core block, so a person +# with forty stored preferences still gets their sister into the prompt. +PROMPT_MAX_PER_CATEGORY = 6 + +def _empty_memory() -> dict: + return { + "identity": {}, + "preferences": {}, + "projects": {}, + "relationships": {}, + "wishes": {}, + "notes": {}, + } + +def load_memory() -> dict: + if not MEMORY_PATH.exists(): + return _empty_memory() + with _lock: + try: + data = json.loads(MEMORY_PATH.read_text(encoding="utf-8")) + if isinstance(data, dict): + base = _empty_memory() + for key in base: + if key not in data: + data[key] = {} + return data + return _empty_memory() + except Exception as e: + print(f"[Memory] ⚠️ Load error: {e}") + return _empty_memory() + +def _all_entries(memory: dict) -> list[tuple]: + entries = [] + for cat, items in memory.items(): + if not isinstance(items, dict): + continue + for key, entry in items.items(): + if isinstance(entry, dict) and "value" in entry: + entries.append((cat, key, entry)) + return entries + + +# Set by main.py so a trim can reach the activity log. Deleting something a +# person told you and mentioning it only on stdout is how a memory loses trust. +_trim_notifier = None + + +def set_trim_notifier(fn) -> None: + """Register a callable(str) that surfaces trims to the user.""" + global _trim_notifier + _trim_notifier = fn + + +def _trim_to_limit(memory: dict) -> dict: + if len(json.dumps(memory, ensure_ascii=False)) <= MEMORY_MAX_CHARS: + return memory + entries = _all_entries(memory) + entries.sort(key=lambda t: t[2].get("updated", "0000-00-00")) + dropped = [] + for cat, key, _ in entries: + if len(json.dumps(memory, ensure_ascii=False)) <= MEMORY_MAX_CHARS: + break + del memory[cat][key] + dropped.append(f"{cat}/{key}") + print(f"[Memory] 🗑️ Trimmed {cat}/{key}") + if dropped and _trim_notifier: + try: + _trim_notifier( + f"SYS: Memory full — forgot {len(dropped)} oldest entries " + f"({', '.join(dropped[:3])}{'…' if len(dropped) > 3 else ''})" + ) + except Exception: + pass + return memory + +def save_memory(memory: dict) -> None: + if not isinstance(memory, dict): + return + memory = _trim_to_limit(memory) + MEMORY_PATH.parent.mkdir(parents=True, exist_ok=True) + with _lock: + MEMORY_PATH.write_text( + json.dumps(memory, indent=2, ensure_ascii=False), + encoding="utf-8", + ) + + +def _truncate_value(val: str) -> str: + if isinstance(val, str) and len(val) > MAX_VALUE_LENGTH: + return val[:MAX_VALUE_LENGTH].rstrip() + "…" + return val + + +def _recursive_update(target: dict, updates: dict) -> bool: + changed = False + for key, value in updates.items(): + if value is None: + continue + if isinstance(value, str) and not value.strip(): + continue + if isinstance(value, dict) and "value" not in value: + if key not in target or not isinstance(target[key], dict): + target[key] = {} + changed = True + if _recursive_update(target[key], value): + changed = True + else: + new_val = _truncate_value(str(value["value"] if isinstance(value, dict) else value)) + entry = {"value": new_val, "updated": datetime.now().strftime("%Y-%m-%d")} + existing = target.get(key, {}) + if not isinstance(existing, dict) or existing.get("value") != new_val: + target[key] = entry + changed = True + return changed + + +def update_memory(memory_update: dict) -> dict: + if not isinstance(memory_update, dict) or not memory_update: + return load_memory() + memory = load_memory() + if _recursive_update(memory, memory_update): + save_memory(memory) + print(f"[Memory] 💾 Saved: {list(memory_update.keys())}") + return memory + +def _entry_value(entry) -> str: + """Accept both the {'value': ..., 'updated': ...} shape and a bare string, + because early versions of the store wrote plain strings.""" + if isinstance(entry, dict): + return str(entry.get("value", "") or "").strip() + return str(entry or "").strip() + + +def _pretty(key: str) -> str: + return key.replace("_", " ").strip() + + +# Identity is always in the prompt; these categories compete for the remaining +# budget by recency. +_CATEGORY_LABELS = { + "preferences": "Preferences", + "projects": "Active projects / goals", + "relationships": "People in their life", + "wishes": "Wishes / plans", + "notes": "Notes", +} + +_IDENTITY_FIELDS = ["name", "age", "birthday", "city", "job", + "language", "school", "nationality"] + + +def format_memory_for_prompt(memory: dict | None) -> str: + """Build the memory block that goes into the system prompt. + + This used to dump everything. It now sends three things: + + 1. IDENTITY - always, in full. It is small, and it is wrong for the + assistant to have to look up your name. + 2. RECENT - the most recently updated entries from every other + category, up to PROMPT_CORE_CHARS. Recency is the cheapest useful + relevance signal available without embeddings. + 3. AN INDEX - the *keys* of everything else, values omitted. + + Point 3 is what makes recall work at all. A model cannot decide to look + something up if it does not know the thing exists: with only points 1 and 2, + "who is Ayse?" would get "I don't know" while ayse_sister sat on disk + unread. The index costs a few hundred characters and turns recall from a + gamble into a lookup. + + Net effect on latency: this block is SMALLER than the old full dump, so + every session connects with fewer tokens. Occasionally the model spends one + extra round trip on recall_memory - covered by the acknowledgment it + already speaks before any slow step.""" + if not memory: + return "" + + core_lines: list[str] = [] + + # 1. Identity - always, in full + identity = memory.get("identity", {}) or {} + for field in _IDENTITY_FIELDS: + val = _entry_value(identity.get(field)) + if not val: + continue + if field == "language": + # Labelled as an observation, not a setting. A bare "Language: + # English" line written months ago reads like a standing order and + # was one of the reasons a Turkish question came back in English. + core_lines.append( + f"Has spoken to you in: {val} (an observation about the past — " + f"always answer in the language of their CURRENT message)") + else: + core_lines.append(f"{field.title()}: {val}") + for key, entry in identity.items(): + if key in _IDENTITY_FIELDS: + continue + val = _entry_value(entry) + if val: + core_lines.append(f"{_pretty(key).title()}: {val}") + + # 2. Everything else, most recently updated first + rest: list[tuple[str, str, str, str]] = [] # (updated, cat, key, value) + for cat in _CATEGORY_LABELS: + for key, entry in (memory.get(cat, {}) or {}).items(): + val = _entry_value(entry) + if not val: + continue + updated = (entry.get("updated", "") if isinstance(entry, dict) else "") or "0000-00-00" + rest.append((updated, cat, key, val)) + rest.sort(key=lambda t: t[0], reverse=True) + + used = sum(len(l) + 1 for l in core_lines) + shown: dict[str, list[str]] = {} + overflow: dict[str, list[str]] = {} + + # Recency decides order, but no single category may take the whole budget. + # Without the cap, someone with forty stored preferences gets a prompt that + # is forty preferences and not one person's name — the categories that + # matter most in conversation are also the ones that change least often, so + # pure recency systematically buries them. + per_cat_used: dict[str, int] = {} + for _updated, cat, key, val in rest: + line = f" - {_pretty(key).title()}: {val}" + if (per_cat_used.get(cat, 0) < PROMPT_MAX_PER_CATEGORY + and used + len(line) + 1 <= PROMPT_CORE_CHARS): + shown.setdefault(cat, []).append(line) + per_cat_used[cat] = per_cat_used.get(cat, 0) + 1 + used += len(line) + 1 + else: + overflow.setdefault(cat, []).append(_pretty(key)) + + # The index is a table of contents, so it is interleaved across categories + # rather than continuing in recency order. Sorted by recency it would list + # twenty-four preferences before the first relationship, and the one entry + # the index exists for — the old fact the model has no other way to know + # about — would fall off the end. + indexed: list[str] = [] + if overflow: + cats = [c for c in _CATEGORY_LABELS if overflow.get(c)] + cursor = {c: 0 for c in cats} + while cats: + for cat in list(cats): + i = cursor[cat] + if i >= len(overflow[cat]): + cats.remove(cat) + continue + indexed.append(overflow[cat][i]) + cursor[cat] = i + 1 + + for cat, label in _CATEGORY_LABELS.items(): + if shown.get(cat): + core_lines.append("") + core_lines.append(f"{label}:") + core_lines.extend(shown[cat]) + + if not core_lines and not indexed: + return "" + + out = [ + "[WHAT YOU KNOW ABOUT THIS PERSON — use naturally, never recite like a list]", + *core_lines, + ] + + # 3. The index of what is on disk but not in this prompt + if indexed: + budget, names = PROMPT_INDEX_CHARS, [] + for n in indexed: + if budget - len(n) - 2 < 0: + break + names.append(n) + budget -= len(n) + 2 + if names: + out.append("") + out.append( + "[ALSO REMEMBERED — values not shown here. Call recall_memory " + "with a keyword to read any of these before saying you do not know]" + ) + out.append(", ".join(names) + + (f" (+{len(indexed) - len(names)} more)" + if len(indexed) > len(names) else "")) + + return "\n".join(out) + "\n" + + +# ── Recall ──────────────────────────────────────────────────────────────────── + +def _score(query_words: list[str], cat: str, key: str, value: str) -> int: + """Cheap lexical relevance. No embeddings, no network, no model call - this + runs in well under a millisecond, which is the entire point: recall must + cost one model round trip, never two.""" + hay_key = _pretty(key).lower() + hay_val = value.lower() + score = 0 + for w in query_words: + if not w: + continue + if w == hay_key: + score += 10 + elif w in hay_key: + score += 6 + if w in hay_val: + score += 3 + if w in cat: + score += 1 + return score + + +def search_memory(query: str, limit: int = 8) -> str: + """Find stored facts matching `query`. Backs the recall_memory tool. + + An empty query is treated as "show me everything you know", capped - the + model asks that when the user says "what do you remember about me?".""" + memory = load_memory() + words = [w for w in re.split(r"[^\w]+", (query or "").lower()) if len(w) > 1] + + rows: list[tuple[int, str, str, str]] = [] + for cat, items in memory.items(): + if not isinstance(items, dict): + continue # skip 'sessions', which is a list + for key, entry in items.items(): + val = _entry_value(entry) + if not val: + continue + s = _score(words, cat, key, val) if words else 1 + if s > 0: + rows.append((s, cat, key, val)) + + if not rows: + return (f"Nothing stored about '{query}'." if query + else "I have not stored anything about this person yet.") + + rows.sort(key=lambda r: (-r[0], r[2])) + lines = [f"{cat}/{_pretty(key)}: {val}" for _s, cat, key, val in rows[:max(1, limit)]] + head = (f"Stored facts matching '{query}':" if query + else "Everything currently stored:") + more = (f"\n(+{len(rows) - len(lines)} more — search with a narrower keyword)" + if len(rows) > len(lines) else "") + return head + "\n" + "\n".join(lines) + more + + +def all_entries_for_ui() -> list[dict]: + """Flat list for the memory panel: what JARVIS knows, and when it learned it. + Sorted newest first so the panel opens on what changed most recently.""" + memory = load_memory() + rows = [] + for cat, items in memory.items(): + if not isinstance(items, dict): + continue + for key, entry in items.items(): + val = _entry_value(entry) + if not val: + continue + rows.append({ + "category": cat, + "key": key, + "value": val, + "updated": (entry.get("updated", "") if isinstance(entry, dict) else ""), + }) + rows.sort(key=lambda r: (r["updated"] or "0000-00-00"), reverse=True) + return rows + +def remember(key: str, value: str, category: str = "notes") -> str: + valid = {"identity", "preferences", "projects", "relationships", "wishes", "notes"} + if category not in valid: + category = "notes" + update_memory({category: {key: {"value": value}}}) + return f"Remembered: {category}/{key} = {value}" + + +def forget(key: str, category: str = "notes") -> str: + memory = load_memory() + cat = memory.get(category, {}) + if key in cat: + del cat[key] + memory[category] = cat + save_memory(memory) + return f"Forgotten: {category}/{key}" + return f"Not found: {category}/{key}" + + +forget_memory = forget + + +# ── Session memory ───────────────────────────────────────────────────────────── + +_SESSION_MAX = 3 # safety cap — in practice 0-1 entries after pop + + +def save_session_summary(summary: str, language: str = "") -> None: + """Append a 1-2 sentence session summary to long_term.json['sessions'].""" + summary = (summary or "").strip() + if not summary: + return + memory = load_memory() + sessions = memory.get("sessions", []) + if not isinstance(sessions, list): + sessions = [] + entry: dict = { + "date": datetime.now().strftime("%Y-%m-%d"), + "summary": summary[:280], + } + if language: + entry["language"] = language + sessions.append(entry) + memory["sessions"] = sessions[-_SESSION_MAX:] + with _lock: + MEMORY_PATH.parent.mkdir(parents=True, exist_ok=True) + MEMORY_PATH.write_text( + json.dumps(memory, indent=2, ensure_ascii=False), + encoding="utf-8", + ) + print(f"[Memory] 📝 Session saved ({entry['date']}): {summary[:60]}…") + + +def pop_last_session() -> dict | None: + """ + Return AND remove the most recent session entry. + Calling this consumes the entry so it is never repeated in future briefings. + """ + with _lock: + if not MEMORY_PATH.exists(): + return None + try: + memory = json.loads(MEMORY_PATH.read_text(encoding="utf-8")) + sessions = memory.get("sessions", []) + if not isinstance(sessions, list) or not sessions: + return None + entry = sessions.pop() # remove the last entry + memory["sessions"] = sessions + MEMORY_PATH.write_text( + json.dumps(memory, indent=2, ensure_ascii=False), + encoding="utf-8", + ) + return entry + except Exception as e: + print(f"[Memory] ⚠️ pop_last_session error: {e}") + return None \ No newline at end of file diff --git a/plugins/__init__.py b/plugins/__init__.py new file mode 100644 index 0000000..e69de29 diff --git a/plugins/app.py b/plugins/app.py new file mode 100644 index 0000000..4c99d55 --- /dev/null +++ b/plugins/app.py @@ -0,0 +1,55 @@ +"""Apre e chiude applicazioni, apre siti e file.""" +from __future__ import annotations + +import subprocess +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import osa # noqa: E402 + + +def apri(params: dict, ctx: dict) -> str: + nome = str(params.get("nome", "")).strip() + url = str(params.get("url", "")).strip() + if url: + if not url.startswith(("http://", "https://")): + url = "https://" + url + cmd = ["open", url] if not nome else ["open", "-a", nome, url] + subprocess.run(cmd, check=False, timeout=15) + return f"Apro {url}" + (f" con {nome}." if nome else ".") + if not nome: + return "Errore: serve il nome dell'app o un indirizzo." + p = Path(nome).expanduser() + if p.exists(): + subprocess.run(["open", str(p)], check=False, timeout=15) + return f"Apro {p.name}." + res = subprocess.run(["open", "-a", nome], capture_output=True, text=True, timeout=15) + if res.returncode != 0: + return f"Non trovo un'app chiamata '{nome}'." + return f"Apro {nome}." + + +def chiudi(params: dict, ctx: dict) -> str: + nome = str(params.get("nome", "")).strip() + if not nome: + return "Errore: serve il nome dell'app." + try: + osa('on run argv\ntell application (item 1 of argv) to quit\nend run', nome, timeout=20) + return f"Chiudo {nome}." + except Exception as err: + return f"Non riesco a chiudere {nome}: {err}" + + +def in_esecuzione(params: dict, ctx: dict) -> str: + out = osa('tell application "System Events" to get name of every process whose background only is false') + return "App aperte: " + out + + +TOOLS = [ + {"name": "app_apri", "description": "Apre un'applicazione (per nome, es. Safari, Xcode), un sito (url) o un file. Se dai sia app che url, apre l'url con quell'app.", + "parameters": {"type": "object", "properties": {"nome": {"type": "string"}, "url": {"type": "string"}}}, "run": apri}, + {"name": "app_chiudi", "description": "Chiude un'applicazione per nome.", + "parameters": {"type": "object", "properties": {"nome": {"type": "string"}}, "required": ["nome"]}, "run": chiudi}, + {"name": "app_aperte", "description": "Elenca le applicazioni aperte.", "parameters": {"type": "object", "properties": {}}, "run": in_esecuzione}, +] diff --git a/plugins/attenzione.py b/plugins/attenzione.py new file mode 100644 index 0000000..346b3ea --- /dev/null +++ b/plugins/attenzione.py @@ -0,0 +1,41 @@ +"""Avvisi del monitor di Mail, WhatsApp e Telegram: elenco, chiusura, controllo immediato.""" +from __future__ import annotations + +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) + + +def _mon(): + from avatar import monitor as m + if m.monitor is None: + raise RuntimeError("Il monitor non è attivo in questo processo.") + return m.monitor + + +def elenca(params: dict, ctx: dict) -> str: + al = _mon().pending() + if not al: + return "Nessun avviso aperto." + return "Avvisi aperti:\n" + "\n".join(f"- [{a['id']}] {a['quando']} {a['fonte']} · {a['chi']} — {a['motivo']} ({a['priorita']})\n «{a['testo'][:160]}»" for a in al) + + +def chiudi(params: dict, ctx: dict) -> str: + n = _mon().close(str(params.get("id", "")).strip()) + return f"Chiusi {n} avvisi." if n else "Nessun avviso corrispondente." + + +def controlla(params: dict, ctx: dict) -> str: + al = _mon().scan() + return f"Controllo fatto: {len(al)} nuovi avvisi." + ("" if not al else "\n" + "\n".join(f"- {a['fonte']} · {a['chi']} — {a['motivo']}" for a in al)) + + +TOOLS = [ + {"name": "attenzione_elenca", "description": "Elenca gli avvisi aperti del monitor (messaggi Mail, WhatsApp e Telegram che richiedono attenzione).", + "parameters": {"type": "object", "properties": {}}, "run": elenca}, + {"name": "attenzione_chiudi", "description": "Chiude un avviso per id o per nome del mittente; senza parametri chiude tutti.", + "parameters": {"type": "object", "properties": {"id": {"type": "string"}}}, "run": chiudi}, + {"name": "attenzione_controlla", "description": "Esegue subito un controllo di Mail, WhatsApp e Telegram alla ricerca di messaggi che richiedono attenzione.", + "parameters": {"type": "object", "properties": {}}, "run": controlla}, +] diff --git a/plugins/browser.py b/plugins/browser.py new file mode 100644 index 0000000..06c066a --- /dev/null +++ b/plugins/browser.py @@ -0,0 +1,78 @@ +"""Browser e web: legge una pagina, la pagina aperta in Safari, cerca su YouTube o Google.""" +from __future__ import annotations + +import html +import re +import subprocess +import sys +from pathlib import Path +from urllib.parse import quote_plus + +import requests + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import osa # noqa: E402 + +MAX_CHARS = 6000 +UA = {"User-Agent": "Mozilla/5.0 (Macintosh) AvatarPy/1.0"} + + +def _html_to_text(page: str) -> str: + page = re.sub(r"<(script|style|noscript|svg|header|footer|nav)[^>]*>.*?", " ", page, flags=re.S | re.I) + page = re.sub(r"|

||||", "\n", page, flags=re.I) + text = html.unescape(re.sub(r"<[^>]+>", " ", page)) + lines = [" ".join(l.split()) for l in text.splitlines()] + return "\n".join(l for l in lines if len(l) > 2) + + +def leggi_pagina(params: dict, ctx: dict) -> str: + url = str(params.get("url", "")).strip() + if not url: + try: + url = osa('tell application "Safari" to return URL of front document') + except Exception: + return "Nessun indirizzo dato e Safari non ha pagine aperte." + if not url.startswith("http"): + url = "https://" + url + r = requests.get(url, headers=UA, timeout=15) + r.raise_for_status() + title = re.search(r"]*>(.*?)", r.text, flags=re.S | re.I) + text = _html_to_text(r.text) + return f"{html.unescape(title.group(1).strip()) if title else url}\n{text[:MAX_CHARS]}{' […]' if len(text) > MAX_CHARS else ''}" + + +def cerca(params: dict, ctx: dict) -> str: + q = str(params.get("query", "")).strip() + dove = str(params.get("dove", "google")).lower() + if not q: + return "Errore: serve la query." + url = {"youtube": f"https://www.youtube.com/results?search_query={quote_plus(q)}", + "maps": f"https://www.google.com/maps/search/{quote_plus(q)}", + "amazon": f"https://www.amazon.it/s?k={quote_plus(q)}", + "wikipedia": f"https://it.wikipedia.org/w/index.php?search={quote_plus(q)}"}.get(dove, f"https://www.google.com/search?q={quote_plus(q)}") + subprocess.run(["open", url], check=False, timeout=10) + return f"Apro la ricerca di «{q}» su {dove}." + + +def youtube(params: dict, ctx: dict) -> str: + q = str(params.get("query", "")).strip() + if not q: + return "Errore: serve cosa cercare." + r = requests.get(f"https://www.youtube.com/results?search_query={quote_plus(q)}", headers=UA, timeout=15) + m = re.search(r'"videoId":"([\w-]{11})"', r.text) + if not m: + subprocess.run(["open", f"https://www.youtube.com/results?search_query={quote_plus(q)}"], check=False) + return f"Apro i risultati YouTube per «{q}»." + subprocess.run(["open", f"https://www.youtube.com/watch?v={m.group(1)}"], check=False) + t = re.search(r'"videoId":"' + m.group(1) + r'".{0,400}?"title":\{"runs":\[\{"text":"([^"]+)"', r.text) + return f"Riproduco su YouTube: {html.unescape(t.group(1)) if t else q}." + + +TOOLS = [ + {"name": "web_leggi_pagina", "description": "Legge il testo di una pagina web (dato l'url) o della pagina aperta in Safari, per riassumerla o rispondere.", + "parameters": {"type": "object", "properties": {"url": {"type": "string"}}}, "run": leggi_pagina}, + {"name": "web_cerca_apri", "description": "Apre nel browser una ricerca su Google, YouTube, Maps, Amazon o Wikipedia.", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}, "dove": {"type": "string", "enum": ["google", "youtube", "maps", "amazon", "wikipedia"]}}, "required": ["query"]}, "run": cerca}, + {"name": "youtube_riproduci", "description": "Cerca un video su YouTube e apre direttamente il primo risultato.", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}}, "required": ["query"]}, "run": youtube}, +] diff --git a/plugins/buongiorno.py b/plugins/buongiorno.py new file mode 100644 index 0000000..46e861e --- /dev/null +++ b/plugins/buongiorno.py @@ -0,0 +1,33 @@ +"""Riepilogo della giornata: calendario, promemoria, email non lette e meteo in un colpo solo.""" +from __future__ import annotations + +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) + + +def riepilogo(params: dict, ctx: dict) -> str: + from avatar.plugins import registry + citta = str(params.get("citta", "")).strip() or "Roma" + parts = [] + for label, name, args in ( + ("Calendario", "calendario_eventi", {"da": "oggi", "a": "domani"}), + ("Promemoria", "promemoria_elenca", {"quando": "oggi"}), + ("Email", "mail_non_lette", {"limite": 5}), + ("Meteo", "meteo", {"citta": citta, "giorni": 1}), + ): + if not registry.has(name): + continue + try: + parts.append(f"## {label}\n{registry.run(name, args)}") + except Exception as err: + parts.append(f"## {label}\nnon disponibile ({err})") + return ("\n\n".join(parts) + "\n\nFai un riepilogo parlato breve e naturale: prima gli impegni, poi i promemoria, " + "poi le email importanti (solo mittente e oggetto), infine il meteo in una frase.") + + +TOOLS = [ + {"name": "buongiorno", "description": "Riepilogo della giornata: impegni di oggi e domani, promemoria, email non lette e meteo. Usalo per 'buongiorno', 'come si presenta la giornata', 'riepilogo'.", + "parameters": {"type": "object", "properties": {"citta": {"type": "string", "description": "Città per il meteo (default Roma)."}}}, "run": riepilogo}, +] diff --git a/plugins/calendario.py b/plugins/calendario.py new file mode 100644 index 0000000..b36a8a6 --- /dev/null +++ b/plugins/calendario.py @@ -0,0 +1,227 @@ +"""Calendario di macOS: legge, crea, sposta e cancella eventi (EventKit).""" +from __future__ import annotations + +import threading +from datetime import date, datetime, timedelta + +_store = None +_lock = threading.Lock() +GIORNI = ["lun", "mar", "mer", "gio", "ven", "sab", "dom"] +MESI = ["gen", "feb", "mar", "apr", "mag", "giu", "lug", "ago", "set", "ott", "nov", "dic"] + + +def _get_store(): + """EKEventStore con accesso richiesto una sola volta.""" + global _store + with _lock: + if _store is not None: + return _store + import EventKit + store = EventKit.EKEventStore.alloc().init() + done, res = threading.Event(), {} + + def cb(granted, err): + res["granted"] = bool(granted) + done.set() + + if hasattr(store, "requestFullAccessToEventsWithCompletion_"): + store.requestFullAccessToEventsWithCompletion_(cb) + else: + store.requestAccessToEntityType_completion_(EventKit.EKEntityTypeEvent, cb) + done.wait(60) + if not res.get("granted"): + raise RuntimeError("Accesso al Calendario negato: concedilo in Impostazioni di Sistema > Privacy e sicurezza > Calendari.") + _store = store + return store + + +def _nsdate(dt: datetime): + from Foundation import NSDate + return NSDate.dateWithTimeIntervalSince1970_(dt.timestamp()) + + +def _pydate(nsdate) -> datetime: + return datetime.fromtimestamp(nsdate.timeIntervalSince1970()) + + +def _parse_day(s: str) -> date: + s = (s or "").strip().lower() + today = date.today() + if s in ("", "oggi", "today"): + return today + if s in ("domani", "tomorrow"): + return today + timedelta(days=1) + if s in ("dopodomani",): + return today + timedelta(days=2) + if s in ("ieri",): + return today - timedelta(days=1) + return datetime.strptime(s[:10], "%Y-%m-%d").date() + + +def _parse_dt(s: str) -> datetime: + s = (s or "").strip().replace("T", " ") + for fmt in ("%Y-%m-%d %H:%M", "%Y-%m-%d %H:%M:%S", "%Y-%m-%d"): + try: + return datetime.strptime(s, fmt) + except ValueError: + continue + raise ValueError(f"Data e ora non valide: '{s}'. Usa il formato AAAA-MM-GG HH:MM.") + + +def _fmt(e) -> str: + start, end = _pydate(e.startDate()), _pydate(e.endDate()) + day = f"{GIORNI[start.weekday()]} {start.day} {MESI[start.month - 1]}" + when = "tutto il giorno" if e.isAllDay() else f"{start:%H:%M}–{end:%H:%M}" + extra = f" @ {e.location()}" if e.location() else "" + return f"{day} {when}: {e.title()} ({e.calendar().title()}){extra}" + + +def _events_between(start: datetime, end: datetime): + store = _get_store() + pred = store.predicateForEventsWithStartDate_endDate_calendars_(_nsdate(start), _nsdate(end), None) + evs = list(store.eventsMatchingPredicate_(pred) or []) + evs.sort(key=lambda e: e.startDate().timeIntervalSince1970()) + return evs + + +def eventi(params: dict, ctx: dict) -> str: + da = _parse_day(params.get("da", "")) + a = _parse_day(params.get("a", "")) if params.get("a") else da + if a < da: + a = da + evs = _events_between(datetime.combine(da, datetime.min.time()), datetime.combine(a + timedelta(days=1), datetime.min.time())) + label = f"{da:%d/%m}" if da == a else f"dal {da:%d/%m} al {a:%d/%m}" + if not evs: + return f"Nessun evento {label}." + return f"Eventi {label}:\n" + "\n".join(f"- {_fmt(e)}" for e in evs[:40]) + + +def _find_calendar(store, name: str): + import EventKit + cals = [c for c in store.calendarsForEntityType_(EventKit.EKEntityTypeEvent) if c.allowsContentModifications()] + if name: + for c in cals: + if c.title().lower() == name.lower(): + return c + for c in cals: + if name.lower() in c.title().lower(): + return c + return store.defaultCalendarForNewEvents() or (cals[0] if cals else None) + + +def crea(params: dict, ctx: dict) -> str: + import EventKit + store = _get_store() + titolo = str(params.get("titolo", "")).strip() + if not titolo: + return "Errore: serve il titolo dell'evento." + start = _parse_dt(str(params.get("inizio", ""))) + all_day = bool(params.get("tutto_il_giorno", False)) + if all_day: + start = start.replace(hour=0, minute=0) + end = start + timedelta(days=1) + elif params.get("fine"): + end = _parse_dt(str(params["fine"])) + else: + end = start + timedelta(minutes=int(params.get("durata_minuti") or 60)) + ev = EventKit.EKEvent.eventWithEventStore_(store) + ev.setTitle_(titolo) + ev.setStartDate_(_nsdate(start)) + ev.setEndDate_(_nsdate(end)) + ev.setAllDay_(all_day) + cal = _find_calendar(store, str(params.get("calendario", ""))) + if cal is None: + return "Errore: nessun calendario modificabile disponibile." + ev.setCalendar_(cal) + if params.get("luogo"): + ev.setLocation_(str(params["luogo"])) + if params.get("note"): + ev.setNotes_(str(params["note"])) + ok, err = store.saveEvent_span_error_(ev, EventKit.EKSpanThisEvent, None) + if not ok: + return f"Errore nel salvataggio: {err}" + return f"Evento creato: {_fmt(ev)}" + + +def _match(params: dict) -> tuple[list, str]: + titolo = str(params.get("titolo", "")).strip().lower() + giorno = _parse_day(params.get("giorno", "")) + evs = _events_between(datetime.combine(giorno, datetime.min.time()), datetime.combine(giorno + timedelta(days=1), datetime.min.time())) + found = [e for e in evs if titolo and titolo in (e.title() or "").lower()] if titolo else evs + return found, f"{giorno:%d/%m}" + + +def elimina(params: dict, ctx: dict) -> str: + import EventKit + found, label = _match(params) + if not found: + return f"Nessun evento corrispondente il {label}." + if len(found) > 1: + return "Ho trovato più eventi, dimmi quale:\n" + "\n".join(f"- {_fmt(e)}" for e in found) + ev = found[0] + desc = _fmt(ev) + + def do() -> str: + store = _get_store() + ok, err = store.removeEvent_span_error_(ev, EventKit.EKSpanThisEvent, None) + msg = f"Evento cancellato: {desc}" if ok else f"Errore nella cancellazione: {err}" + if ctx.get("say"): + ctx["say"](msg) + return msg + + confirm = ctx.get("confirm") + if confirm: + return confirm("calendario_elimina", "Cancellare l'evento?", desc, do) + # Senza interfaccia (server MCP): serve la conferma esplicita nei parametri. + if str(params.get("confermato", "")).lower() in ("true", "1", "sì", "si", "yes"): + return do() + return f"Prima di cancellare chiedi conferma all'utente per: {desc}. Poi richiama con confermato=true." + + +def sposta(params: dict, ctx: dict) -> str: + import EventKit + found, label = _match(params) + if not found: + return f"Nessun evento corrispondente il {label}." + if len(found) > 1: + return "Ho trovato più eventi, dimmi quale:\n" + "\n".join(f"- {_fmt(e)}" for e in found) + ev = found[0] + new_start = _parse_dt(str(params.get("nuovo_inizio", ""))) + duration = _pydate(ev.endDate()) - _pydate(ev.startDate()) + ev.setStartDate_(_nsdate(new_start)) + ev.setEndDate_(_nsdate(new_start + duration)) + ok, err = _get_store().saveEvent_span_error_(ev, EventKit.EKSpanThisEvent, None) + return f"Evento spostato: {_fmt(ev)}" if ok else f"Errore: {err}" + + +DAY = {"type": "string", "description": "Giorno: 'oggi', 'domani', 'dopodomani' oppure AAAA-MM-GG."} +TOOLS = [ + {"name": "calendario_eventi", + "description": "Elenca gli eventi del Calendario di macOS in un giorno o in un intervallo. Usalo per domande come 'che impegni ho', 'cosa ho domani', 'sono libero venerdì'.", + "parameters": {"type": "object", "properties": {"da": DAY, "a": {**DAY, "description": "Ultimo giorno dell'intervallo (facoltativo)."}}, "required": ["da"]}, + "run": eventi}, + {"name": "calendario_crea", + "description": "Crea un evento nel Calendario. Converti tu le espressioni come 'domani alle 15' in data e ora assolute usando la data odierna del prompt.", + "parameters": {"type": "object", "properties": { + "titolo": {"type": "string"}, + "inizio": {"type": "string", "description": "Inizio, formato AAAA-MM-GG HH:MM."}, + "fine": {"type": "string", "description": "Fine, formato AAAA-MM-GG HH:MM (facoltativo)."}, + "durata_minuti": {"type": "integer", "description": "Durata in minuti se manca la fine (default 60)."}, + "tutto_il_giorno": {"type": "boolean"}, + "calendario": {"type": "string", "description": "Nome del calendario (facoltativo, altrimenti quello predefinito)."}, + "luogo": {"type": "string"}, "note": {"type": "string"}}, + "required": ["titolo", "inizio"]}, + "run": crea}, + {"name": "calendario_sposta", + "description": "Sposta un evento esistente a un nuovo orario, mantenendone la durata.", + "parameters": {"type": "object", "properties": {"titolo": {"type": "string", "description": "Parte del titolo."}, "giorno": DAY, + "nuovo_inizio": {"type": "string", "description": "Nuovo inizio, AAAA-MM-GG HH:MM."}}, + "required": ["titolo", "giorno", "nuovo_inizio"]}, + "run": sposta}, + {"name": "calendario_elimina", + "description": "Cancella un evento. Azione irreversibile: viene chiesta conferma sullo schermo; se lo strumento risponde con [CONFIRMATION_PENDING], di' all'utente di confermare sul pannello e non dire che è fatto.", + "parameters": {"type": "object", "properties": {"titolo": {"type": "string", "description": "Parte del titolo."}, "giorno": DAY, + "confermato": {"type": "boolean", "description": "Solo senza interfaccia: true dopo la conferma esplicita dell'utente."}}, + "required": ["titolo", "giorno"]}, + "run": elimina}, +] diff --git a/plugins/comandi_rapidi.py b/plugins/comandi_rapidi.py new file mode 100644 index 0000000..1bcc662 --- /dev/null +++ b/plugins/comandi_rapidi.py @@ -0,0 +1,40 @@ +"""Comandi Rapidi (Shortcuts) di macOS: elenca ed esegue i tuoi comandi, anche per la domotica HomeKit.""" +from __future__ import annotations + +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import sh # noqa: E402 + + +def elenca(params: dict, ctx: dict) -> str: + names = [n for n in sh("shortcuts", "list").splitlines() if n.strip()] + q = str(params.get("filtro", "")).strip().lower() + if q: + names = [n for n in names if q in n.lower()] + if not names: + return "Nessun comando rapido" + (f" contenente '{q}'." if q else ".") + return f"Comandi rapidi ({len(names)}):\n" + "\n".join(f"- {n}" for n in names[:40]) + + +def esegui(params: dict, ctx: dict) -> str: + nome = str(params.get("nome", "")).strip() + if not nome: + return "Errore: serve il nome del comando rapido." + names = [n for n in sh("shortcuts", "list").splitlines() if n.strip()] + match = next((n for n in names if n.lower() == nome.lower()), None) or next((n for n in names if nome.lower() in n.lower()), None) + if not match: + return f"Nessun comando rapido chiamato '{nome}'." + inp = str(params.get("input", "")).strip() + out = sh("shortcuts", "run", match, *(["-i", "-"] if inp else []), timeout=120) if not inp else \ + __import__("subprocess").run(["shortcuts", "run", match, "-i", "-"], input=inp, capture_output=True, text=True, timeout=120).stdout + return f"Eseguito «{match}»." + (f" Risultato: {out.strip()[:500]}" if out and out.strip() else "") + + +TOOLS = [ + {"name": "comandi_rapidi_elenca", "description": "Elenca i Comandi Rapidi disponibili sul Mac (anche quelli per luci, prese e casa).", + "parameters": {"type": "object", "properties": {"filtro": {"type": "string"}}}, "run": elenca}, + {"name": "comandi_rapidi_esegui", "description": "Esegue un Comando Rapido per nome (es. 'Accendi luci soggiorno'). Usalo per domotica e automazioni create dall'utente.", + "parameters": {"type": "object", "properties": {"nome": {"type": "string"}, "input": {"type": "string", "description": "Testo da passare in ingresso (facoltativo)."}}, "required": ["nome"]}, "run": esegui}, +] diff --git a/plugins/contatti.py b/plugins/contatti.py new file mode 100644 index 0000000..8067fa9 --- /dev/null +++ b/plugins/contatti.py @@ -0,0 +1,65 @@ +"""Contatti di macOS: cerca numero, email e dati di una persona (framework Contacts).""" +from __future__ import annotations + +import threading + +_store = None +_lock = threading.Lock() + + +def _get_store(): + global _store + with _lock: + if _store is not None: + return _store + import Contacts + store = Contacts.CNContactStore.alloc().init() + done, res = threading.Event(), {} + + def cb(granted, err): + res["granted"] = bool(granted) + done.set() + + store.requestAccessForEntityType_completionHandler_(Contacts.CNEntityTypeContacts, cb) + done.wait(60) + if not res.get("granted"): + raise RuntimeError("Accesso ai Contatti negato: concedilo in Impostazioni di Sistema > Privacy e sicurezza > Contatti.") + _store = store + return store + + +def cerca(params: dict, ctx: dict) -> str: + import Contacts + q = str(params.get("nome", "")).strip() + if not q: + return "Errore: serve il nome." + store = _get_store() + keys = [Contacts.CNContactGivenNameKey, Contacts.CNContactFamilyNameKey, Contacts.CNContactOrganizationNameKey, + Contacts.CNContactPhoneNumbersKey, Contacts.CNContactEmailAddressesKey] + pred = Contacts.CNContact.predicateForContactsMatchingName_(q) + people, err = store.unifiedContactsMatchingPredicate_keysToFetch_error_(pred, keys, None) + if err: + return f"Errore: {err}" + people = list(people or [])[:6] + if not people: + return f"Nessun contatto trovato per '{q}'." + lines = [] + for p in people: + name = f"{p.givenName()} {p.familyName()}".strip() or p.organizationName() + bits = [name] + tels = [ph.value().stringValue() for ph in p.phoneNumbers()] + mails = [str(e.value()) for e in p.emailAddresses()] + if tels: + bits.append("tel " + ", ".join(tels)) + if mails: + bits.append("email " + ", ".join(mails)) + if p.organizationName() and p.organizationName() != name: + bits.append(p.organizationName()) + lines.append("- " + " · ".join(bits)) + return "\n".join(lines) + + +TOOLS = [ + {"name": "contatti_cerca", "description": "Cerca una persona in Contatti e restituisce telefono, email e azienda. Usalo per trovare l'indirizzo email o il numero prima di scrivere a qualcuno per nome.", + "parameters": {"type": "object", "properties": {"nome": {"type": "string"}}, "required": ["nome"]}, "run": cerca}, +] diff --git a/plugins/file.py b/plugins/file.py new file mode 100644 index 0000000..768c850 --- /dev/null +++ b/plugins/file.py @@ -0,0 +1,100 @@ +"""File e documenti: cerca con Spotlight, elenca cartelle, legge testo, PDF e Word.""" +from __future__ import annotations + +import subprocess +from datetime import datetime +from pathlib import Path + +HOME = Path.home() +MAX_CHARS = 6000 +FOLDERS = {"desktop": HOME / "Desktop", "scrivania": HOME / "Desktop", "documenti": HOME / "Documents", "download": HOME / "Downloads", + "immagini": HOME / "Pictures", "musica": HOME / "Music", "home": HOME} + + +def _folder(name: str) -> Path: + n = (name or "").strip().lower() + if n in FOLDERS: + return FOLDERS[n] + p = Path(name).expanduser() + return p if p.exists() else HOME + + +def cerca(params: dict, ctx: dict) -> str: + q = str(params.get("query", "")).strip() + if not q: + return "Errore: serve il campo 'query'." + folder = _folder(str(params.get("cartella", "home"))) + kind = str(params.get("tipo", "")).lower() + query = f'kMDItemFSName == "*{q}*"cd || kMDItemTextContent == "*{q}*"cd' + if kind == "pdf": + query = f'({query}) && kMDItemContentType == "com.adobe.pdf"' + elif kind in ("immagine", "immagini"): + query = f'({query}) && kMDItemContentTypeTree == "public.image"' + elif kind in ("documento", "documenti"): + query = f'({query}) && (kMDItemContentTypeTree == "public.text" || kMDItemContentType == "com.adobe.pdf" || kMDItemContentType == "org.openxmlformats.wordprocessingml.document")' + res = subprocess.run(["mdfind", "-onlyin", str(folder), query], capture_output=True, text=True, timeout=30) + paths = [Path(p) for p in res.stdout.splitlines() if p and "/Library/" not in p][:200] + if not paths: + return f"Nessun file trovato per '{q}' in {folder.name or 'home'}." + paths.sort(key=lambda p: p.stat().st_mtime if p.exists() else 0, reverse=True) + lines = [f"- {p.name} ({datetime.fromtimestamp(p.stat().st_mtime):%d/%m/%Y}) — {p.parent}" for p in paths[:12] if p.exists()] + return f"Trovati {len(paths)} file per '{q}':\n" + "\n".join(lines) + + +def elenca(params: dict, ctx: dict) -> str: + folder = _folder(str(params.get("cartella", "desktop"))) + items = sorted([p for p in folder.iterdir() if not p.name.startswith(".")], key=lambda p: p.stat().st_mtime, reverse=True) + if not items: + return f"La cartella {folder.name} è vuota." + lines = [f"- {p.name}{'/' if p.is_dir() else ''} ({datetime.fromtimestamp(p.stat().st_mtime):%d/%m %H:%M})" for p in items[:25]] + return f"{folder.name} ({len(items)} elementi, i più recenti):\n" + "\n".join(lines) + + +def _read(path: Path) -> str: + ext = path.suffix.lower() + if ext == ".pdf": + from pypdf import PdfReader + reader = PdfReader(str(path)) + return "\n".join((page.extract_text() or "") for page in reader.pages[:30]) + if ext == ".docx": + import docx + d = docx.Document(str(path)) + return "\n".join(p.text for p in d.paragraphs) + if ext in (".txt", ".md", ".csv", ".json", ".py", ".js", ".ts", ".html", ".rtf", ".log"): + return path.read_text(encoding="utf-8", errors="replace") + try: + return subprocess.run(["textutil", "-convert", "txt", "-stdout", str(path)], capture_output=True, text=True, timeout=30).stdout + except Exception: + return "" + + +def leggi(params: dict, ctx: dict) -> str: + name = str(params.get("percorso", "")).strip() + if not name: + return "Errore: serve il percorso o il nome del file." + path = Path(name).expanduser() + if not path.exists(): + res = subprocess.run(["mdfind", "-onlyin", str(HOME), f'kMDItemFSName == "*{path.name}*"cd'], capture_output=True, text=True, timeout=20) + cands = [Path(p) for p in res.stdout.splitlines() if p and "/Library/" not in p] + if not cands: + return f"File non trovato: {name}" + cands.sort(key=lambda p: p.stat().st_mtime, reverse=True) + path = cands[0] + try: + text = _read(path) + except Exception as err: + return f"Non riesco a leggere {path.name}: {err}" + text = " ".join(text.split()) + if not text: + return f"{path.name}: nessun testo estraibile." + return f"{path.name} ({len(text)} caratteri):\n{text[:MAX_CHARS]}{' […]' if len(text) > MAX_CHARS else ''}" + + +TOOLS = [ + {"name": "file_cerca", "description": "Cerca file per nome o contenuto con Spotlight, in tutta la home o in una cartella (desktop, documenti, download…). Tipo: pdf, immagine, documento.", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}, "cartella": {"type": "string"}, "tipo": {"type": "string"}}, "required": ["query"]}, "run": cerca}, + {"name": "file_elenca", "description": "Elenca i file di una cartella (desktop, documenti, download o un percorso), i più recenti prima.", + "parameters": {"type": "object", "properties": {"cartella": {"type": "string"}}}, "run": elenca}, + {"name": "file_leggi", "description": "Legge il testo di un file (txt, md, PDF, Word, pagine, rtf) per riassumerlo o rispondere a domande. Accetta un percorso o solo il nome (lo cerca).", + "parameters": {"type": "object", "properties": {"percorso": {"type": "string"}}, "required": ["percorso"]}, "run": leggi}, +] diff --git a/plugins/mac.py b/plugins/mac.py new file mode 100644 index 0000000..32d6117 --- /dev/null +++ b/plugins/mac.py @@ -0,0 +1,126 @@ +"""Controlli del Mac: volume, luminosità, non disturbare, Wi-Fi, batteria, disco, schermo, screenshot.""" +from __future__ import annotations + +import re +import subprocess +import sys +from datetime import datetime +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import osa, sh, confirm_or_param, CONFERMATO # noqa: E402 + + +def volume(params: dict, ctx: dict) -> str: + az = str(params.get("azione", "imposta")).lower() + cur = int(osa("output volume of (get volume settings)")) + if az == "leggi": + muted = osa("output muted of (get volume settings)") == "true" + return f"Volume al {cur}%" + (" (silenziato)." if muted else ".") + if az == "muto": + osa("set volume with output muted"); return "Audio silenziato." + if az == "riattiva": + osa("set volume without output muted"); return "Audio riattivato." + v = int(params.get("valore") or 0) + if az == "alza": + v = min(100, cur + (int(params.get("valore") or 10))) + elif az == "abbassa": + v = max(0, cur - (int(params.get("valore") or 10))) + v = max(0, min(100, v)) + osa(f"set volume output volume {v}") + return f"Volume al {v}%." + + +def luminosita(params: dict, ctx: dict) -> str: + az = str(params.get("azione", "alza")).lower() + key = 144 if az == "alza" else 145 + n = max(1, min(16, int(params.get("passi") or 4))) + for _ in range(n): + osa(f'tell application "System Events" to key code {key}') + return f"Luminosità {'aumentata' if az == 'alza' else 'diminuita'}." + + +def non_disturbare(params: dict, ctx: dict) -> str: + on = bool(params.get("attiva", True)) + try: + sh("shortcuts", "run", "Non disturbare ON" if on else "Non disturbare OFF") + return "Non disturbare " + ("attivato." if on else "disattivato.") + except Exception: + return ("Per comandare Non disturbare crea due Comandi Rapidi chiamati 'Non disturbare ON' e 'Non disturbare OFF' " + "con l'azione 'Imposta full immersion'. Poi funzionerà a voce.") + + +def wifi(params: dict, ctx: dict) -> str: + on = bool(params.get("attiva", True)) + try: + dev = sh("networksetup", "-listallhardwareports") + m = re.search(r"Hardware Port: Wi-Fi\nDevice: (\w+)", dev) + iface = m.group(1) if m else "en0" + sh("networksetup", "-setairportpower", iface, "on" if on else "off") + return "Wi-Fi " + ("acceso." if on else "spento.") + except Exception as err: + return f"Non riesco a cambiare il Wi-Fi: {err}" + + +def stato(params: dict, ctx: dict) -> str: + parts = [] + try: + batt = sh("pmset", "-g", "batt") + m = re.search(r"(\d+)%;\s*([^;]+);", batt) + if m: + st = {"charging": "in carica", "discharging": "in uso a batteria", "charged": "carica", "AC attached": "collegato"}.get(m.group(2).strip(), m.group(2).strip()) + parts.append(f"Batteria al {m.group(1)}%, {st}") + except Exception: + pass + try: + df = sh("df", "-h", "/System/Volumes/Data").splitlines()[-1].split() + parts.append(f"Disco: {df[3]} liberi su {df[1]} ({df[4]} usato)") + except Exception: + pass + try: + up = sh("uptime") + m = re.search(r"up\s+([^,]+(?:,\s*\d+:\d+)?)", up) + if m: + parts.append(f"Acceso da {m.group(1).strip()}") + except Exception: + pass + try: + wifi_name = sh("networksetup", "-getairportnetwork", "en0") + parts.append(wifi_name.replace("Current Wi-Fi Network:", "Wi-Fi:").strip()) + except Exception: + pass + return ". ".join(parts) + "." if parts else "Stato non disponibile." + + +def schermo(params: dict, ctx: dict) -> str: + az = str(params.get("azione", "spegni")).lower() + if az == "spegni": + sh("pmset", "displaysleepnow"); return "Schermo spento." + if az == "blocca": + osa('tell application "System Events" to keystroke "q" using {command down, control down}'); return "Mac bloccato." + if az == "sospendi": + return confirm_or_param(ctx, params, "mac_sospendi", "Mettere il Mac in stop?", "Il Mac andrà in stop.", lambda: (sh("pmset", "sleepnow"), "Stop.")[1]) + return "Azione sconosciuta: spegni, blocca o sospendi." + + +def screenshot(params: dict, ctx: dict) -> str: + dest = Path.home() / "Desktop" / f"Screenshot {datetime.now():%Y-%m-%d %H.%M.%S}.png" + sh("screencapture", "-x", str(dest)) + return f"Screenshot salvato sul Desktop: {dest.name}" + + +TOOLS = [ + {"name": "mac_volume", "description": "Volume di sistema: leggi, imposta (0-100), alza, abbassa, muto, riattiva.", + "parameters": {"type": "object", "properties": {"azione": {"type": "string", "enum": ["leggi", "imposta", "alza", "abbassa", "muto", "riattiva"]}, "valore": {"type": "integer"}}, "required": ["azione"]}, "run": volume}, + {"name": "mac_luminosita", "description": "Alza o abbassa la luminosità dello schermo (a passi).", + "parameters": {"type": "object", "properties": {"azione": {"type": "string", "enum": ["alza", "abbassa"]}, "passi": {"type": "integer"}}, "required": ["azione"]}, "run": luminosita}, + {"name": "mac_non_disturbare", "description": "Attiva o disattiva Non disturbare (full immersion).", + "parameters": {"type": "object", "properties": {"attiva": {"type": "boolean"}}, "required": ["attiva"]}, "run": non_disturbare}, + {"name": "mac_wifi", "description": "Accende o spegne il Wi-Fi.", + "parameters": {"type": "object", "properties": {"attiva": {"type": "boolean"}}, "required": ["attiva"]}, "run": wifi}, + {"name": "mac_stato", "description": "Stato del Mac: batteria, spazio su disco, tempo di accensione, rete Wi-Fi.", + "parameters": {"type": "object", "properties": {}}, "run": stato}, + {"name": "mac_schermo", "description": "Spegne lo schermo, blocca il Mac o lo mette in stop (con conferma).", + "parameters": {"type": "object", "properties": {"azione": {"type": "string", "enum": ["spegni", "blocca", "sospendi"]}, "confermato": CONFERMATO}, "required": ["azione"]}, "run": schermo}, + {"name": "mac_screenshot", "description": "Cattura lo schermo e salva l'immagine sul Desktop.", "parameters": {"type": "object", "properties": {}}, "run": screenshot}, +] diff --git a/plugins/mail.py b/plugins/mail.py new file mode 100644 index 0000000..1e09d31 --- /dev/null +++ b/plugins/mail.py @@ -0,0 +1,223 @@ +"""Mail di macOS: posta non letta, ricerca, lettura (dall'indice di Mail) e invio (AppleScript).""" +from __future__ import annotations + +import html +import re +import sqlite3 +import subprocess +from datetime import datetime +from pathlib import Path + +MAIL_DIR = Path.home() / "Library" / "Mail" +INDEX = MAIL_DIR / "V10" / "MailData" / "Envelope Index" +MAX_BODY = 1800 + +SELECT = """ +SELECT m.ROWID, COALESCE(a.comment, ''), COALESCE(a.address, ''), COALESCE(s.subject, ''), + m.date_received, m.read, mb.url, COALESCE(su.summary, '') +FROM messages m +JOIN mailboxes mb ON m.mailbox = mb.ROWID +LEFT JOIN addresses a ON m.sender = a.ROWID +LEFT JOIN subjects s ON m.subject = s.ROWID +LEFT JOIN summaries su ON m.summary = su.ROWID +WHERE m.deleted = 0 AND (mb.url LIKE '%/INBOX' OR mb.url LIKE '%/Inbox') +""" + + +def _query(where: str, params: tuple, limit: int) -> list[dict]: + if not INDEX.exists(): + raise RuntimeError("Indice di Mail non trovato: l'app Mail è configurata su questo Mac?") + con = sqlite3.connect(f"file:{INDEX}?mode=ro", uri=True, timeout=5) + try: + rows = con.execute(f"{SELECT} {where} ORDER BY m.date_received DESC LIMIT ?", (*params, limit)).fetchall() + finally: + con.close() + out = [] + for rid, name, addr, subj, ts, read, url, summary in rows: + who = f"{name} <{addr}>" if name and addr and name != addr else (name or addr or "?") + out.append({"id": rid, "da": who, "oggetto": subj or "(senza oggetto)", "data": datetime.fromtimestamp(ts or 0), + "letta": bool(read), "url": url, "anteprima": " ".join(str(summary).split())[:120]}) + return out + + +def _fmt(rows: list[dict], preview: bool = False) -> str: + lines = [] + for r in rows: + line = f"- [{r['id']}] {'' if r['letta'] else '● '}{r['data']:%d/%m %H:%M} — {r['da']}: {r['oggetto']}" + if preview and r["anteprima"]: + line += f"\n {r['anteprima']}" + lines.append(line) + return "\n".join(lines) + + +def non_lette(params: dict, ctx: dict) -> str: + lim = max(1, min(int(params.get("limite") or 10), 30)) + rows = _query("AND m.read = 0", (), lim) + if not rows: + return "Nessuna email non letta nella posta in arrivo." + return f"Email non lette (le più recenti, max {lim}):\n{_fmt(rows, preview=True)}\nPer leggerne una usa mail_leggi con l'id tra parentesi." + + +def cerca(params: dict, ctx: dict) -> str: + q = str(params.get("query", "")).strip() + lim = max(1, min(int(params.get("limite") or 10), 30)) + if not q: + return "Errore: serve il campo 'query'." + like = f"%{q}%" + rows = _query("AND (s.subject LIKE ? OR a.address LIKE ? OR a.comment LIKE ?)", (like, like, like), lim) + return f"Risultati per '{q}':\n{_fmt(rows)}\nPer leggerne una usa mail_leggi con l'id." if rows else f"Nessuna email trovata per '{q}'." + + +# ── Lettura dal file .emlx ──────────────────────────────────────────────────── +def _mailbox_dir(url: str) -> Path | None: + m = re.match(r"^[a-z]+://([^/]+)/(.+)$", url) + if not m: + return None + account, path = m.group(1), m.group(2) + d = MAIL_DIR / "V10" / account + for part in path.split("/"): + d = d / f"{part}.mbox" + return d if d.exists() else None + + +def _find_emlx(rid: int, url: str) -> Path | None: + base = _mailbox_dir(url) + if base is None: + return None + digits = list(str(rid // 1000))[::-1] if rid >= 1000 else [] + for sub in base.iterdir(): + if not sub.is_dir(): + continue + data = sub / "Data" + cand = data.joinpath(*digits) / "Messages" if digits else data / "Messages" + for name in (f"{rid}.emlx", f"{rid}.partial.emlx"): + p = cand / name + if p.exists(): + return p + for p in base.rglob(f"{rid}*.emlx"): + return p + return None + + +def _emlx_message(path: Path): + import email + from email import policy + data = path.read_bytes() + nl = data.find(b"\n") + try: + n = int(data[:nl].strip()) + raw = data[nl + 1:nl + 1 + n] + except ValueError: + raw = data + return email.message_from_bytes(raw, policy=policy.default) + + +def _body_text(msg) -> str: + try: + part = msg.get_body(preferencelist=("plain", "html")) + except Exception: + part = None + if part is None: + return "" + try: + text = part.get_content() + except Exception: + return "" + if part.get_content_type() == "text/html": + text = re.sub(r"<(script|style)[^>]*>.*?", " ", text, flags=re.S | re.I) + text = re.sub(r"|

|||", "\n", text, flags=re.I) + text = html.unescape(re.sub(r"<[^>]+>", " ", text)) + return " ".join(text.split()) + + +def leggi(params: dict, ctx: dict) -> str: + mid = str(params.get("id", "")).strip() + if not mid.isdigit(): + return "Errore: serve l'id numerico del messaggio preso dall'elenco." + rows = _query("AND m.ROWID = ?", (int(mid),), 1) + if not rows: + return "Messaggio non trovato." + r = rows[0] + path = _find_emlx(r["id"], r["url"]) + body = "" + if path is not None: + try: + body = _body_text(_emlx_message(path)) + except Exception as err: + body = f"(testo non leggibile: {err})" + if not body: + body = r["anteprima"] or "(testo non disponibile: il messaggio non è ancora scaricato in locale)" + if len(body) > MAX_BODY: + body = body[:MAX_BODY] + " […]" + return f"Da: {r['da']}\nOggetto: {r['oggetto']}\nData: {r['data']:%d/%m/%Y %H:%M}\n\n{body}" + + +# ── Invio via AppleScript ───────────────────────────────────────────────────── +SEND_SCRIPT = ''' +on run argv + set addr to item 1 of argv + set subj to item 2 of argv + set body to item 3 of argv + tell application "Mail" + set msg to make new outgoing message with properties {subject:subj, content:body, visible:false} + tell msg to make new to recipient at end of to recipients with properties {address:addr} + send msg + end tell + return "ok" +end run +''' + + +def _osa(script: str, *args: str, timeout: int = 60) -> str: + res = subprocess.run(["osascript", "-e", script, "--", *args], capture_output=True, text=True, timeout=timeout) + if res.returncode != 0: + err = (res.stderr or "").strip() + if "-1743" in err: + raise RuntimeError("Accesso a Mail negato: concedilo in Impostazioni di Sistema > Privacy e sicurezza > Automazione.") + raise RuntimeError(err.splitlines()[-1] if err else "errore AppleScript") + return res.stdout.rstrip("\n") + + +def invia(params: dict, ctx: dict) -> str: + a = str(params.get("a", "")).strip() + oggetto = str(params.get("oggetto", "")).strip() + testo = str(params.get("testo", "")).strip() + if "@" not in a or not oggetto or not testo: + return "Errore: servono destinatario (indirizzo email), oggetto e testo." + desc = f"A: {a}\nOggetto: {oggetto}\n{testo[:160]}{'…' if len(testo) > 160 else ''}" + + def do() -> str: + _osa(SEND_SCRIPT, a, oggetto, testo) + msg = f"Email inviata a {a} con oggetto «{oggetto}»." + if ctx.get("say"): + ctx["say"](msg) + return msg + + confirm = ctx.get("confirm") + if confirm: + return confirm("mail_invia", "Inviare questa email?", desc, do) + if str(params.get("confermato", "")).lower() in ("true", "1", "sì", "si", "yes"): + return do() + return f"Prima di inviare chiedi conferma all'utente leggendo destinatario, oggetto e testo:\n{desc}\nPoi richiama con confermato=true." + + +TOOLS = [ + {"name": "mail_non_lette", + "description": "Elenca le email non lette nella posta in arrivo di Mail (mittente, oggetto, data, anteprima, id). Usalo per 'ho email nuove?', 'leggimi la posta'.", + "parameters": {"type": "object", "properties": {"limite": {"type": "integer", "description": "Quante al massimo (default 10)."}}}, + "run": non_lette}, + {"name": "mail_cerca", + "description": "Cerca email nella posta in arrivo per parola nell'oggetto o nel mittente (nome o indirizzo).", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}, "limite": {"type": "integer"}}, "required": ["query"]}, + "run": cerca}, + {"name": "mail_leggi", + "description": "Legge il contenuto di un'email dato il suo id (dall'elenco). Riassumi il testo a voce, non leggerlo integralmente se è lungo.", + "parameters": {"type": "object", "properties": {"id": {"type": "string", "description": "Id numerico del messaggio."}}, "required": ["id"]}, + "run": leggi}, + {"name": "mail_invia", + "description": "Invia un'email dall'account predefinito di Mail. Azione irreversibile: viene chiesta conferma sullo schermo; se lo strumento risponde con [CONFIRMATION_PENDING], di' all'utente di confermare sul pannello e non dire che è inviata. Scrivi tu il testo completo in italiano, con saluto e firma con il nome dell'utente.", + "parameters": {"type": "object", "properties": {"a": {"type": "string", "description": "Indirizzo email del destinatario."}, "oggetto": {"type": "string"}, "testo": {"type": "string"}, + "confermato": {"type": "boolean", "description": "Solo senza interfaccia: true dopo la conferma esplicita dell'utente."}}, + "required": ["a", "oggetto", "testo"]}, + "run": invia}, +] diff --git a/plugins/messaggi.py b/plugins/messaggi.py new file mode 100644 index 0000000..8096e55 --- /dev/null +++ b/plugins/messaggi.py @@ -0,0 +1,41 @@ +"""Messaggi (iMessage/SMS): invia un messaggio a un numero o a un contatto, con conferma.""" +from __future__ import annotations + +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import osa, confirm_or_param, CONFERMATO # noqa: E402 + +SEND = '''on run argv + tell application "Messages" + set svc to 1st account whose service type = iMessage + set b to participant (item 1 of argv) of svc + send (item 2 of argv) to b + end tell + return "ok" +end run''' + + +def invia(params: dict, ctx: dict) -> str: + a = str(params.get("a", "")).strip() + testo = str(params.get("testo", "")).strip() + if not a or not testo: + return "Errore: servono destinatario (numero con prefisso, es. +39…, o email iMessage) e testo." + if "@" not in a and not a.replace("+", "").replace(" ", "").isdigit(): + return "Il destinatario deve essere un numero di telefono o un'email: cerca il contatto con contatti_cerca." + + def do() -> str: + osa(SEND, a.replace(" ", ""), testo, timeout=30) + msg = f"Messaggio inviato a {a}." + if ctx.get("say"): + ctx["say"](msg) + return msg + + return confirm_or_param(ctx, params, "messaggi_invia", "Inviare questo messaggio?", f"A: {a}\n{testo[:200]}", do) + + +TOOLS = [ + {"name": "messaggi_invia", "description": "Invia un iMessage a un numero di telefono (con prefisso) o a un'email. Azione irreversibile con conferma sullo schermo; con [CONFIRMATION_PENDING] di' all'utente di confermare e non dire che è inviato. Per i nomi usa prima contatti_cerca.", + "parameters": {"type": "object", "properties": {"a": {"type": "string"}, "testo": {"type": "string"}, "confermato": CONFERMATO}, "required": ["a", "testo"]}, "run": invia}, +] diff --git a/plugins/meteo.py b/plugins/meteo.py new file mode 100644 index 0000000..7127f22 --- /dev/null +++ b/plugins/meteo.py @@ -0,0 +1,50 @@ +"""Meteo con Open-Meteo (gratuito, senza chiave): oggi, domani o i prossimi giorni per una città.""" +from __future__ import annotations + +from datetime import datetime + +import requests + +CODES = {0: "sereno", 1: "prevalentemente sereno", 2: "parzialmente nuvoloso", 3: "coperto", 45: "nebbia", 48: "nebbia con brina", + 51: "pioviggine leggera", 53: "pioviggine", 55: "pioviggine intensa", 61: "pioggia leggera", 63: "pioggia", 65: "pioggia forte", + 71: "neve leggera", 73: "neve", 75: "neve forte", 80: "rovesci leggeri", 81: "rovesci", 82: "rovesci violenti", 95: "temporale", + 96: "temporale con grandine", 99: "temporale con grandine forte"} +GIORNI = ["lunedì", "martedì", "mercoledì", "giovedì", "venerdì", "sabato", "domenica"] + + +def _geocode(city: str) -> tuple[float, float, str]: + r = requests.get("https://geocoding-api.open-meteo.com/v1/search", params={"name": city, "count": 1, "language": "it"}, timeout=10) + r.raise_for_status() + res = (r.json().get("results") or []) + if not res: + raise ValueError(f"Città non trovata: {city}") + g = res[0] + return g["latitude"], g["longitude"], f"{g['name']}{', ' + g['admin1'] if g.get('admin1') else ''}" + + +def previsioni(params: dict, ctx: dict) -> str: + city = str(params.get("citta", "")).strip() or "Roma" + giorni = max(1, min(7, int(params.get("giorni") or 2))) + lat, lon, label = _geocode(city) + r = requests.get("https://api.open-meteo.com/v1/forecast", params={ + "latitude": lat, "longitude": lon, "timezone": "auto", + "current": "temperature_2m,apparent_temperature,weather_code,wind_speed_10m,relative_humidity_2m", + "daily": "weather_code,temperature_2m_max,temperature_2m_min,precipitation_probability_max,precipitation_sum", + "forecast_days": giorni}, timeout=10) + r.raise_for_status() + d = r.json() + cur = d.get("current", {}) + out = [f"Meteo a {label}: ora {CODES.get(cur.get('weather_code'), '')}, {cur.get('temperature_2m')}° (percepiti {cur.get('apparent_temperature')}°), vento {cur.get('wind_speed_10m')} km/h, umidità {cur.get('relative_humidity_2m')}%."] + daily = d.get("daily", {}) + for i, day in enumerate(daily.get("time", [])): + dt = datetime.strptime(day, "%Y-%m-%d") + nome = "oggi" if i == 0 else ("domani" if i == 1 else GIORNI[dt.weekday()]) + out.append(f"- {nome} {dt:%d/%m}: {CODES.get(daily['weather_code'][i], '')}, min {daily['temperature_2m_min'][i]}° max {daily['temperature_2m_max'][i]}°, pioggia {daily['precipitation_probability_max'][i]}%") + return "\n".join(out) + + +TOOLS = [ + {"name": "meteo", "description": "Previsioni meteo per una città: ora, oggi e i prossimi giorni.", + "parameters": {"type": "object", "properties": {"citta": {"type": "string"}, "giorni": {"type": "integer", "description": "Quanti giorni (1-7, default 2)."}}, "required": ["citta"]}, + "run": previsioni}, +] diff --git a/plugins/musica.py b/plugins/musica.py new file mode 100644 index 0000000..29806f1 --- /dev/null +++ b/plugins/musica.py @@ -0,0 +1,94 @@ +"""Musica: controlla Apple Music (o Spotify, se aperto): riproduci, pausa, brano, playlist, volume.""" +from __future__ import annotations + +import subprocess +import sys +import time +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import osa # noqa: E402 + + +def _running(name: str) -> bool: + return subprocess.run(["pgrep", "-x", name], capture_output=True).returncode == 0 + + +def _app(launch: bool = False) -> str | None: + """App musicale in uso: Spotify se è l'unica aperta, altrimenti Musica (avviata se launch=True).""" + if _running("Spotify") and not _running("Music"): + return "Spotify" + if _running("Music"): + return "Music" + if launch: + subprocess.run(["open", "-a", "Music"], check=False, timeout=15) + for _ in range(20): + if _running("Music"): + time.sleep(2) + return "Music" + time.sleep(0.5) + return None + + +def controllo(params: dict, ctx: dict) -> str: + azione = str(params.get("azione", "")).lower() + app = _app(launch=azione in ("play", "riproduci")) + if app is None: + return "Nessuna app musicale aperta: di' «riproduci» per avviare Musica, oppure apri Spotify." + cmds = {"play": "play", "riproduci": "play", "pausa": "pause", "stop": "stop", "prossimo": "next track", "avanti": "next track", + "precedente": "previous track", "indietro": "previous track"} + if azione in cmds: + osa(f'tell application "{app}" to {cmds[azione]}', timeout=20) + return f"Fatto ({azione})." + if azione in ("brano", "cosa suona", "info"): + try: + out = osa(f'tell application "{app}" to return (name of current track) & " — " & (artist of current track) & " (" & (album of current track) & ")"') + stato = osa(f'tell application "{app}" to return player state as string') + return f"{'In riproduzione' if stato == 'playing' else 'In pausa'}: {out}" + except Exception: + return "Nessun brano in riproduzione." + if azione == "volume": + v = max(0, min(100, int(params.get("valore") or 50))) + osa(f'tell application "{app}" to set sound volume to {v}') + return f"Volume musica al {v}%." + return "Azione sconosciuta. Usa: riproduci, pausa, prossimo, precedente, brano, volume." + + +def riproduci(params: dict, ctx: dict) -> str: + q = str(params.get("nome", "")).strip() + tipo = str(params.get("tipo", "auto")).lower() + if not q: + return "Errore: serve il nome." + app = _app(launch=True) + if app == "Spotify": + return "Con Spotify posso solo controllare la riproduzione, non cercare: avvia tu il brano e poi dimmi pausa, avanti, ecc." + if tipo in ("playlist", "auto"): + try: + out = osa('on run argv\ntell application "Music"\nset p to first playlist whose name contains (item 1 of argv)\nplay p\nreturn name of p\nend tell\nend run', q) + return f"Riproduco la playlist «{out}»." + except Exception: + if tipo == "playlist": + return f"Nessuna playlist chiamata '{q}'." + for prop in ("artist", "album", "name"): + try: + out = osa(f'''on run argv +tell application "Music" + set trk to (first track of library playlist 1 whose {prop} contains (item 1 of argv)) + play trk + return (name of trk) & " — " & (artist of trk) +end tell +end run''', q, timeout=60) + return f"Riproduco: {out}." + except Exception: + continue + return f"Non ho trovato '{q}' nella libreria di Musica." + + +TOOLS = [ + {"name": "musica_controllo", "description": "Controlla la musica: riproduci, pausa, prossimo, precedente, brano (cosa sta suonando), volume (0-100).", + "parameters": {"type": "object", "properties": {"azione": {"type": "string", "enum": ["riproduci", "pausa", "prossimo", "precedente", "brano", "volume"]}, + "valore": {"type": "integer", "description": "Per volume: 0-100."}}, "required": ["azione"]}, "run": controllo}, + {"name": "musica_riproduci", "description": "Cerca e riproduce una playlist, un artista, un album o un brano nella libreria di Apple Music.", + "parameters": {"type": "object", "properties": {"nome": {"type": "string"}, "tipo": {"type": "string", "enum": ["auto", "playlist", "artista", "album", "brano"]}}, "required": ["nome"]}, + "run": riproduci}, +] diff --git a/plugins/note.py b/plugins/note.py new file mode 100644 index 0000000..149684f --- /dev/null +++ b/plugins/note.py @@ -0,0 +1,80 @@ +"""Note di macOS: crea, cerca e legge note (AppleScript).""" +from __future__ import annotations + +import html +import re +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import osa # noqa: E402 + +SEP = "␟" + + +def _testo(body_html: str) -> str: + t = re.sub(r"||

|", "\n", body_html, flags=re.I) + t = html.unescape(re.sub(r"<[^>]+>", "", t)) + return "\n".join(line.strip() for line in t.splitlines() if line.strip()) + + +def crea(params: dict, ctx: dict) -> str: + titolo = str(params.get("titolo", "")).strip() or "Nota" + testo = str(params.get("testo", "")).strip() + body = f"

{html.escape(titolo)}

" + "".join(f"
{html.escape(l) or '
'}
" for l in testo.splitlines()) + osa('on run argv\ntell application "Notes" to make new note at folder "Notes" with properties {name:item 1 of argv, body:item 2 of argv}\nend run', titolo, body) + return f"Nota creata: «{titolo}»." + + +def cerca(params: dict, ctx: dict) -> str: + q = str(params.get("query", "")).strip() + if not q: + return "Errore: serve il campo 'query'." + out = osa(f'''on run argv + set sep to "{SEP}" + set out to "" + set n to 0 + tell application "Notes" + repeat with nt in (notes whose name contains (item 1 of argv) or plaintext contains (item 1 of argv)) + set n to n + 1 + if n > 8 then exit repeat + set out to out & (name of nt) & sep & ((modification date of nt) as string) & linefeed + end repeat + end tell + return out +end run''', q, timeout=90) + rows = [l.split(SEP) for l in out.splitlines() if l] + if not rows: + return f"Nessuna nota trovata per '{q}'." + return f"Note trovate per '{q}':\n" + "\n".join(f"- {r[0]} ({r[1]})" for r in rows) + "\nPer leggerne una usa note_leggi con il titolo." + + +def leggi(params: dict, ctx: dict) -> str: + titolo = str(params.get("titolo", "")).strip() + if not titolo: + return "Errore: serve il titolo." + out = osa('on run argv\ntell application "Notes" to return body of (first note whose name contains (item 1 of argv))\nend run', titolo, timeout=60) + testo = _testo(out) + return testo[:2500] + (" […]" if len(testo) > 2500 else "") if testo else "Nota vuota." + + +def aggiungi(params: dict, ctx: dict) -> str: + titolo = str(params.get("titolo", "")).strip() + testo = str(params.get("testo", "")).strip() + if not titolo or not testo: + return "Errore: servono titolo (della nota esistente) e testo da aggiungere." + extra = "".join(f"
{html.escape(l) or '
'}
" for l in testo.splitlines()) + osa('on run argv\ntell application "Notes"\nset nt to first note whose name contains (item 1 of argv)\nset body of nt to (body of nt) & (item 2 of argv)\nend tell\nend run', titolo, extra) + return f"Aggiunto alla nota «{titolo}»." + + +TOOLS = [ + {"name": "note_crea", "description": "Crea una nuova nota nell'app Note con titolo e testo. Usalo per 'prendi nota', 'appunta che…'.", + "parameters": {"type": "object", "properties": {"titolo": {"type": "string"}, "testo": {"type": "string"}}, "required": ["testo"]}, "run": crea}, + {"name": "note_aggiungi", "description": "Aggiunge testo in fondo a una nota esistente, cercata per titolo.", + "parameters": {"type": "object", "properties": {"titolo": {"type": "string"}, "testo": {"type": "string"}}, "required": ["titolo", "testo"]}, "run": aggiungi}, + {"name": "note_cerca", "description": "Cerca note per parola nel titolo o nel testo.", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}}, "required": ["query"]}, "run": cerca}, + {"name": "note_leggi", "description": "Legge il contenuto di una nota cercata per titolo.", + "parameters": {"type": "object", "properties": {"titolo": {"type": "string"}}, "required": ["titolo"]}, "run": leggi}, +] diff --git a/plugins/promemoria.py b/plugins/promemoria.py new file mode 100644 index 0000000..15d19a6 --- /dev/null +++ b/plugins/promemoria.py @@ -0,0 +1,149 @@ +"""Promemoria di macOS: elenca, aggiunge e completa promemoria (EventKit, sincronizzati con iPhone).""" +from __future__ import annotations + +import threading +from datetime import datetime, timedelta + +_store = None +_lock = threading.Lock() + + +def _get_store(): + global _store + with _lock: + if _store is not None: + return _store + import EventKit + store = EventKit.EKEventStore.alloc().init() + done, res = threading.Event(), {} + + def cb(granted, err): + res["granted"] = bool(granted) + done.set() + + if hasattr(store, "requestFullAccessToRemindersWithCompletion_"): + store.requestFullAccessToRemindersWithCompletion_(cb) + else: + store.requestAccessToEntityType_completion_(EventKit.EKEntityTypeReminder, cb) + done.wait(60) + if not res.get("granted"): + raise RuntimeError("Accesso ai Promemoria negato: concedilo in Impostazioni di Sistema > Privacy e sicurezza > Promemoria.") + _store = store + return store + + +def _parse_dt(s: str) -> datetime | None: + s = (s or "").strip().replace("T", " ") + if not s: + return None + for fmt in ("%Y-%m-%d %H:%M", "%Y-%m-%d"): + try: + return datetime.strptime(s, fmt) + except ValueError: + continue + raise ValueError(f"Data non valida: '{s}'. Usa AAAA-MM-GG HH:MM.") + + +def _due(r) -> datetime | None: + comps = r.dueDateComponents() + if comps is None: + return None + try: + return datetime(comps.year(), comps.month(), comps.day(), comps.hour() if comps.hour() != 9223372036854775807 else 0, + comps.minute() if comps.minute() != 9223372036854775807 else 0) + except Exception: + return None + + +def _fetch_incomplete(): + store = _get_store() + pred = store.predicateForIncompleteRemindersWithDueDateStarting_ending_calendars_(None, None, None) + done, out = threading.Event(), [] + + def cb(items): + out.extend(list(items or [])) + done.set() + + store.fetchRemindersMatchingPredicate_completion_(pred, cb) + done.wait(30) + return out + + +def _fmt(r) -> str: + d = _due(r) + when = f" (entro {d:%d/%m %H:%M})" if d and (d.hour or d.minute) else (f" (entro {d:%d/%m})" if d else "") + return f"- {r.title()}{when} [{r.calendar().title()}]" + + +def elenca(params: dict, ctx: dict) -> str: + items = _fetch_incomplete() + quando = str(params.get("quando", "tutti")).lower() + today = datetime.now().date() + if quando == "oggi": + items = [r for r in items if (d := _due(r)) and d.date() <= today] + elif quando == "settimana": + items = [r for r in items if (d := _due(r)) and d.date() <= today + timedelta(days=7)] + items.sort(key=lambda r: (_due(r) or datetime.max)) + if not items: + return "Nessun promemoria da fare" + (" per oggi." if quando == "oggi" else ".") + return f"Promemoria da fare ({len(items)}):\n" + "\n".join(_fmt(r) for r in items[:30]) + + +def aggiungi(params: dict, ctx: dict) -> str: + import EventKit + from Foundation import NSDateComponents + store = _get_store() + titolo = str(params.get("titolo", "")).strip() + if not titolo: + return "Errore: serve il titolo." + r = EventKit.EKReminder.reminderWithEventStore_(store) + r.setTitle_(titolo) + lista = str(params.get("lista", "")).strip() + cal = None + if lista: + for c in store.calendarsForEntityType_(EventKit.EKEntityTypeReminder): + if c.title().lower() == lista.lower(): + cal = c + r.setCalendar_(cal or store.defaultCalendarForNewReminders()) + scadenza = _parse_dt(str(params.get("scadenza", ""))) + if scadenza: + comps = NSDateComponents.alloc().init() + comps.setYear_(scadenza.year); comps.setMonth_(scadenza.month); comps.setDay_(scadenza.day) + comps.setHour_(scadenza.hour); comps.setMinute_(scadenza.minute) + r.setDueDateComponents_(comps) + from Foundation import NSDate + alarm = EventKit.EKAlarm.alarmWithAbsoluteDate_(NSDate.dateWithTimeIntervalSince1970_(scadenza.timestamp())) + r.addAlarm_(alarm) + if params.get("note"): + r.setNotes_(str(params["note"])) + ok, err = store.saveReminder_commit_error_(r, True, None) + return f"Promemoria aggiunto: {_fmt(r)[2:]}" if ok else f"Errore: {err}" + + +def completa(params: dict, ctx: dict) -> str: + titolo = str(params.get("titolo", "")).strip().lower() + if not titolo: + return "Errore: serve il titolo (anche parziale)." + found = [r for r in _fetch_incomplete() if titolo in (r.title() or "").lower()] + if not found: + return "Nessun promemoria con quel titolo." + if len(found) > 1 and not params.get("tutti"): + return "Ho trovato più promemoria, dimmi quale:\n" + "\n".join(_fmt(r) for r in found) + store = _get_store() + for r in found: + r.setCompleted_(True) + store.saveReminder_commit_error_(r, True, None) + return "Completato: " + ", ".join(r.title() for r in found) + + +TOOLS = [ + {"name": "promemoria_elenca", "description": "Elenca i promemoria da fare dell'app Promemoria (tutti, di oggi o della settimana).", + "parameters": {"type": "object", "properties": {"quando": {"type": "string", "enum": ["tutti", "oggi", "settimana"]}}}, "run": elenca}, + {"name": "promemoria_aggiungi", "description": "Aggiunge un promemoria (o una voce a una lista, per esempio 'Spesa'). Converti 'domani alle 17' in AAAA-MM-GG HH:MM usando la data del prompt.", + "parameters": {"type": "object", "properties": {"titolo": {"type": "string"}, "scadenza": {"type": "string", "description": "AAAA-MM-GG HH:MM, facoltativa."}, + "lista": {"type": "string", "description": "Nome della lista (facoltativo)."}, "note": {"type": "string"}}, "required": ["titolo"]}, + "run": aggiungi}, + {"name": "promemoria_completa", "description": "Segna come fatto un promemoria cercandolo per titolo.", + "parameters": {"type": "object", "properties": {"titolo": {"type": "string"}, "tutti": {"type": "boolean", "description": "Completa tutti quelli che corrispondono."}}, "required": ["titolo"]}, + "run": completa}, +] diff --git a/plugins/telegram.py b/plugins/telegram.py new file mode 100644 index 0000000..29fcec2 --- /dev/null +++ b/plugins/telegram.py @@ -0,0 +1,155 @@ +"""Telegram con il tuo account: chat non lette, lettura, ricerca e invio (con conferma).""" +from __future__ import annotations + +import sys +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import confirm_or_param, CONFERMATO # noqa: E402 +from avatar import telegram_client as tg # noqa: E402 + + +def _name(entity) -> str: + for attr in ("title",): + if getattr(entity, attr, None): + return entity.title + return f"{getattr(entity, 'first_name', '') or ''} {getattr(entity, 'last_name', '') or ''}".strip() or getattr(entity, "username", "") or "?" + + +def _preview(msg) -> str: + t = (msg.message or "").strip() if msg else "" + if not t and msg is not None: + t = "[media]" if getattr(msg, "media", None) else "" + return " ".join(t.split())[:140] + + +def non_letti(params: dict, ctx: dict) -> str: + lim = max(1, min(int(params.get("limite") or 10), 30)) + + async def go(client): + out, total = [], 0 + async for d in client.iter_dialogs(limit=100): + if d.unread_count > 0 and not d.is_channel or (d.is_channel and d.is_group and d.unread_count > 0): + total += d.unread_count + sender = "" + if d.message and d.is_group: + try: + s = await d.message.get_sender() + sender = _name(s) + ": " + except Exception: + pass + out.append(f"- {d.name} ({d.unread_count} non lett{'o' if d.unread_count == 1 else 'i'}): {sender}{_preview(d.message)}") + if len(out) >= lim: + break + return out, total + + out, total = tg.run(go) + if not out: + return "Nessun messaggio Telegram non letto (canali esclusi)." + return f"Telegram, {total} messaggi non letti:\n" + "\n".join(out) + "\nPer leggere una chat usa telegram_leggi con il nome." + + +async def _find_dialog(client, name: str): + name_l = name.lower() + best = None + async for d in client.iter_dialogs(limit=300): + n = (d.name or "").lower() + if n == name_l: + return d + if name_l in n and best is None: + best = d + if best is None: + try: + ent = await client.get_entity(name) + return ent + except Exception: + return None + return best + + +def leggi(params: dict, ctx: dict) -> str: + chat = str(params.get("chat", "")).strip() + n = max(1, min(int(params.get("numero") or 10), 40)) + if not chat: + return "Errore: serve il nome della chat o del contatto." + + async def go(client): + d = await _find_dialog(client, chat) + if d is None: + return None + entity = getattr(d, "entity", d) + lines = [] + async for m in client.iter_messages(entity, limit=n): + who = "tu" if m.out else _name(await m.get_sender()) if m.sender_id else "?" + lines.append(f"[{m.date.astimezone():%d/%m %H:%M}] {who}: {_preview(m)}") + try: + await client.send_read_acknowledge(entity) + except Exception: + pass + return getattr(d, "name", None) or _name(entity), list(reversed(lines)) + + res = tg.run(go) + if res is None: + return f"Nessuna chat trovata per '{chat}'." + name, lines = res + return f"Chat «{name}», ultimi messaggi:\n" + "\n".join(lines) + + +def cerca(params: dict, ctx: dict) -> str: + q = str(params.get("query", "")).strip() + if not q: + return "Errore: serve la query." + + async def go(client): + lines = [] + async for m in client.iter_messages(None, search=q, limit=15): + try: + chat = _name(await m.get_chat()) + except Exception: + chat = "?" + lines.append(f"[{m.date.astimezone():%d/%m %H:%M}] {chat}: {_preview(m)}") + return lines + + lines = tg.run(go) + return f"Messaggi Telegram con '{q}':\n" + "\n".join(lines) if lines else f"Nessun messaggio trovato per '{q}'." + + +def invia(params: dict, ctx: dict) -> str: + chat = str(params.get("chat", "")).strip() + testo = str(params.get("testo", "")).strip() + if not chat or not testo: + return "Errore: servono destinatario (nome della chat, @username o numero) e testo." + + async def resolve(client): + d = await _find_dialog(client, chat) + if d is None: + return None + return getattr(d, "name", None) or _name(d) + + name = tg.run(resolve) + if name is None: + return f"Non trovo '{chat}' tra le tue chat Telegram." + + def do() -> str: + async def send(client): + d = await _find_dialog(client, chat) + await client.send_message(getattr(d, "entity", d), testo) + return f"Messaggio Telegram inviato a {name}." + msg = tg.run(send) + if ctx.get("say"): + ctx["say"](msg) + return msg + + return confirm_or_param(ctx, params, "telegram_invia", "Inviare su Telegram?", f"A: {name}\n{testo[:200]}", do) + + +TOOLS = [ + {"name": "telegram_non_letti", "description": "Elenca le chat Telegram con messaggi non letti e l'ultimo messaggio di ciascuna.", + "parameters": {"type": "object", "properties": {"limite": {"type": "integer"}}}, "run": non_letti}, + {"name": "telegram_leggi", "description": "Legge gli ultimi messaggi di una chat o di un contatto Telegram (per nome) e li segna come letti.", + "parameters": {"type": "object", "properties": {"chat": {"type": "string"}, "numero": {"type": "integer"}}, "required": ["chat"]}, "run": leggi}, + {"name": "telegram_cerca", "description": "Cerca messaggi in tutte le chat Telegram per parola.", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}}, "required": ["query"]}, "run": cerca}, + {"name": "telegram_invia", "description": "Invia un messaggio Telegram a un contatto o a un gruppo (per nome o @username). Azione irreversibile con conferma sullo schermo; con [CONFIRMATION_PENDING] di' all'utente di confermare e non dire che è inviato.", + "parameters": {"type": "object", "properties": {"chat": {"type": "string"}, "testo": {"type": "string"}, "confermato": CONFERMATO}, "required": ["chat", "testo"]}, "run": invia}, +] diff --git a/plugins/timer.py b/plugins/timer.py new file mode 100644 index 0000000..8e0d653 --- /dev/null +++ b/plugins/timer.py @@ -0,0 +1,109 @@ +"""Timer, sveglie e attività programmate: l'app avvisa a voce o esegue un comando all'ora stabilita, anche ogni giorno.""" +from __future__ import annotations + +import json +import sys +import uuid +from datetime import datetime, timedelta +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.settings import DATA_DIR # noqa: E402 + +FILE = DATA_DIR / "timers.json" + + +def load() -> list[dict]: + try: + return json.loads(FILE.read_text(encoding="utf-8")) + except Exception: + return [] + + +def save(items: list[dict]) -> None: + FILE.parent.mkdir(parents=True, exist_ok=True) + FILE.write_text(json.dumps(items, ensure_ascii=False, indent=2), encoding="utf-8") + + +def _when(params: dict) -> datetime: + now = datetime.now() + if params.get("minuti"): + return now + timedelta(minutes=float(params["minuti"])) + s = str(params.get("ora", "")).strip().replace("T", " ") + if not s: + raise ValueError("Serve 'minuti' oppure 'ora'.") + if len(s) <= 5: # HH:MM oggi (o domani se già passata) + t = datetime.strptime(s, "%H:%M").time() + dt = datetime.combine(now.date(), t) + return dt if dt > now else dt + timedelta(days=1) + return datetime.strptime(s, "%Y-%m-%d %H:%M") + + +def imposta(params: dict, ctx: dict) -> str: + testo = str(params.get("testo", "")).strip() or "Timer scaduto" + try: + at = _when(params) + except ValueError as err: + return f"Errore: {err}" + item = {"id": uuid.uuid4().hex[:6], "at": at.strftime("%Y-%m-%d %H:%M"), "testo": testo, + "ripeti": "giorno" if params.get("ogni_giorno") else "no", "comando": bool(params.get("esegui_come_comando"))} + items = load(); items.append(item); save(items) + quando = at.strftime("%H:%M") if at.date() == datetime.now().date() else at.strftime("%d/%m alle %H:%M") + tipo = "comando" if item["comando"] else "avviso" + return f"{tipo.capitalize()} programmato per le {quando}{' ogni giorno' if item['ripeti'] == 'giorno' else ''}: «{testo}» [id {item['id']}]." + + +def elenca(params: dict, ctx: dict) -> str: + items = sorted(load(), key=lambda x: x["at"]) + if not items: + return "Nessun timer o attività programmata." + return "Programmati:\n" + "\n".join(f"- [{i['id']}] {i['at']}{' ogni giorno' if i.get('ripeti') == 'giorno' else ''}: {i['testo']}{' (comando)' if i.get('comando') else ''}" for i in items) + + +def annulla(params: dict, ctx: dict) -> str: + key = str(params.get("id", "")).strip().lower() + items = load() + keep = [i for i in items if i["id"] != key and key not in i["testo"].lower()] if key else [] + if key and len(keep) == len(items): + return "Nessun timer corrispondente." + if not key: + save([]); return "Tutti i timer annullati." + save(keep) + return f"Annullati {len(items) - len(keep)} timer." + + +def due(now: datetime | None = None) -> list[dict]: + """Restituisce gli elementi scaduti e aggiorna il file (usato dallo scheduler dell'app).""" + now = now or datetime.now() + items, fired, keep = load(), [], [] + for i in items: + try: + at = datetime.strptime(i["at"], "%Y-%m-%d %H:%M") + except ValueError: + continue + if at <= now: + fired.append(i) + if i.get("ripeti") == "giorno": + nxt = at + timedelta(days=1) + while nxt <= now: + nxt += timedelta(days=1) + keep.append({**i, "at": nxt.strftime("%Y-%m-%d %H:%M")}) + else: + keep.append(i) + if fired: + save(keep) + return fired + + +TOOLS = [ + {"name": "timer_imposta", + "description": "Imposta un timer ('tra 10 minuti'), una sveglia/avviso a un'ora, o un'attività programmata anche giornaliera. Con esegui_come_comando=true, all'ora stabilita il testo viene eseguito come richiesta all'assistente (es. 'leggimi la posta'), altrimenti viene annunciato a voce.", + "parameters": {"type": "object", "properties": {"testo": {"type": "string", "description": "Cosa annunciare, o il comando da eseguire."}, + "minuti": {"type": "number", "description": "Fra quanti minuti."}, + "ora": {"type": "string", "description": "HH:MM oppure AAAA-MM-GG HH:MM."}, + "ogni_giorno": {"type": "boolean"}, "esegui_come_comando": {"type": "boolean"}}, "required": ["testo"]}, + "run": imposta}, + {"name": "timer_elenca", "description": "Elenca timer e attività programmate.", "parameters": {"type": "object", "properties": {}}, "run": elenca}, + {"name": "timer_annulla", "description": "Annulla un timer per id o parola del testo; senza id annulla tutti.", + "parameters": {"type": "object", "properties": {"id": {"type": "string"}}}, "run": annulla}, +] diff --git a/plugins/whatsapp_archivio.py b/plugins/whatsapp_archivio.py new file mode 100644 index 0000000..982f8de --- /dev/null +++ b/plugins/whatsapp_archivio.py @@ -0,0 +1,279 @@ +"""Archivio delle chat WhatsApp esportate (.txt o .zip): indice locale, ricerca, lettura per periodo, riepiloghi.""" +from __future__ import annotations + +import re +import shutil +import sqlite3 +import sys +import zipfile +from datetime import datetime, timedelta +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.settings import DATA_DIR # noqa: E402 + +ARCHIVE = DATA_DIR / "whatsapp" +DB = ARCHIVE / "index.sqlite" +MAX_CHARS = 12000 +# iOS: [21/11/20, 13:56:41] Nome: testo — Android: 21/11/20, 13:56 - Nome: testo +RE_IOS = re.compile(r"^‎?\[(\d{1,2}/\d{1,2}/\d{2,4}),? (\d{1,2}:\d{2}(?::\d{2})?)\] ([^:]{1,80}?): (.*)$") +RE_AND = re.compile(r"^‎?(\d{1,2}/\d{1,2}/\d{2,4}),? (\d{1,2}:\d{2}(?::\d{2})?) - ([^:]{1,80}?): (.*)$") +SKIP = ("crittografati end-to-end", "end-to-end encrypted") +MEDIA = {"immagine omessa": "[immagine]", "video omesso": "[video]", "audio omesso": "[audio]", "sticker omesso": "[sticker]", + "GIF omessa": "[gif]", "documento omesso": "[documento]", "image omitted": "[immagine]", "video omitted": "[video]"} + + +def _parse_ts(d: str, t: str) -> datetime | None: + for fmt in ("%d/%m/%y %H:%M:%S", "%d/%m/%Y %H:%M:%S", "%d/%m/%y %H:%M", "%d/%m/%Y %H:%M"): + try: + return datetime.strptime(f"{d} {t}", fmt) + except ValueError: + continue + return None + + +def parse(text: str): + msgs = [] + for raw in text.splitlines(): + line = raw.rstrip("\r").replace("‎", "") + m = RE_IOS.match(line) or RE_AND.match(line) + if m: + ts = _parse_ts(m.group(1), m.group(2)) + body = m.group(4).strip() + if ts is None or any(s in body for s in SKIP): + continue + for k, v in MEDIA.items(): + if body == k: + body = v + msgs.append([ts, m.group(3).strip(), body]) + elif msgs and line.strip(): + msgs[-1][2] += "\n" + line.strip() + return msgs + + +def _db() -> sqlite3.Connection: + ARCHIVE.mkdir(parents=True, exist_ok=True) + con = sqlite3.connect(DB) + con.execute("CREATE TABLE IF NOT EXISTS chats (name TEXT PRIMARY KEY, file TEXT, mtime REAL, count INTEGER, first TEXT, last TEXT, participants TEXT)") + con.execute("CREATE TABLE IF NOT EXISTS messages (id INTEGER PRIMARY KEY, chat TEXT, ts TEXT, sender TEXT, text TEXT)") + con.execute("CREATE INDEX IF NOT EXISTS idx_chat_ts ON messages(chat, ts)") + con.execute("CREATE VIRTUAL TABLE IF NOT EXISTS fts USING fts5(text, content='messages', content_rowid='id', tokenize='unicode61 remove_diacritics 2')") + con.execute("CREATE TRIGGER IF NOT EXISTS messages_ai AFTER INSERT ON messages BEGIN INSERT INTO fts(rowid, text) VALUES (new.id, new.text); END") + con.execute("CREATE TRIGGER IF NOT EXISTS messages_ad AFTER DELETE ON messages BEGIN INSERT INTO fts(fts, rowid, text) VALUES ('delete', old.id, old.text); END") + for col in ("source TEXT", "jid TEXT", "from_me INTEGER DEFAULT 0"): + try: + con.execute(f"ALTER TABLE messages ADD COLUMN {col}") + except sqlite3.OperationalError: + pass + con.execute("PRAGMA journal_mode=WAL") + return con + + +def _index_file(con: sqlite3.Connection, name: str, path: Path) -> int: + msgs = parse(path.read_text(encoding="utf-8", errors="replace")) + con.execute("DELETE FROM messages WHERE chat = ? AND (source IS NULL OR source = 'export')", (name,)) + con.executemany("INSERT INTO messages (chat, ts, sender, text, source) VALUES (?, ?, ?, ?, 'export')", + [(name, ts.strftime("%Y-%m-%d %H:%M:%S"), s, t) for ts, s, t in msgs]) + con.execute("INSERT INTO fts(fts) VALUES ('rebuild')") + senders = sorted({s for _, s, _ in msgs}, key=lambda s: -sum(1 for _, x, _ in msgs if x == s)) + con.execute("INSERT OR REPLACE INTO chats VALUES (?, ?, ?, ?, ?, ?, ?)", + (name, str(path), path.stat().st_mtime, len(msgs), msgs[0][0].strftime("%Y-%m-%d") if msgs else "", + msgs[-1][0].strftime("%Y-%m-%d") if msgs else "", ", ".join(senders[:6]))) + con.commit() + return len(msgs) + + +def _sync(con: sqlite3.Connection) -> list[str]: + """Indicizza i .txt nuovi o modificati presenti nella cartella archivio.""" + ARCHIVE.mkdir(parents=True, exist_ok=True) + known = {r[0]: r for r in con.execute("SELECT name, file, mtime FROM chats")} + done = [] + for path in sorted(ARCHIVE.glob("*.txt")): + name = path.stem + if name in known and abs(known[name][2] - path.stat().st_mtime) < 1: + continue + n = _index_file(con, name, path) + done.append(f"{name} ({n} messaggi)") + return done + + +def _chat_name(con: sqlite3.Connection, chat: str) -> str | None: + names = [r[0] for r in con.execute("SELECT name FROM chats")] + if not chat: + return names[0] if len(names) == 1 else None + q = chat.lower() + return next((n for n in names if n.lower() == q), None) or next((n for n in names if q in n.lower()), None) + + +def _range(params: dict) -> tuple[str | None, str | None]: + da, a = str(params.get("da", "")).strip(), str(params.get("a", "")).strip() + today = datetime.now().date() + alias = {"oggi": (today, today), "ieri": (today - timedelta(days=1), today - timedelta(days=1)), + "settimana": (today - timedelta(days=7), today), "mese": (today - timedelta(days=30), today)} + if da.lower() in alias: + d1, d2 = alias[da.lower()] + return d1.isoformat(), d2.isoformat() + " 23:59:59" + return (da or None), ((a[:10] + " 23:59:59") if a else None) + + +def _fmt(rows) -> str: + return "\n".join(f"[{ts[:16]}] {s}: {t}" for ts, s, t in rows) + + +def importa(params: dict, ctx: dict) -> str: + src = Path(str(params.get("percorso", ""))).expanduser() + nome = str(params.get("nome", "")).strip() + if not src.exists(): + return f"Percorso non trovato: {src}" + ARCHIVE.mkdir(parents=True, exist_ok=True) + txt: Path | None = None + if src.is_dir(): + cands = list(src.glob("*.txt")) + txt = next((c for c in cands if c.name == "_chat.txt"), cands[0] if cands else None) + elif src.suffix.lower() == ".zip": + with zipfile.ZipFile(src) as z: + members = [m for m in z.namelist() if m.endswith(".txt") and not m.startswith("__MACOSX") and not Path(m).name.startswith(".")] + member = next((m for m in members if Path(m).name == "_chat.txt"), members[0] if members else None) + if not member: + return "Nello zip non c'è un file .txt." + tmp = ARCHIVE / "_import.txt" + tmp.write_bytes(z.read(member)) + txt = tmp + else: + txt = src + if txt is None: + return "Nessun file .txt trovato." + con = _db() + if not nome: + # Gli zip di WhatsApp si chiamano "WhatsApp Chat - Nome.zip": usa quel nome. + m = re.match(r"^WhatsApp Chat - (.+)$", src.stem, flags=re.I) + if m: + nome = m.group(1).strip() + if not nome: + msgs = parse(txt.read_text(encoding="utf-8", errors="replace")) + senders = {} + for _, s, _ in msgs: + senders[s] = senders.get(s, 0) + 1 + top = sorted(senders, key=senders.get, reverse=True) + nome = " & ".join(top[:2]) if len(top) > 1 else (top[0] if top else src.stem) + safe = re.sub(r'[\\/:*?"<>|]+', "_", nome).strip() or "chat" + dest = ARCHIVE / f"{safe}.txt" + if txt.resolve() != dest.resolve(): + shutil.copyfile(txt, dest) + if (ARCHIVE / "_import.txt").exists(): + (ARCHIVE / "_import.txt").unlink() + n = _index_file(con, safe, dest) + con.close() + return f"Chat importata come «{safe}»: {n} messaggi indicizzati." + + +def importa_cartella(params: dict, ctx: dict) -> str: + folder = Path(str(params.get("percorso", ""))).expanduser() + if not folder.is_dir(): + return f"Cartella non trovata: {folder}" + files = sorted([p for p in folder.iterdir() if p.suffix.lower() in (".zip", ".txt") and not p.name.startswith(".")]) + if not files: + return "Nessun file .zip o .txt nella cartella." + results, errors = [], [] + for f in files: + try: + results.append(importa({"percorso": str(f)}, ctx)) + except Exception as err: + errors.append(f"{f.name}: {err}") + out = f"Importate {len(results)} chat:\n" + "\n".join("- " + r.replace("Chat importata come ", "") for r in results) + if errors: + out += "\nErrori:\n" + "\n".join("- " + e for e in errors) + return out + + +def elenca(params: dict, ctx: dict) -> str: + con = _db() + _sync(con) + rows = con.execute("SELECT name, count, first, last, participants FROM chats ORDER BY name").fetchall() + con.close() + if not rows: + return f"Archivio vuoto. Esporta una chat da WhatsApp e importala con whatsapp_importa, oppure copia il .txt in {ARCHIVE}." + return "Chat in archivio:\n" + "\n".join(f"- {n}: {c} messaggi dal {f} al {l} (partecipanti: {p})" for n, c, f, l, p in rows) + + +def cerca(params: dict, ctx: dict) -> str: + q = str(params.get("query", "")).strip() + if not q: + return "Errore: serve la query." + lim = max(1, min(int(params.get("limite") or 15), 60)) + con = _db() + _sync(con) + chat = _chat_name(con, str(params.get("chat", ""))) + da, a = _range(params) + sql = "SELECT m.ts, m.sender, m.text FROM fts JOIN messages m ON m.id = fts.rowid WHERE fts MATCH ?" + args: list = ['"' + q.replace('"', '') + '"*' if " " not in q else " ".join('"' + w.replace('"', '') + '"' for w in q.split())] + if chat: + sql += " AND m.chat = ?"; args.append(chat) + if da: + sql += " AND m.ts >= ?"; args.append(da) + if a: + sql += " AND m.ts <= ?"; args.append(a) + sql += " ORDER BY m.ts DESC LIMIT ?"; args.append(lim) + rows = con.execute(sql, args).fetchall() + con.close() + if not rows: + return f"Nessun messaggio contiene '{q}'." + return f"Messaggi con '{q}' ({len(rows)}, i più recenti):\n" + _fmt(reversed(rows)) + + +def leggi(params: dict, ctx: dict) -> str: + con = _db() + _sync(con) + chat = _chat_name(con, str(params.get("chat", ""))) + if chat is None: + con.close() + return "Chat non trovata: usa whatsapp_chat_elenca per vedere i nomi." + da, a = _range(params) + n = max(1, min(int(params.get("ultimi") or 0) or 0, 400)) + if da or a: + sql, args = "SELECT ts, sender, text FROM messages WHERE chat = ?", [chat] + if da: + sql += " AND ts >= ?"; args.append(da) + if a: + sql += " AND ts <= ?"; args.append(a) + rows = con.execute(sql + " ORDER BY ts LIMIT 400", args).fetchall() + else: + rows = list(reversed(con.execute("SELECT ts, sender, text FROM messages WHERE chat = ? ORDER BY ts DESC LIMIT ?", (chat, n or 30)).fetchall())) + con.close() + if not rows: + return "Nessun messaggio nel periodo." + text = _fmt(rows) + if len(text) > MAX_CHARS: + text = text[-MAX_CHARS:] + text = "[…]\n" + text[text.find("\n") + 1:] + return f"Chat «{chat}», {len(rows)} messaggi:\n{text}" + + +def statistiche(params: dict, ctx: dict) -> str: + con = _db() + _sync(con) + chat = _chat_name(con, str(params.get("chat", ""))) + if chat is None: + con.close() + return "Chat non trovata." + rows = con.execute("SELECT sender, COUNT(*) FROM messages WHERE chat = ? GROUP BY sender ORDER BY 2 DESC", (chat,)).fetchall() + months = con.execute("SELECT substr(ts,1,7), COUNT(*) FROM messages WHERE chat = ? GROUP BY 1 ORDER BY 1 DESC LIMIT 12", (chat,)).fetchall() + con.close() + return (f"Chat «{chat}»: " + ", ".join(f"{s} {c} messaggi" for s, c in rows) + ".\nUltimi mesi: " + + ", ".join(f"{m} {c}" for m, c in months)) + + +TOOLS = [ + {"name": "whatsapp_importa", "description": "Importa una chat WhatsApp esportata (.txt, .zip o cartella con _chat.txt) nell'archivio locale e la indicizza. Il nome è facoltativo: altrimenti usa i partecipanti.", + "parameters": {"type": "object", "properties": {"percorso": {"type": "string"}, "nome": {"type": "string"}}, "required": ["percorso"]}, "run": importa}, + {"name": "whatsapp_importa_cartella", "description": "Importa tutte le chat WhatsApp esportate (.zip o .txt) presenti in una cartella.", + "parameters": {"type": "object", "properties": {"percorso": {"type": "string"}}, "required": ["percorso"]}, "run": importa_cartella}, + {"name": "whatsapp_chat_elenca", "description": "Elenca le chat WhatsApp in archivio con numero di messaggi, periodo e partecipanti.", + "parameters": {"type": "object", "properties": {}}, "run": elenca}, + {"name": "whatsapp_cerca", "description": "Cerca parole nei messaggi WhatsApp archiviati (tutte le chat o una sola), con periodo facoltativo (da/a AAAA-MM-GG oppure da='settimana'|'mese').", + "parameters": {"type": "object", "properties": {"query": {"type": "string"}, "chat": {"type": "string"}, "da": {"type": "string"}, "a": {"type": "string"}, "limite": {"type": "integer"}}, "required": ["query"]}, "run": cerca}, + {"name": "whatsapp_leggi", "description": "Legge i messaggi di una chat: gli ultimi N oppure un periodo (da/a). Usalo per riassumere o rispondere a domande su cosa è stato detto.", + "parameters": {"type": "object", "properties": {"chat": {"type": "string"}, "ultimi": {"type": "integer"}, "da": {"type": "string"}, "a": {"type": "string"}}}, "run": leggi}, + {"name": "whatsapp_statistiche", "description": "Quanti messaggi per persona e per mese in una chat.", + "parameters": {"type": "object", "properties": {"chat": {"type": "string"}}}, "run": statistiche}, +] diff --git a/plugins/whatsapp_live.py b/plugins/whatsapp_live.py new file mode 100644 index 0000000..4a9cc78 --- /dev/null +++ b/plugins/whatsapp_live.py @@ -0,0 +1,76 @@ +"""WhatsApp in tempo reale (dispositivo collegato): novità, stato e invio con conferma.""" +from __future__ import annotations + +import sqlite3 +import sys +from datetime import datetime, timedelta +from pathlib import Path + +sys.path.insert(0, str(Path(__file__).resolve().parent.parent)) +from avatar.macos import confirm_or_param, CONFERMATO # noqa: E402 +from avatar import whatsapp_bridge as wb # noqa: E402 +from avatar.settings import DATA_DIR # noqa: E402 + +DB = DATA_DIR / "whatsapp" / "index.sqlite" + + +def stato(params: dict, ctx: dict) -> str: + return wb.status_text() + + +def novita(params: dict, ctx: dict) -> str: + minuti = int(params.get("minuti") or 0) + lim = max(1, min(int(params.get("limite") or 20), 60)) + if not DB.exists(): + return "Nessun messaggio ricevuto finora." + since = (datetime.now() - timedelta(minutes=minuti)).strftime("%Y-%m-%d %H:%M:%S") if minuti else (datetime.now().strftime("%Y-%m-%d") + " 00:00:00") + con = sqlite3.connect(f"file:{DB}?mode=ro", uri=True) + try: + rows = con.execute("SELECT ts, chat, sender, text FROM messages WHERE source = 'live' AND from_me = 0 AND ts >= ? ORDER BY ts DESC LIMIT ?", (since, lim)).fetchall() + finally: + con.close() + if not rows: + return "Nessun messaggio WhatsApp nuovo" + (f" negli ultimi {minuti} minuti." if minuti else " oggi.") + (" " + wb.status_text() if not wb.running() else "") + lines = [f"[{ts[11:16]}] {chat}{' — ' + sender if sender != chat else ''}: {text[:200]}" for ts, chat, sender, text in reversed(rows)] + return f"Messaggi WhatsApp ricevuti ({len(rows)}):\n" + "\n".join(lines) + + +def invia(params: dict, ctx: dict) -> str: + a = str(params.get("a", "")).strip() + testo = str(params.get("testo", "")).strip() + if not a or not testo: + return "Errore: servono destinatario (nome del contatto o del gruppo, oppure numero) e testo." + if not wb.running(): + wb.start() + try: + res = wb.resolve(a) + except Exception as err: + return f"WhatsApp non disponibile: {err}" + if not res.get("jid"): + return f"Non trovo '{a}' tra i contatti WhatsApp: prova con il numero di telefono." + name = res.get("name") or a + + def do() -> str: + out = wb.send(a, testo) + msg = f"Messaggio WhatsApp inviato a {out.get('name') or name}." + if ctx.get("say"): + ctx["say"](msg) + return msg + + return confirm_or_param(ctx, params, "whatsapp_invia", "Inviare su WhatsApp?", f"A: {name}\n{testo[:200]}", do) + + +def aggiorna_contatti(params: dict, ctx: dict) -> str: + n = wb.sync_contacts() + return f"Rubrica sincronizzata: {n} numeri associati ai nomi." + + +TOOLS = [ + {"name": "whatsapp_aggiorna_contatti", "description": "Associa i numeri WhatsApp ai nomi della rubrica del Mac (da usare se le chat compaiono come numeri).", + "parameters": {"type": "object", "properties": {}}, "run": aggiorna_contatti}, + {"name": "whatsapp_novita", "description": "Messaggi WhatsApp ricevuti in tempo reale oggi o negli ultimi N minuti (tutte le chat). Usalo per 'ci sono novità su WhatsApp?', 'chi mi ha scritto?'.", + "parameters": {"type": "object", "properties": {"minuti": {"type": "integer"}, "limite": {"type": "integer"}}}, "run": novita}, + {"name": "whatsapp_invia", "description": "Invia un messaggio WhatsApp a un contatto, a un gruppo o a un numero. Azione irreversibile con conferma sullo schermo; con [CONFIRMATION_PENDING] di' all'utente di confermare e non dire che è inviato.", + "parameters": {"type": "object", "properties": {"a": {"type": "string"}, "testo": {"type": "string"}, "confermato": CONFERMATO}, "required": ["a", "testo"]}, "run": invia}, + {"name": "whatsapp_stato", "description": "Stato del collegamento WhatsApp in tempo reale.", "parameters": {"type": "object", "properties": {}}, "run": stato}, +] diff --git a/pyproject.toml b/pyproject.toml new file mode 100644 index 0000000..db5dc60 --- /dev/null +++ b/pyproject.toml @@ -0,0 +1,29 @@ +[project] +name = "avatarpy" +version = "0.1.0" +description = "Add your description here" +readme = "README.md" +requires-python = ">=3.12" +dependencies = [ + "anthropic>=1.7.0", + "faster-whisper>=1.2.1", + "keyring>=25.7.0", + "kokoro>=0.9.4", + "mlx-whisper>=0.4.3", + "numpy>=2.5.3", + "openai>=3.17.0", + "psutil>=7.2.2", + "pyobjc-framework-contacts>=12.2.2", + "pyobjc-framework-eventkit>=12.2.2", + "pyobjc-framework-quartz>=12.2.2", + "pyobjc-framework-vision>=12.2.2", + "pypdf>=6.19.0", + "pyqt6>=6.11.0", + "pyqt6-webengine>=6.11.0", + "python-docx>=1.2.0", + "qrcode[pil]>=8.2", + "requests>=2.34.2", + "sounddevice>=0.5.6", + "soundfile>=0.14.0", + "telethon>=1.45.0", +] diff --git a/ui.py b/ui.py new file mode 100644 index 0000000..d458b58 --- /dev/null +++ b/ui.py @@ -0,0 +1,5489 @@ +from __future__ import annotations + +import json +import math +import os +import platform +import random +import subprocess +import sys +import threading +import time +from pathlib import Path + +import psutil + +if platform.system() == "Windows": + _WIN_HIDE: dict = {"creationflags": subprocess.CREATE_NO_WINDOW} +else: + _WIN_HIDE: dict = {} + +from PyQt6.QtCore import ( + QEasingCurve, QLineF, QMimeData, QObject, QParallelAnimationGroup, QPointF, + QPropertyAnimation, QRect, QRectF, QSize, Qt, QTimer, QUrl, pyqtSignal, +) +from PyQt6.QtGui import ( + QBrush, QColor, QConicalGradient, QDragEnterEvent, QDropEvent, QFont, + QFontDatabase, QKeySequence, QLinearGradient, QPainter, QPainterPath, + QPen, QPixmap, QRadialGradient, QShortcut, +) +from PyQt6.QtWidgets import ( + QApplication, QComboBox, QFileDialog, QFrame, QHBoxLayout, QLabel, QLineEdit, + QMainWindow, QPushButton, QScrollArea, QSizePolicy, QSplitter, + QStackedWidget, QTextEdit, QVBoxLayout, QWidget, QProgressBar, +) + +try: + from core.avatar import HoloAvatar +except Exception: # pragma: no cover — HUD must never die over cosmetics + HoloAvatar = None + + +def _base_dir() -> Path: + if getattr(sys, "frozen", False): + return Path(sys.executable).parent + return Path(__file__).resolve().parent + +BASE_DIR = _base_dir() +CONFIG_DIR = BASE_DIR / "config" +API_FILE = CONFIG_DIR / "api_keys.json" + + +def _read_full_config() -> dict: + """Read api_keys.json config dict. Returns {} on any error.""" + try: + return json.loads(API_FILE.read_text(encoding="utf-8")) + except Exception: + return {} + + +# Single source of truth for the release name — the window title, the header +# badge and the readme must never disagree again. +APP_VERSION = "LuZa" +APP_PROTOCOL = "1.0" + +_DEFAULT_W, _DEFAULT_H = 1280, 840 +_MIN_W, _MIN_H = 1040, 700 +_LEFT_W = 190 +_RIGHT_W = 430 + +_OS = platform.system() # "Windows" | "Darwin" | "Linux" + + +class C: + BG = "#00060a" + PANEL = "#010d14" + PANEL2 = "#010f18" + BORDER = "#0d3347" + BORDER_B = "#1a5c7a" + BORDER_A = "#0f4060" + PRI = "#00d4ff" + PRI_DIM = "#1aa3c8" + PRI_GHO = "#001f2e" + ACC = "#ff6b00" + ACC2 = "#ffcc00" + GREEN = "#00ff88" + GREEN_D = "#00aa55" + RED = "#ff3355" + MUTED_C = "#ff3366" + TEXT = "#c9fbff" + TEXT_DIM = "#79c0d2" + TEXT_MED = "#a4dcea" + WHITE = "#d8f8ff" + DARK = "#000d14" + BAR_BG = "#011520" + + +# Keys tied to the accent colour — status colours (ACC, GREEN, RED…) stay fixed +_HUE_LINKED = ( + "BG", "PANEL", "PANEL2", "BORDER", "BORDER_B", "BORDER_A", + "PRI", "PRI_DIM", "PRI_GHO", "TEXT", "TEXT_DIM", "TEXT_MED", + "WHITE", "DARK", "BAR_BG", +) +_PALETTE_DEFAULTS: dict[str, str] = {k: getattr(C, k) for k in _HUE_LINKED} + +DEFAULT_UI_COLOR = _PALETTE_DEFAULTS["PRI"] + + +def apply_ui_accent(accent_hex: str) -> bool: + """ + Re-derives the whole teal-family palette from the chosen accent colour + (hue shift — brightness/saturation ratios are preserved, design stays intact). + Painted elements (HUD, waveform, metrics) pick up the new colour on the next + frame; stylesheet-based panels pick it up when they are rebuilt. + """ + import colorsys + + accent_hex = (accent_hex or "").strip().lower() + if not (accent_hex.startswith("#") and len(accent_hex) == 7): + return False + try: + int(accent_hex[1:], 16) + except ValueError: + return False + + def _hsv(h: str) -> tuple[float, float, float]: + r = int(h[1:3], 16) / 255 + g = int(h[3:5], 16) / 255 + b = int(h[5:7], 16) / 255 + return colorsys.rgb_to_hsv(r, g, b) + + base_h = _hsv(_PALETTE_DEFAULTS["PRI"])[0] + acc_h, acc_s, _av = _hsv(accent_hex) + dh = acc_h - base_h + grey = acc_s < 0.08 # near-grey accent → the whole theme is desaturated + + for key, hex0 in _PALETTE_DEFAULTS.items(): + h, s, v = _hsv(hex0) + if grey: + s *= 0.15 + r, g, b = colorsys.hsv_to_rgb((h + dh) % 1.0, s, v) + setattr(C, key, "#{:02x}{:02x}{:02x}".format( + int(r * 255 + 0.5), int(g * 255 + 0.5), int(b * 255 + 0.5))) + return True + + +def current_palette() -> dict[str, str]: + """A snapshot of the accent-linked colours currently on class C.""" + return {k: getattr(C, k) for k in _HUE_LINKED} + + +def retheme_all_widgets(old: dict[str, str], new: dict[str, str]) -> None: + """ + LIVE full theme change. Replaces the old palette colours with the new ones + in EVERY widget's stylesheet across the app and repaints them. This way the + colour change applies INSTANTLY across the whole interface — panels, buttons, + borders included — not just the painted elements. No restart needed. + """ + mapping = {old[k].lower(): new[k].lower() + for k in old if old[k].lower() != new.get(k, old[k]).lower()} + if not mapping: + return + app = QApplication.instance() + if app is None: + return + for w in app.allWidgets(): + try: + ss = w.styleSheet() + if ss: + s2 = ss + for o, n in mapping.items(): + if o in s2: + s2 = s2.replace(o, n) + if s2 != ss: + w.setStyleSheet(s2) + w.update() + except Exception: + pass + + +def qcol(h: str, a: int = 255) -> QColor: + c = QColor(h); c.setAlpha(a); return c + + +# ── Windows GPU via NVML DLL (no subprocess, no console window) ────────────── +_nvml_lib: object = None # cached ctypes DLL +_nvml_ok: object = None # None=untested, True=works, False=unavailable + + +def _nvml_gpu_windows() -> float: + """Return NVIDIA GPU utilisation % using nvml.dll directly — zero subprocess.""" + global _nvml_lib, _nvml_ok + if _nvml_ok is False: + return -1.0 + try: + import ctypes + + class _Util(ctypes.Structure): + _fields_ = [("gpu", ctypes.c_uint), ("memory", ctypes.c_uint)] + + if _nvml_lib is None: + for dll_name in ("nvml", r"C:\Windows\System32\nvml.dll"): + try: + lib = ctypes.WinDLL(dll_name) + lib.nvmlInit_v2() + _nvml_lib = lib + break + except Exception: + continue + + if _nvml_lib is None: + import pynvml # type: ignore + pynvml.nvmlInit() + h = pynvml.nvmlDeviceGetHandleByIndex(0) + _nvml_ok = True + return float(pynvml.nvmlDeviceGetUtilizationRates(h).gpu) + + dev = ctypes.c_void_p() + _nvml_lib.nvmlDeviceGetHandleByIndex_v2(0, ctypes.byref(dev)) + util = _Util() + _nvml_lib.nvmlDeviceGetUtilizationRates(dev, ctypes.byref(util)) + _nvml_ok = True + return float(util.gpu) + except Exception: + _nvml_ok = False + return -1.0 + + +class _SysMetrics: + def __init__(self): + self.cpu = 0.0 + self.mem = 0.0 + self.net = 0.0 + self.gpu = -1.0 + self.tmp = -1.0 + self._lock = threading.Lock() + self._last_net = psutil.net_io_counters() + self._last_net_t = time.time() + self._running = True + # Probe caches — GPU (NVML) and temperature (WMI) are the expensive + # queries; initialise their handles once and reuse them instead of + # rebuilding a connection on every poll. + self._slow_tick = 0 # gpu/temp refreshed every 3rd cycle + self._pynvml = None # cached pynvml module + device handle + self._pynvml_h = None + self._pynvml_ok = None # None=untested, False=unavailable here + self._nv_unix = None # cached (lib, dev) for Linux/macOS NVML + self._wmi_conn = None # cached WMI connection (creating one is slow) + self._wmi_ok = None # None=untested, False=unavailable here + t = threading.Thread(target=self._loop, daemon=True) + t.start() + + def _loop(self): + while self._running: + try: + self._update() + except Exception: + pass + time.sleep(2.0) + + def _update(self): + cpu = psutil.cpu_percent(interval=None) + mem = psutil.virtual_memory().percent + + nc = psutil.net_io_counters() + now = time.time() + dt = now - self._last_net_t + if dt > 0: + sent = (nc.bytes_sent - self._last_net.bytes_sent) / dt + recv = (nc.bytes_recv - self._last_net.bytes_recv) / dt + net = (sent + recv) / (1024 * 1024) + else: + net = 0.0 + self._last_net = nc + self._last_net_t = now + + # GPU and temperature change slowly and are the most expensive probes + # (NVML / WMI) — refresh them every 3rd cycle (~6 s) instead of every + # cycle, reusing the previous reading in between. + self._slow_tick = (self._slow_tick + 1) % 3 + if self._slow_tick == 1: + gpu = self._get_gpu() + tmp = self._get_temp() + else: + gpu = self.gpu + tmp = self.tmp + + with self._lock: + self.cpu = cpu + self.mem = mem + self.net = net + self.gpu = gpu + self.tmp = tmp + + def _get_gpu(self) -> float: + # pynvml — subprocess-free; initialise once and reuse the handle. + # Re-initialising NVML on every poll is slow, so cache it and stop + # retrying pynvml entirely once it proves unavailable here. + if self._pynvml_ok is not False: + try: + if self._pynvml_h is None: + import pynvml # type: ignore + pynvml.nvmlInit() + self._pynvml = pynvml + self._pynvml_h = pynvml.nvmlDeviceGetHandleByIndex(0) + self._pynvml_ok = True + return float(self._pynvml.nvmlDeviceGetUtilizationRates(self._pynvml_h).gpu) + except Exception: + self._pynvml_ok = False + + # Windows: nvml.dll via ctypes (already cached in _nvml_gpu_windows) + if _OS == "Windows": + return _nvml_gpu_windows() + + # Linux / macOS: libnvidia-ml shared lib via ctypes — init once, reuse + try: + import ctypes + + class _Util(ctypes.Structure): + _fields_ = [("gpu", ctypes.c_uint), ("memory", ctypes.c_uint)] + + if self._nv_unix is None: + _lib = "libnvidia-ml.so.1" if _OS == "Linux" else "libnvidia-ml.dylib" + nv = ctypes.CDLL(_lib) + nv.nvmlInit_v2() + dev = ctypes.c_void_p() + nv.nvmlDeviceGetHandleByIndex_v2(0, ctypes.byref(dev)) + self._nv_unix = (nv, dev) + + nv, dev = self._nv_unix + u = _Util() + nv.nvmlDeviceGetUtilizationRates(dev, ctypes.byref(u)) + return float(u.gpu) + except Exception: + pass + + return -1.0 # N/A — zero subprocess on all platforms + + def _get_temp(self) -> float: + # psutil — works on Linux; occasionally Windows with driver support + try: + temps = psutil.sensors_temperatures() + for name in ["coretemp", "k10temp", "cpu_thermal", "acpitz", + "cpu-thermal", "zenpower", "it8688"]: + if name in temps and temps[name]: + return temps[name][0].current + for entries in temps.values(): + if entries: + return entries[0].current + except Exception: + pass + + # Windows: wmi module (pure Python COM, zero subprocess). Reuse a single + # connection — building a fresh wmi.WMI() on every poll spins up a COM + # connection each time and is very slow. Give up after one failure. + if _OS == "Windows" and self._wmi_ok is not False: + try: + if self._wmi_conn is None: + import wmi # type: ignore + self._wmi_conn = wmi.WMI(namespace="root/wmi") + tz = self._wmi_conn.MSAcpi_ThermalZoneTemperature() + if tz: + return (tz[0].CurrentTemperature / 10.0) - 273.15 + except Exception: + self._wmi_ok = False + self._wmi_conn = None + + return -1.0 # N/A — zero subprocess on all platforms + + def snapshot(self) -> dict: + with self._lock: + return { + "cpu": self.cpu, + "mem": self.mem, + "net": self.net, + "gpu": self.gpu, + "tmp": self.tmp, + } + + +_metrics = _SysMetrics() + +class HudCanvas(QWidget): + def __init__(self, face_path: str, assistant_name: str = "J.A.R.V.I.S", parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_OpaquePaintEvent) + self.setMinimumSize(300, 300) + self.setSizePolicy(QSizePolicy.Policy.Expanding, QSizePolicy.Policy.Expanding) + + self.muted = False + self.speaking = False + self.state = "INITIALISING" + self._assistant_name = assistant_name + + # The holographic head that fills the HUD. If it could not be imported + # we fall back to the old glowing core so the panel is never empty. + self._avatar = None + if HoloAvatar is not None: + try: + self._avatar = HoloAvatar() + except Exception: + self._avatar = None + + # Which centrepiece to draw. Read once here and changed live by the + # settings toggle; the avatar object is kept either way so switching + # back is instant and costs no reload. + try: + from memory.config_manager import get_hud_style + self.hud_style = get_hud_style() + except Exception: + self.hud_style = "face" + self._core_phase = 0.0 + + self._tick = 0 + self._scale = 1.0 + self._tgt_scale = 1.0 + self._halo = 55.0 + self._tgt_halo = 55.0 + self._last_t = time.time() + self._step_t = time.time() + self._blink = True + self._blink_tick = 0 + + # Rescaled-face cache: the smooth rescale is expensive, so we keep the + # last result and only rebuild it when the (quantised) size changes. + + # Static grid-dot layer, pre-rendered once per size/theme into a pixmap + # so paintEvent blits it in one call instead of thousands of drawPoint()s. + self._grid_cache: QPixmap | None = None + self._grid_key = None + # Repaint throttle counter (idle frames drop to ~20 Hz — see _step()). + self._paint_tick = 0 + + # Live audio reactivity: _live_amp is written from the audio threads + # (0.0–1.0), _amp_disp is the smoothed value the paint code reads. + self._live_amp = 0.0 + self._amp_disp = 0.0 + # (frames, start_time, hop) posted by the playback thread — see + # push_visemes(). None means "no schedule; use the plain level". + self._visemes = None + self._vis_i = None # first schedule frame not yet handed to the mouth + self._base_scale = 1.0 # slow "breathing" target; amp is added per-frame + self._base_halo = 55.0 + + self._tmr = QTimer(self) + self._tmr.timeout.connect(self._step) + self._tmr.start(16) + + def glance(self, dx: float, dy: float, hold: float = 1.1) -> None: + """Ask the avatar to look somewhere for a moment (see HoloAvatar.glance).""" + try: + if self._avatar is not None: + self._avatar.glance(dx, dy, hold) + except Exception: + pass + + def push_visemes(self, frames, hop: float, at: float) -> None: + """Thread-safe: hand over a schedule of (level, openness, width) frames. + + The playback thread writes up to 200 ms of audio in one go, so a single + averaged level would only move the mouth five times a second — enough to + flap, nowhere near enough to articulate. It instead posts the whole + slice's worth of 20 ms frames here and `_step()` plays them out against + the wall clock, in step with the audio going to the speakers. + + `at` is the wall-clock time this batch will *begin to sound*, which the + caller tracks as a playback cursor. It is not the time of the call, and + the difference is the whole point: `stream.write` returns once the buffer + accepts the samples, so consecutive batches are handed over far faster + than they play. Anchoring each one to "now" made every batch start while + its predecessor was still sounding, so each schedule replaced the last + after a couple of frames and the mouth only ever played the opening + instant of every 200 ms — the reason it did not match the words. + + Successive batches are therefore *appended* into one continuous + timeline, not swapped in. A paragraph is one schedule; the mouth stops + falling into a gap at every chunk boundary and having to climb back out. + """ + try: + if not frames: + return + hop = max(1e-3, float(hop)) + at = float(at) + new = list(frames) + cur = self._visemes + if cur is not None: + old, t0, ohop = cur + if abs(ohop - hop) < 1e-6: + # Where in the existing timeline does this batch land? + i = int(round((at - t0) / hop)) + if 0 <= i <= len(old) + 1: + # Continues (or slightly overlaps) what is already + # queued: extend rather than restart. Drop whatever has + # already been played so the list cannot grow without + # bound over a long reply. + merged = old[:i] + new + played = int((time.time() - t0) / hop) - 2 + if played > 60: + merged = merged[played:] + t0 += played * hop + if self._vis_i is not None: + self._vis_i = max(0, self._vis_i - played) + self._visemes = (merged, t0, hop) + return + self._visemes = (new, at, hop) + self._vis_i = None + except Exception: + pass + + def set_audio_level(self, level: float) -> None: + """Thread-safe entry point for the audio threads. Stores the louder of + the incoming level and the current value so brief gaps between chunks + don't make the waveform stutter; _step() decays it back down.""" + try: + lv = float(level) + except (TypeError, ValueError): + return + if lv < 0.0: + lv = 0.0 + elif lv > 1.0: + lv = 1.0 + if lv > self._live_amp: + self._live_amp = lv + + def _make_grid(self, W: int, H: int) -> QPixmap: + """Pre-render the static grid-dot background into a transparent pixmap so + paintEvent can blit it once per frame instead of running a nested + drawPoint() loop across the whole widget every 16 ms.""" + pm = QPixmap(max(1, W), max(1, H)) + pm.fill(Qt.GlobalColor.transparent) + gp = QPainter(pm) + gp.setPen(QPen(qcol(C.PRI_GHO), 1)) + for x in range(0, W, 48): + for y in range(0, H, 48): + gp.drawPoint(x, y) + gp.end() + return pm + + def _step(self): + self._tick += 1 + now = time.time() + + # ── Live audio reactivity ──────────────────────────────────────────── + # A viseme schedule, if one is playing, gives both the level and the + # mouth shape for this exact instant; otherwise fall back to the peak + # level the audio threads pushed in. + v_open = v_wide = v_level = None + v_seq = None + sched = self._visemes + if sched is not None: + frames, t0, hop = sched + i = int((now - t0) / hop) + if 0 <= i < len(frames): + # Hand over *every* frame since the last tick, not just the one + # under the cursor. This timer runs at 60 Hz but the paint is + # throttled and the machine may be busy, so a tick can span two + # or three 20 ms frames — and a consonant closure is only two + # frames long. Sampling one and discarding the rest is how the + # closures between words went missing. + j = self._vis_i if self._vis_i is not None else i + v_seq = frames[max(0, j):i + 1] + self._vis_i = max(j, i + 1) + v_level, v_open, v_wide = frames[i] + if v_seq: + peak = max(f[0] for f in v_seq) + if peak > self._live_amp: + self._live_amp = peak + elif i >= len(frames): + self._visemes = None # schedule spent + self._vis_i = None + + # Audio threads push peaks into _live_amp; decay it toward silence so + # gaps between chunks fade out instead of freezing, then smooth it. + self._live_amp *= 0.86 + self._amp_disp += (self._live_amp - self._amp_disp) * 0.45 + amp = self._amp_disp + + # The avatar animates off the very same smoothed level the waveform + # uses — one audio source, so the mouth can never drift out of sync. + dt = now - self._step_t + self._step_t = now + # Integrated, not derived from absolute time: multiplying wall-clock by + # a rate that changes with state jumps the rings the instant JARVIS + # starts talking. Same lesson the head's sway taught. + self._core_phase += min(0.10, max(0.0, dt)) + + if self._avatar is not None and self.hud_style == "face": + self._avatar.step(dt, amp, speaking=self.speaking, + muted=self.muted, state=self.state, + v_open=v_open, v_wide=v_wide or 0.0, + v_level=v_level, v_seq=v_seq, + v_hop=(sched[2] if sched is not None else 0.02)) + else: + # Fallback core: slow "breathing" base target, lifted by the level. + if now - self._last_t > (0.12 if self.speaking else 0.5): + if self.speaking: + self._base_scale = 1.03 + self._base_halo = 122.0 + elif self.muted: + self._base_scale = random.uniform(0.998, 1.002) + self._base_halo = random.uniform(15, 28) + else: + self._base_scale = random.uniform(1.001, 1.008) + self._base_halo = random.uniform(48, 68) + self._last_t = now + + if self.muted: + self._tgt_scale, self._tgt_halo = self._base_scale, self._base_halo + elif self.speaking: + self._tgt_scale = self._base_scale + amp * 0.13 + self._tgt_halo = self._base_halo + amp * 95.0 + else: + self._tgt_scale = self._base_scale + amp * 0.06 + self._tgt_halo = self._base_halo + amp * 75.0 + + sp = 0.38 if self.speaking else (0.30 if amp > 0.02 else 0.15) + self._scale += (self._tgt_scale - self._scale) * sp + self._halo += (self._tgt_halo - self._halo) * sp + + self._blink_tick += 1 + if self._blink_tick >= 38: + self._blink = not self._blink + self._blink_tick = 0 + _blinked = True + else: + _blinked = False + + # Repaint throttling — advancing the animation state above is cheap at + # 60 Hz, but the paint is heavy. Active (speaking, audio, thinking) runs + # at ~30 Hz, which is the frame rate animation has used for talking + # characters forever and is indistinguishable here; idle drops to ~20 Hz + # so a sleeping HUD stops pinning a CPU core. The visuals stay smooth + # either way because the animation state keeps stepping at 60 Hz. + self._paint_tick = (self._paint_tick + 1) % 6 + active = (self.speaking or amp > 0.02 + or self.state in ("THINKING", "PROCESSING")) + if _blinked or (self._paint_tick % 2 == 0 if active + else self._paint_tick % 3 == 0): + # Nothing is on screen when the window is hidden or minimised, so + # rendering the avatar into it is pure waste — and this app is meant + # to sit running all day. The animation state above keeps stepping, + # so it picks up mid-motion instead of snapping when you come back. + if self._on_screen(): + self.update() + + def _on_screen(self) -> bool: + """True only when this canvas can actually be seen by the user.""" + try: + if not self.isVisible(): + return False + win = self.window() + return not (win.isMinimized() or win.isHidden()) + except Exception: + return True # never let a visibility check stop the HUD drawing + + # ── reactor core ───────────────────────────────────────────────────────── + # The centrepiece for anyone who did not want a face looking back at them. + # Built from the same budget as the head — software QPainter, no GPU — and + # from the same principle: everything on it means something. The rings turn + # at a rate the state sets, the spectrum ring is the real audio level, and + # the core brightens with the voice. Nothing here is decoration that moves + # for its own sake, which is what made the old glowing orb feel dead. + + def _core_colours(self): + if self.muted: + return qcol(C.MUTED_C), qcol(C.MUTED_C) + if self.speaking: + return qcol(C.PRI), qcol(C.ACC) + if self.state in ("THINKING", "PROCESSING"): + return qcol(C.PRI), qcol(C.ACC2) + if self.state == "LISTENING": + return qcol(C.PRI), qcol(C.GREEN) + return qcol(C.PRI), qcol(C.PRI_DIM) + + def _paint_core(self, p: QPainter, cx: float, cy: float, r: float, + W: float = 0.0, H: float = 0.0): + """Draw the reactor at (cx, cy) with outer radius r, using the whole + canvas (W x H) for the marks that frame it.""" + main, acc = self._core_colours() + bg = qcol(C.BG) + amp = self._amp_disp + t = self._core_phase + live = (self.speaking or amp > 0.04) and not self.muted + + def blend(col: QColor, a: float) -> QColor: + """Pre-mix onto the background instead of asking Qt to composite. + The raster engine's opaque path is several times faster than its + translucent one, and everything here is a line or an arc.""" + k = max(0.0, min(1.0, a)) + return QColor(int(bg.red() + (col.red() - bg.red()) * k), + int(bg.green() + (col.green() - bg.green()) * k), + int(bg.blue() + (col.blue() - bg.blue()) * k)) + + p.setBrush(Qt.BrushStyle.NoBrush) + + # 1. The atmosphere. One radial gradient doing what a stack of discs did + # badly: a wide, soft body of light that gives the thing presence + # before any detail is read. This single element decides whether the + # HUD looks vast or looks small, so it is drawn first and drawn big. + # Concentrated rather than spread: a gradient reaching the outer rim + # washes the whole disc a flat dim blue and reads as fog. Ending it at + # two thirds leaves it a body of light with somewhere to fall off to, + # which is what makes it look lit rather than tinted. + lift = 1.0 + 0.55 * amp + (0.18 if self.speaking else 0.0) + p.setPen(Qt.PenStyle.NoPen) + for gr, a0, a1 in ((r * 0.70, 0.30, 0.0), (r * 0.34, 0.34, 0.0)): + g = QRadialGradient(cx, cy, gr) + g.setColorAt(0.00, blend(main, min(0.95, a0 * lift))) + g.setColorAt(0.45, blend(main, min(0.95, a0 * lift * 0.52))) + g.setColorAt(0.78, blend(main, min(0.95, a0 * lift * 0.18))) + g.setColorAt(1.00, blend(main, a1)) + p.setBrush(QBrush(g)) + p.drawEllipse(QRectF(cx - gr, cy - gr, gr * 2, gr * 2)) + p.setBrush(Qt.BrushStyle.NoBrush) + + # 2. Frame marks at the corners of the whole canvas, not of the circle. + # They are what set the scale: the eye reads the reactor as filling + # the room rather than sitting in the middle of it. + if W > 40 and H > 40: + m, arm = min(W, H) * 0.035, min(W, H) * 0.055 + p.setPen(QPen(blend(main, 0.45), 1.4)) + for sx, sy in ((1, 1), (-1, 1), (1, -1), (-1, -1)): + x = cx + sx * (W / 2 - m) + y = cy + sy * (H / 2 - m) + p.drawLine(QLineF(x, y, x - sx * arm, y)) + p.drawLine(QLineF(x, y, x, y - sy * arm)) + + # 3. Crosshair across the full canvas, broken around the core so it + # frames the reactor rather than crossing it. + p.setPen(QPen(blend(main, 0.16), 1)) + gap = r * 0.62 + if W > 40: + p.drawLine(QLineF(cx - W / 2, cy, cx - gap, cy)) + p.drawLine(QLineF(cx + gap, cy, cx + W / 2, cy)) + if H > 40: + p.drawLine(QLineF(cx, cy - H / 2, cx, cy - gap)) + p.drawLine(QLineF(cx, cy + gap, cx, cy + H / 2)) + + # 4. Two thin outer circles. Sparse on purpose — a dense ring reads as a + # grey band at this size, and restraint is what made the original + # look expensive. + for rr, a in ((1.00, 0.34), (0.93, 0.16)): + rad = r * rr + p.setPen(QPen(blend(main, a), 1)) + p.drawEllipse(QRectF(cx - rad, cy - rad, rad * 2, rad * 2)) + + # 5. Long, sparse graduations: 24 majors reaching well in from the rim, + # with shorter minors between them. + major, minor = [], [] + for i in range(72): + a = math.radians(i * 5.0) + ca, sa = math.cos(a), math.sin(a) + if i % 3 == 0: + major.append(QLineF(cx + ca * r * 0.885, cy + sa * r * 0.885, + cx + ca * r * 0.985, cy + sa * r * 0.985)) + else: + minor.append(QLineF(cx + ca * r * 0.945, cy + sa * r * 0.945, + cx + ca * r * 0.985, cy + sa * r * 0.985)) + p.setPen(QPen(blend(main, 0.42), 1.3)) + p.drawLines(major) + p.setPen(QPen(blend(main, 0.18), 1)) + p.drawLines(minor) + + # 6. Sweeping arcs. Long spans, not dashes — the original's grandeur + # came from a few big strokes. Speed is the state: idle drifts, + # thinking hurries, speaking runs. + rate = 1.0 + (1.9 if self.state in ("THINKING", "PROCESSING") else 0.0) \ + + (1.2 if self.speaking else 0.0) + for k, (rr, span, count, dirn, col, a, wid) in enumerate(( + (0.955, 118, 2, +1, acc, 0.75, 2.0), + (0.845, 82, 3, -1, main, 0.38, 1.3), + (0.760, 150, 1, +1, acc, 0.45, 1.6), + (0.660, 64, 4, -1, main, 0.26, 1.1), + (0.545, 128, 2, +1, main, 0.30, 1.2))): + rad = r * rr + p.setPen(QPen(blend(col, a), wid)) + box = QRectF(cx - rad, cy - rad, rad * 2, rad * 2) + base = (t * rate * (9 + k * 6) * dirn) % 360.0 + for sgm in range(count): + p.drawArc(box, int((base + sgm * (360.0 / count)) * 16), + int(span * 16)) + + # 7. The voice, as a ring of graduations that grow with it. Kept out at + # a wide radius so it never crowds the middle. + n = 60 + ring = r * 0.415 + spikes = [] + for i in range(n): + a = math.radians(i * (360.0 / n)) + ca, sa = math.cos(a), math.sin(a) + wob = 0.5 + 0.5 * math.sin(t * 2.3 + i * 0.42) + idle = 0.018 + 0.012 * math.sin(t * 1.2 + i * 0.7) + h = r * (idle + (amp * 0.20 * wob if live else 0.0)) + spikes.append(QLineF(cx + ca * ring, cy + sa * ring, + cx + ca * (ring + h), cy + sa * (ring + h))) + p.setPen(QPen(blend(acc if live else main, 0.25 + 0.5 * amp), 1.6)) + p.drawLines(spikes) + + # 8. The inner ring the name sits in. + inner = r * 0.355 + p.setPen(QPen(blend(acc, 0.30 + 0.45 * amp), 1.5)) + p.drawEllipse(QRectF(cx - inner, cy - inner, inner * 2, inner * 2)) + + # 9. The name, sized from the string rather than from the radius alone: + # "J.A.R.V.I.S" and a name someone renamed to "MAX" are very + # different widths, and a fixed fraction of r spills one of them past + # the ring it is supposed to sit inside. + name = self._assistant_name or "" + if name: + space = max(1.0, r * 0.018) + fsz = max(8, int(min(r * 0.105, + (inner * 1.75) / max(1, len(name)) * 1.6 - space))) + f = QFont("Menlo", fsz, QFont.Weight.Bold) + f.setLetterSpacing(QFont.SpacingType.AbsoluteSpacing, space) + p.setFont(f) + p.setPen(QPen(blend(qcol(C.WHITE), 0.6 + 0.4 * min(1.0, amp * 2)), 1)) + p.drawText(QRectF(cx - r, cy - fsz, r * 2, fsz * 2), + Qt.AlignmentFlag.AlignCenter, name) + + def paintEvent(self, _): + p = QPainter(self) + if not p.isActive(): # device not ready (e.g. 0-size during layout) — skip cleanly + return + p.setRenderHint(QPainter.RenderHint.Antialiasing) + p.fillRect(self.rect(), qcol(C.BG)) + + W, H = self.width(), self.height() + cx, cy = W / 2, H / 2 + fw = min(W, H) + + # grid dots — blitted from a cached layer; rebuilt only when the size + # or the theme's ghost colour changes (so live re-theming still works). + _gkey = (W, H, C.PRI_GHO) + if self._grid_cache is None or self._grid_key != _gkey: + self._grid_cache = self._make_grid(W, H) + self._grid_key = _gkey + p.drawPixmap(0, 0, self._grid_cache) + + # ── holographic head ──────────────────────────────────────────────── + # Sized to the band between the top of the canvas and the status line, + # capped by width, so it fills the HUD at any window size — including + # fullscreen — without ever colliding with the status text below. + _sy_status = cy + fw * 0.40 + if self._avatar is not None and self.hud_style == "face": + _band_t = 12.0 + _band_h = max(60.0, _sy_status - 12.0 - _band_t) + _r_head = min(fw * 0.355, _band_h / (self._avatar.SPAN + 0.08)) + _head_cy = _band_t + (_band_h - self._avatar.SPAN * _r_head) / 2.0 + _r_head + + if self.muted: + _main = _acc = qcol(C.MUTED_C) + else: + _main = qcol(C.PRI) + if self.speaking: + _acc = qcol(C.ACC) + elif self.state in ("THINKING", "PROCESSING"): + _acc = qcol(C.ACC2) + elif self.state == "LISTENING": + _acc = qcol(C.GREEN) + else: + _acc = qcol(C.PRI) + self._avatar.paint(p, cx, _head_cy, _r_head, _main, _acc, qcol(C.BG)) + + # reactor core — the other centrepiece, and the fallback if the head + # could not be built. There is no third path: the old face.png branch + # was unreachable (no such file ships) and the bare orb it fell through + # to is what this replaces. + else: + _band_t = 12.0 + _band_h = max(60.0, _sy_status - 12.0 - _band_t) + _r = min(W * 0.46, _band_h / 2.0) + self._paint_core(p, cx, _band_t + _band_h / 2.0, _r, W, _band_h) + + # status text + sy = _sy_status + if self.muted: + txt, col = "⊘ MUTED", qcol(C.MUTED_C) + elif self.speaking: + txt, col = "● SPEAKING", qcol(C.ACC) + elif self.state == "THINKING": + sym = "◈" if self._blink else "◇" + txt, col = f"{sym} THINKING", qcol(C.ACC2) + elif self.state == "PROCESSING": + sym = "▷" if self._blink else "▶" + txt, col = f"{sym} PROCESSING", qcol(C.ACC2) + elif self.state == "LISTENING": + sym = "●" if self._blink else "○" + txt, col = f"{sym} LISTENING", qcol(C.GREEN) + else: + sym = "●" if self._blink else "○" + txt, col = f"{sym} {self.state}", qcol(C.PRI) + + p.setPen(QPen(col, 1)) + p.setFont(QFont("Menlo", 14, QFont.Weight.Bold)) + p.drawText(QRectF(0, sy, W, 26), Qt.AlignmentFlag.AlignCenter, txt) + + # waveform — reacts to the real audio level (mic while listening, + # JARVIS's own voice while speaking). Falls back to a gentle idle + # ripple when there's no sound. _amp_disp is the smoothed 0–1 level. + wy = sy + 30 + N, bw = 36, 8 + wx0 = (W - N * bw) / 2 + amp = self._amp_disp + mid = (N - 1) / 2.0 + for i in range(N): + if self.muted: + hgt, cl = 2, qcol(C.MUTED_C) + else: + env = (1.0 - abs(i - mid) / mid) ** 0.7 # center-weighted hump + shimmer = 0.55 + 0.45 * math.sin(self._tick * 0.18 + i * 0.7) + idle = 3.0 + 2.0 * math.sin(self._tick * 0.09 + i * 0.6) + hgt = int(max(2, min(24, idle + amp * 22.0 * env * shimmer))) + if amp > 0.05: + cl = qcol(C.PRI) if hgt > 12 else qcol(C.PRI_DIM) + else: + cl = qcol(C.BORDER_B) + p.fillRect(QRectF(wx0 + i * bw, wy + 20 - hgt, bw - 1, hgt), cl) + + p.end() # end deterministically so the backing store never flushes an active painter + +class MetricBar(QWidget): + + def __init__(self, label: str, color: str = C.PRI, parent=None): + super().__init__(parent) + self._label = label + self._color = color + self._value = 0.0 # 0–100 + self._text = "--" + self.setFixedHeight(38) + self.setMinimumWidth(80) + + def set_value(self, pct: float, text: str): + v = max(0.0, min(100.0, pct)) + if v == self._value and text == self._text: + return # unchanged — skip the repaint + self._value = v + self._text = text + self.update() + + def paintEvent(self, _): + p = QPainter(self) + if not p.isActive(): + return + p.setRenderHint(QPainter.RenderHint.Antialiasing) + W, H = self.width(), self.height() + + p.setBrush(QBrush(qcol(C.PANEL2))) + p.setPen(QPen(qcol(C.BORDER_A), 1)) + p.drawRoundedRect(QRectF(1, 1, W - 2, H - 2), 4, 4) + + bar_h = 4 + bar_y = H - bar_h - 5 + bar_w = W - 12 + bar_x = 6 + fill_w = int(bar_w * self._value / 100) + + p.setBrush(QBrush(qcol(C.BAR_BG))) + p.setPen(Qt.PenStyle.NoPen) + p.drawRoundedRect(QRectF(bar_x, bar_y, bar_w, bar_h), 2, 2) + + if self._value > 85: + bar_col = qcol(C.RED) + elif self._value > 65: + bar_col = qcol(C.ACC) + else: + bar_col = qcol(self._color) + + if fill_w > 0: + p.setBrush(QBrush(bar_col)) + p.drawRoundedRect(QRectF(bar_x, bar_y, fill_w, bar_h), 2, 2) + + p.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + p.setPen(QPen(qcol(C.TEXT_DIM), 1)) + p.drawText(QRectF(8, 5, 50, 14), Qt.AlignmentFlag.AlignLeft | Qt.AlignmentFlag.AlignVCenter, self._label) + + p.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + p.setPen(QPen(bar_col if self._text != "--" else qcol(C.TEXT_DIM), 1)) + p.drawText(QRectF(0, 4, W - 6, 16), Qt.AlignmentFlag.AlignRight | Qt.AlignmentFlag.AlignVCenter, self._text) + + p.end() + +class LogWidget(QTextEdit): + _sig = pyqtSignal(str) + + def __init__(self, parent=None): + super().__init__(parent) + self.setReadOnly(True) + # Cap scrollback so an hours-long session can't grow the document + # without bound — keeps memory flat and every insert cheap. Oldest + # lines drop off the top automatically. + self.document().setMaximumBlockCount(600) + self.setFont(QFont("Menlo", 12)) + self.setStyleSheet(f""" + QTextEdit {{ + background: {C.PANEL}; + color: {C.TEXT}; + border: 1px solid {C.BORDER}; + border-radius: 4px; + padding: 6px; + selection-background-color: {C.PRI_GHO}; + }} + QScrollBar:vertical {{ + background: {C.BG}; + width: 8px; + border: none; + }} + QScrollBar::handle:vertical {{ + background: {C.BORDER_B}; + border-radius: 4px; + min-height: 20px; + }} + """) + self._queue: list[str] = [] + self._typing = False + self._text = "" + self._pos = 0 + self._tag = "sys" + self._ai_name_lc = "jarvis" # updated when assistant name changes + self._tmr = QTimer(self) + self._tmr.timeout.connect(self._step) + self._sig.connect(self._enqueue) + + def append_log(self, text: str): + self._sig.emit(text) + + def _enqueue(self, text: str): + self._queue.append(text) + if not self._typing: + self._next() + + def _next(self): + if not self._queue: + self._typing = False + return + self._typing = True + self._text = self._queue.pop(0) + self._pos = 0 + tl = self._text.lower() + _ai_pfx = f"{self._ai_name_lc}:" + if tl.startswith("you:"): self._tag = "you" + elif tl.startswith(_ai_pfx) or tl.startswith("jarvis:"): self._tag = "ai" + elif tl.startswith("file:"): self._tag = "file" + elif "err" in tl: self._tag = "err" + else: self._tag = "sys" + self._tmr.start(6) + + def _step(self): + if self._pos < len(self._text): + ch = self._text[self._pos] + cur = self.textCursor() + fmt = cur.charFormat() + col = { + "you": qcol(C.WHITE), + "ai": qcol(C.PRI), + "err": qcol(C.RED), + "file": qcol(C.GREEN), + # SYS lines are the bulk of the log. Amber fought the cyan HUD + # and, being a fixed status colour rather than a hue-linked one, + # stayed amber even after the accent picker retinted everything + # else. TEXT_MED follows the theme and drops the contrast to a + # level you can read past. + "sys": qcol(C.TEXT_MED), + }.get(self._tag, qcol(C.TEXT)) + fmt.setForeground(QBrush(col)) + cur.movePosition(cur.MoveOperation.End) + cur.insertText(ch, fmt) + self.setTextCursor(cur) + self.ensureCursorVisible() + self._pos += 1 + else: + self._tmr.stop() + cur = self.textCursor() + cur.movePosition(cur.MoveOperation.End) + cur.insertText("\n") + self.setTextCursor(cur) + self.ensureCursorVisible() + QTimer.singleShot(20, self._next) + +_FILE_ICONS = { + "image": ("🖼", "#00d4ff"), "video": ("🎬", "#ff6b00"), + "audio": ("🎵", "#cc44ff"), "pdf": ("📄", "#ff4444"), + "word": ("📝", "#4488ff"), "excel": ("📊", "#44bb44"), + "code": ("💻", "#ffcc00"), "archive": ("📦", "#ff8844"), + "pptx": ("📊", "#ff6622"), "text": ("📃", "#aaaaaa"), + "data": ("🔧", "#88ddff"), "unknown": ("📎", "#888888"), +} +_EXT_TO_CAT = { + **dict.fromkeys(["jpg","jpeg","png","gif","webp","bmp","tiff","svg","ico"], "image"), + **dict.fromkeys(["mp4","avi","mov","mkv","wmv","flv","webm","m4v"], "video"), + **dict.fromkeys(["mp3","wav","ogg","m4a","aac","flac","wma","opus"], "audio"), + **dict.fromkeys(["pdf"], "pdf"), + **dict.fromkeys(["doc","docx"], "word"), + **dict.fromkeys(["xls","xlsx","ods"], "excel"), + **dict.fromkeys(["ppt","pptx"], "pptx"), + **dict.fromkeys(["py","js","ts","jsx","tsx","html","css","java","c","cpp", + "cs","go","rs","rb","php","swift","kt","sh","sql","lua"], "code"), + **dict.fromkeys(["zip","rar","tar","gz","7z","bz2","xz"], "archive"), + **dict.fromkeys(["txt","md","rst","log"], "text"), + **dict.fromkeys(["csv","tsv","json","xml"], "data"), +} + +def _file_category(path: Path) -> str: + return _EXT_TO_CAT.get(path.suffix.lower().lstrip("."), "unknown") + +def _fmt_size(size: int) -> str: + if size < 1024: return f"{size} B" + elif size < 1024**2: return f"{size/1024:.1f} KB" + elif size < 1024**3: return f"{size/1024**2:.1f} MB" + else: return f"{size/1024**3:.1f} GB" + + +class FileDropZone(QWidget): + file_selected = pyqtSignal(str) + + def __init__(self, parent=None): + super().__init__(parent) + self.setAcceptDrops(True) + self.setCursor(Qt.CursorShape.PointingHandCursor) + self.setFixedHeight(100) + self._current_file: str | None = None + self._hovering = False + self._drag_over = False + self._dash_offset = 0.0 + self._anim_tmr = QTimer(self) + self._anim_tmr.timeout.connect(self._animate) + self._anim_tmr.start(40) + layout = QVBoxLayout(self) + layout.setContentsMargins(0, 0, 0, 0) + layout.setSpacing(0) + self._canvas = _DropCanvas(self) + layout.addWidget(self._canvas) + + def _animate(self): + # The marching-ants dashed border is only meaningful while the user is + # hovering or dragging a file over the zone. When idle, skip the repaint + # entirely instead of redrawing the whole zone 25×/s forever — that idle + # repaint held the GIL and stole time from the audio/response threads. + if not (self._hovering or self._drag_over): + return + self._dash_offset = (self._dash_offset + 0.8) % 20 + self._canvas.update() + + def dragEnterEvent(self, e: QDragEnterEvent): + if e.mimeData().hasUrls(): + e.acceptProposedAction() + self._drag_over = True; self._canvas.update() + + def dragLeaveEvent(self, e): + self._drag_over = False; self._canvas.update() + + def dropEvent(self, e: QDropEvent): + self._drag_over = False + urls = e.mimeData().urls() + if urls: + path = urls[0].toLocalFile() + if Path(path).is_file(): + self._set_file(path) + self._canvas.update() + + def mousePressEvent(self, e): + if e.button() == Qt.MouseButton.LeftButton: + self._browse() + + def enterEvent(self, e): + self._hovering = True; self._canvas.update() + + def leaveEvent(self, e): + self._hovering = False; self._canvas.update() + + def current_file(self) -> str | None: + return self._current_file + + def clear_file(self): + self._current_file = None; self._canvas.update() + + def _browse(self): + path, _ = QFileDialog.getOpenFileName( + self, "Seleziona un file", str(Path.home()), + "All Files (*.*);;" + "Images (*.jpg *.jpeg *.png *.gif *.webp *.bmp *.svg);;" + "Documents (*.pdf *.docx *.txt *.md *.pptx);;" + "Data (*.csv *.xlsx *.json *.xml);;" + "Code (*.py *.js *.ts *.html *.css *.java *.cpp *.go);;" + "Audio (*.mp3 *.wav *.ogg *.m4a *.aac *.flac);;" + "Video (*.mp4 *.avi *.mov *.mkv *.wmv *.webm);;" + "Archives (*.zip *.rar *.tar *.gz *.7z)", + ) + if path: + self._set_file(path) + + def _set_file(self, path: str): + self._current_file = path + self._canvas.update() + self.file_selected.emit(path) + + +class _DropCanvas(QWidget): + def __init__(self, zone: FileDropZone): + super().__init__(zone) + self._z = zone + + def paintEvent(self, _): + p = QPainter(self) + if not p.isActive(): + return + p.setRenderHint(QPainter.RenderHint.Antialiasing) + z = self._z + W, H = self.width(), self.height() + pad = 6 + rect = QRectF(pad, pad, W - pad * 2, H - pad * 2) + + bg_col = qcol("#001a24" if z._drag_over else ("#001218" if z._hovering else C.PANEL)) + p.setBrush(QBrush(bg_col)); p.setPen(Qt.PenStyle.NoPen) + p.drawRoundedRect(rect, 6, 6) + + if z._current_file: border_col = qcol(C.GREEN, 200) + elif z._drag_over: border_col = qcol(C.PRI, 230) + elif z._hovering: border_col = qcol(C.BORDER_B, 200) + else: border_col = qcol(C.BORDER, 160) + + pen = QPen(border_col, 1.5, Qt.PenStyle.DashLine) + pen.setDashOffset(z._dash_offset) + p.setPen(pen); p.setBrush(Qt.BrushStyle.NoBrush) + p.drawRoundedRect(rect, 6, 6) + + if z._current_file: self._paint_file(p, W, H) + elif z._drag_over: self._paint_drag_over(p, W, H) + else: self._paint_idle(p, W, H, z._hovering) + + p.end() + + def _paint_idle(self, p, W, H, hover): + cx, cy = W / 2, H / 2 + col = qcol(C.PRI_DIM if not hover else C.PRI) + p.setPen(QPen(col, 2)); p.setBrush(Qt.BrushStyle.NoBrush) + p.drawLine(QPointF(cx, cy - 14), QPointF(cx, cy + 4)) + p.drawLine(QPointF(cx - 8, cy - 6), QPointF(cx, cy - 14)) + p.drawLine(QPointF(cx + 8, cy - 6), QPointF(cx, cy - 14)) + p.drawLine(QPointF(cx - 14, cy + 4), QPointF(cx + 14, cy + 4)) + p.setFont(QFont("Menlo", 11)) + p.setPen(QPen(qcol(C.PRI_DIM if not hover else C.TEXT), 1)) + p.drawText(QRectF(0, cy + 8, W, 16), Qt.AlignmentFlag.AlignCenter, + "Drop file here or Click to Browse") + p.setFont(QFont("Menlo", 10)) + p.setPen(QPen(qcol("#1a4a5a"), 1)) + p.drawText(QRectF(0, cy + 24, W, 14), Qt.AlignmentFlag.AlignCenter, + "Images · Video · Audio · PDF · Docs · Code · Data") + + def _paint_drag_over(self, p, W, H): + cx, cy = W / 2, H / 2 + p.setFont(QFont("Menlo", 20)) + p.setPen(QPen(qcol(C.PRI), 1)) + p.drawText(QRectF(0, cy - 24, W, 32), Qt.AlignmentFlag.AlignCenter, "⬇") + p.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + p.setPen(QPen(qcol(C.PRI), 1)) + p.drawText(QRectF(0, cy + 12, W, 16), Qt.AlignmentFlag.AlignCenter, "Release to load") + + def _paint_file(self, p, W, H): + path = Path(self._z._current_file) + cat = _file_category(path) + icon, icon_col = _FILE_ICONS.get(cat, _FILE_ICONS["unknown"]) + size_str = _fmt_size(path.stat().st_size) + ext_str = path.suffix.upper().lstrip(".") or "FILE" + + block_x, block_w = 10, 60 + p.setFont(QFont("Segoe UI Emoji", 22) if _OS == "Windows" else QFont("Arial", 22)) + p.setPen(QPen(qcol(icon_col), 1)) + p.drawText(QRectF(block_x, 0, block_w, H), Qt.AlignmentFlag.AlignCenter, icon) + + tx = block_x + block_w + 6 + tw = W - tx - 38 + + p.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + p.setPen(QPen(qcol(C.WHITE), 1)) + name = path.name if len(path.name) <= 34 else path.name[:31] + "..." + p.drawText(QRectF(tx, H * 0.18, tw, 16), + Qt.AlignmentFlag.AlignLeft | Qt.AlignmentFlag.AlignVCenter, name) + + p.setFont(QFont("Menlo", 10)) + p.setPen(QPen(qcol(C.TEXT_DIM), 1)) + p.drawText(QRectF(tx, H * 0.18 + 18, tw, 14), + Qt.AlignmentFlag.AlignLeft | Qt.AlignmentFlag.AlignVCenter, + f"{ext_str} · {size_str}") + + p.setFont(QFont("Menlo", 9)) + p.setPen(QPen(qcol("#1e5c6a"), 1)) + par = str(path.parent) + if len(par) > 42: par = "…" + par[-41:] + p.drawText(QRectF(tx, H * 0.18 + 34, tw, 12), + Qt.AlignmentFlag.AlignLeft | Qt.AlignmentFlag.AlignVCenter, par) + + p.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + p.setPen(QPen(qcol(C.RED, 180), 1)) + p.drawText(QRectF(W - 34, 0, 28, H), Qt.AlignmentFlag.AlignCenter, "✕") + + def mousePressEvent(self, e): + z = self._z + if z._current_file and e.pos().x() > self.width() - 34: + z.clear_file() + else: + z.mousePressEvent(e) + + +class _CameraPreview(QWidget): + """Floating overlay that briefly shows what the camera captured.""" + + _W, _H = 244, 188 + + def __init__(self, parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + _CameraPreview {{ + background: rgba(0, 6, 10, 242); + border: 1px solid {C.PRI}; + border-radius: 6px; + }} + """) + self.setFixedWidth(self._W) + + lay = QVBoxLayout(self) + lay.setContentsMargins(6, 5, 6, 6) + lay.setSpacing(4) + + hdr = QHBoxLayout() + title = QLabel("◈ VISUAL INPUT") + title.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + title.setStyleSheet(f"color: {C.PRI}; background: transparent;") + hdr.addWidget(title) + hdr.addStretch() + close_btn = QPushButton("✕") + close_btn.setFixedSize(16, 16) + close_btn.setFont(QFont("Menlo", 11)) + close_btn.setStyleSheet( + f"color: {C.TEXT_DIM}; background: transparent; border: none;" + ) + close_btn.setCursor(Qt.CursorShape.PointingHandCursor) + close_btn.clicked.connect(self.hide) + hdr.addWidget(close_btn) + lay.addLayout(hdr) + + self._img_lbl = QLabel() + self._img_lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + self._img_lbl.setStyleSheet("background: transparent;") + lay.addWidget(self._img_lbl) + + self._timer = QTimer(self) + self._timer.setSingleShot(True) + self._timer.timeout.connect(self.hide) + + self.hide() + + def show_frame(self, img_bytes: bytes) -> None: + px = QPixmap() + px.loadFromData(img_bytes) + if not px.isNull(): + max_w = self._W - 12 + scaled = px.scaled( + max_w, 160, + Qt.AspectRatioMode.KeepAspectRatio, + Qt.TransformationMode.SmoothTransformation, + ) + self._img_lbl.setPixmap(scaled) + self._img_lbl.setFixedSize(scaled.width(), scaled.height()) + self.adjustSize() + self.show() + self.raise_() + self._timer.start(6_000) # auto-dismiss after 6 s + + +class SetupOverlay(QWidget): + done = pyqtSignal(str, str) + + def __init__(self, parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + SetupOverlay {{ + background: rgba(0, 6, 10, 245); + border: 1px solid {C.BORDER_B}; + border-radius: 6px; + }} + """) + + detected = {"darwin": "mac", "windows": "windows"}.get( + _OS.lower(), "linux" + ) + self._sel_os = detected + + layout = QVBoxLayout(self) + layout.setContentsMargins(30, 22, 30, 22) + layout.setSpacing(8) + + def _lbl(txt, font_size=12, bold=False, color=C.PRI, + align=Qt.AlignmentFlag.AlignCenter): + w = QLabel(txt) + w.setAlignment(align) + w.setFont(QFont("Menlo", font_size, + QFont.Weight.Bold if bold else QFont.Weight.Normal)) + w.setStyleSheet(f"color: {color}; background: transparent;") + return w + + layout.addWidget(_lbl("◈ INITIALISATION REQUIRED", 16, True)) + layout.addWidget(_lbl("Configura l'assistente prima del primo avvio.", 12, color=C.PRI_DIM)) + layout.addSpacing(6) + + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER};"); layout.addWidget(sep) + layout.addSpacing(4) + + layout.addWidget(_lbl("GEMINI API KEY", 11, color=C.TEXT_DIM, + align=Qt.AlignmentFlag.AlignLeft)) + self._key_input = QLineEdit() + self._key_input.setEchoMode(QLineEdit.EchoMode.Password) + self._key_input.setPlaceholderText("AIza…") + self._key_input.setFont(QFont("Menlo", 13)) + self._key_input.setFixedHeight(32) + self._key_input.setStyleSheet(f""" + QLineEdit {{ + background: #000d12; color: {C.TEXT}; + border: 1px solid {C.BORDER}; border-radius: 3px; padding: 4px 8px; + }} + QLineEdit:focus {{ border: 1px solid {C.PRI}; }} + """) + layout.addWidget(self._key_input) + layout.addSpacing(12) + + sep2 = QFrame(); sep2.setFrameShape(QFrame.Shape.HLine) + sep2.setStyleSheet(f"color: {C.BORDER};"); layout.addWidget(sep2) + layout.addSpacing(4) + + layout.addWidget(_lbl("OPERATING SYSTEM", 11, color=C.TEXT_DIM, + align=Qt.AlignmentFlag.AlignLeft)) + det_name = {"windows": "Windows", "mac": "macOS", "linux": "Linux"}[detected] + layout.addWidget(_lbl(f"Auto-detected: {det_name}", 8, color=C.ACC2, + align=Qt.AlignmentFlag.AlignLeft)) + + os_row = QHBoxLayout(); os_row.setSpacing(6) + self._os_btns: dict[str, QPushButton] = {} + for key, label in [("windows","⊞ Windows"),("mac"," macOS"),("linux","🐧 Linux")]: + btn = QPushButton(label) + btn.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + btn.setFixedHeight(32) + btn.setCursor(Qt.CursorShape.PointingHandCursor) + btn.clicked.connect(lambda _, k=key: self._sel(k)) + os_row.addWidget(btn) + self._os_btns[key] = btn + layout.addLayout(os_row) + self._sel(detected) + layout.addSpacing(12) + + init_btn = QPushButton("▸ INITIALISE SYSTEMS") + init_btn.setFont(QFont("Menlo", 13, QFont.Weight.Bold)) + init_btn.setFixedHeight(36) + init_btn.setCursor(Qt.CursorShape.PointingHandCursor) + init_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 3px; + }} + QPushButton:hover {{ + background: {C.PRI_GHO}; border: 1px solid {C.PRI}; + }} + """) + init_btn.clicked.connect(self._submit) + layout.addWidget(init_btn) + + def _sel(self, key: str): + self._sel_os = key + pal = {"windows":(C.PRI,"#001a22"),"mac":(C.ACC2,"#1a1400"),"linux":(C.GREEN,"#001a0d")} + for k, btn in self._os_btns.items(): + if k == key: + fg, bg = pal[k] + btn.setStyleSheet(f""" + QPushButton {{ + background: {fg}; color: {bg}; + border: none; border-radius: 3px; font-weight: bold; + }} + """) + else: + btn.setStyleSheet(f""" + QPushButton {{ + background: #000d12; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; + }} + QPushButton:hover {{ color: {C.TEXT}; border: 1px solid {C.BORDER_B}; }} + """) + + def _submit(self): + key = self._key_input.text().strip() + if not key: + self._key_input.setStyleSheet( + self._key_input.styleSheet() + + f" QLineEdit {{ border: 1px solid {C.RED}; }}" + ) + return + self.done.emit(key, self._sel_os) + + +class HueWheel(QWidget): + """ + Circular colour picker. The user drags the handle (small white circle) + around the wheel to choose from ALL hues. The filled circle in the centre + is a live preview of the selected colour. + """ + + hue_picked = pyqtSignal(str) # while dragging (live) + hue_committed = pyqtSignal(str) # when the handle is released + + _RING = 16 # ring thickness (px) + + def __init__(self, initial_hex: str = DEFAULT_UI_COLOR, parent=None): + super().__init__(parent) + self.setFixedSize(148, 148) + self.setCursor(Qt.CursorShape.PointingHandCursor) + self._hue = 0.53 + self._drag = False + self.set_color(initial_hex) + + # ── API ────────────────────────────────────────────────────────────────── + def color(self) -> str: + return QColor.fromHsvF(self._hue, 1.0, 1.0).name() + + def set_color(self, hex_str: str): + c = QColor((hex_str or "").strip()) + if c.isValid() and c.hsvHueF() >= 0: + self._hue = c.hsvHueF() + self.update() + + # ── geometry helpers ───────────────────────────────────────────────────── + def _ring_rect(self) -> QRectF: + m = self._RING / 2 + 3 + return QRectF(self.rect()).adjusted(m, m, -m, -m) + + def _hue_from_pos(self, pos: QPointF) -> float: + c = QRectF(self.rect()).center() + dx = pos.x() - c.x() + dy = c.y() - pos.y() # screen y goes down — flip to math axis + ang = math.atan2(dy, dx) # [-π, π], counter-clockwise + return (ang / (2 * math.pi)) % 1.0 + + # ── drawing ────────────────────────────────────────────────────────────── + def paintEvent(self, _): + p = QPainter(self) + if not p.isActive(): + return + p.setRenderHint(QPainter.RenderHint.Antialiasing) + rect = self._ring_rect() + center = rect.center() + + grad = QConicalGradient(center, 0) + for i in range(0, 361, 20): + grad.setColorAt(i / 360.0, QColor.fromHsvF((i % 360) / 360.0, 1.0, 1.0)) + p.setPen(QPen(QBrush(grad), self._RING)) + p.setBrush(Qt.BrushStyle.NoBrush) + p.drawEllipse(rect) + + # centre preview circle + preview = QColor.fromHsvF(self._hue, 1.0, 1.0) + inner = rect.adjusted(30, 30, -30, -30) + p.setPen(QPen(qcol(C.BORDER_B), 1)) + p.setBrush(QBrush(preview)) + p.drawEllipse(inner) + + # draggable handle + r = rect.width() / 2 + ang = self._hue * 2 * math.pi + hx = center.x() + r * math.cos(ang) + hy = center.y() - r * math.sin(ang) + p.setPen(QPen(QColor("#00060a"), 2)) + p.setBrush(QBrush(QColor("#ffffff"))) + p.drawEllipse(QPointF(hx, hy), 7.5, 7.5) + p.end() + + # ── fare ───────────────────────────────────────────────────────────────── + def mousePressEvent(self, e): + self._drag = True + self._hue = self._hue_from_pos(e.position()) + self.update() + self.hue_picked.emit(self.color()) + + def mouseMoveEvent(self, e): + if self._drag: + self._hue = self._hue_from_pos(e.position()) + self.update() + self.hue_picked.emit(self.color()) + + def mouseReleaseEvent(self, e): + if self._drag: + self._drag = False + self.hue_committed.emit(self.color()) + + +class CustomizeOverlay(QWidget): + """Floating overlay — change assistant name, user name, UI colour and voice.""" + + saved = pyqtSignal(str, str, str, str) # assistant_name, user_name, ui_color, voice + _OW, _OH = 400, 588 + + def __init__(self, assistant_name="Ava", user_name="", + ui_color=DEFAULT_UI_COLOR, voice="", parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + CustomizeOverlay {{ + background: rgba(0, 6, 10, 245); + border: 1px solid {C.BORDER_B}; + border-radius: 6px; + }} + """) + lay = QVBoxLayout(self) + lay.setContentsMargins(24, 18, 24, 18) + lay.setSpacing(8) + + def _lbl(txt, fs=9, bold=False, color=C.PRI, align=Qt.AlignmentFlag.AlignCenter): + w = QLabel(txt); w.setAlignment(align) + w.setFont(QFont("Menlo", fs, + QFont.Weight.Bold if bold else QFont.Weight.Normal)) + w.setStyleSheet(f"color: {color}; background: transparent;") + return w + + _fs = (f"QLineEdit {{ background: #000d12; color: {C.TEXT}; " + f"border: 1px solid {C.BORDER}; border-radius: 3px; padding: 4px 8px; }}" + f"QLineEdit:focus {{ border: 1px solid {C.PRI}; }}") + + lay.addWidget(_lbl("⚙ CUSTOMISE ASSISTANT", 15, True)) + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER}; margin: 2px 0;") + lay.addWidget(sep) + + lay.addWidget(_lbl("ASSISTANT NAME", 11, color=C.TEXT_DIM, + align=Qt.AlignmentFlag.AlignLeft)) + self._name_input = QLineEdit(assistant_name) + self._name_input.setFont(QFont("Menlo", 13)) + self._name_input.setFixedHeight(32) + self._name_input.setStyleSheet(_fs) + lay.addWidget(self._name_input) + + lay.addSpacing(4) + lay.addWidget(_lbl("YOUR NAME (leave blank for default sir / efendim)", 11, + color=C.TEXT_DIM, align=Qt.AlignmentFlag.AlignLeft)) + self._user_input = QLineEdit(user_name) + self._user_input.setPlaceholderText("e.g. Tony (leave blank for auto)") + self._user_input.setFont(QFont("Menlo", 13)) + self._user_input.setFixedHeight(32) + self._user_input.setStyleSheet(_fs) + lay.addWidget(self._user_input) + + # ── Assistant voice — Gemini prebuilt voices ───────────────────────── + # Names are language-neutral proper nouns, so the row reads the same in + # every locale. Selecting one and applying rebuilds the Live session. + from memory.config_manager import AVAILABLE_VOICES, DEFAULT_VOICE + lay.addSpacing(4) + lay.addWidget(_lbl("ASSISTANT VOICE", 11, color=C.TEXT_DIM, + align=Qt.AlignmentFlag.AlignLeft)) + self._sel_voice = (voice or DEFAULT_VOICE) + if self._sel_voice not in AVAILABLE_VOICES: + self._sel_voice = DEFAULT_VOICE + self._voice_btns: dict[str, QPushButton] = {} + voice_row = QHBoxLayout(); voice_row.setSpacing(4) + for _v in AVAILABLE_VOICES: + b = QPushButton(_v) + b.setCheckable(True) + b.setFixedHeight(28) + b.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + b.setCursor(Qt.CursorShape.PointingHandCursor) + b.clicked.connect(lambda _=False, name=_v: self._on_voice_pick(name)) + self._voice_btns[_v] = b + voice_row.addWidget(b) + lay.addLayout(voice_row) + self._refresh_voice_btns() + + # ── UI colour — colour wheel ───────────────────────────────────────── + lay.addSpacing(4) + clr_hdr = QHBoxLayout() + clr_hdr.addWidget(_lbl("UI COLOUR — drag the handle", 11, + color=C.TEXT_DIM, align=Qt.AlignmentFlag.AlignLeft)) + clr_hdr.addStretch() + df_btn = QPushButton("DEFAULT") + df_btn.setFixedSize(64, 20) + df_btn.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + df_btn.setCursor(Qt.CursorShape.PointingHandCursor) + df_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; + }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + df_btn.clicked.connect(lambda: self._set_color(DEFAULT_UI_COLOR)) + clr_hdr.addWidget(df_btn) + lay.addLayout(clr_hdr) + + self._initial_color = (ui_color or DEFAULT_UI_COLOR).strip().lower() + self._sel_color = self._initial_color + self.on_preview = None # callable(hex) — live preview; MainWindow wires it + + self._wheel = HueWheel(self._sel_color) + wheel_row = QHBoxLayout() + wheel_row.addStretch(); wheel_row.addWidget(self._wheel); wheel_row.addStretch() + lay.addLayout(wheel_row) + self._wheel.hue_picked.connect(self._on_wheel_pick) + self._wheel.hue_committed.connect(self._on_wheel_commit) + + self._hex_input = QLineEdit(self._sel_color) + self._hex_input.setPlaceholderText("#00d4ff (custom hex colour)") + self._hex_input.setFont(QFont("Menlo", 13)) + self._hex_input.setFixedHeight(28) + self._hex_input.setStyleSheet(_fs) + self._hex_input.textEdited.connect(self._on_hex_edited) + lay.addWidget(self._hex_input) + + lay.addSpacing(6) + btn_row = QHBoxLayout(); btn_row.setSpacing(8) + + save_btn = QPushButton("▸ APPLY CHANGES") + save_btn.setFixedHeight(34) + save_btn.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + save_btn.setCursor(Qt.CursorShape.PointingHandCursor) + save_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 3px; + }} + QPushButton:hover {{ background: {C.PRI_GHO}; border: 1px solid {C.PRI}; }} + """) + save_btn.clicked.connect(self._save) + btn_row.addWidget(save_btn) + + cancel_btn = QPushButton("CANCEL") + cancel_btn.setFixedHeight(34) + cancel_btn.setFont(QFont("Menlo", 12)) + cancel_btn.setCursor(Qt.CursorShape.PointingHandCursor) + cancel_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; + }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + cancel_btn.clicked.connect(self._cancel) + btn_row.addWidget(cancel_btn) + lay.addLayout(btn_row) + + # ── voice selection ────────────────────────────────────────────────────── + def _on_voice_pick(self, name: str): + self._sel_voice = name + self._refresh_voice_btns() + + def _refresh_voice_btns(self): + """Highlight the selected voice pill; dim the rest.""" + for name, b in self._voice_btns.items(): + on = (name == self._sel_voice) + b.setChecked(on) + if on: + b.setStyleSheet(f""" + QPushButton {{ background: {C.PRI_GHO}; color: {C.PRI}; + border: 1px solid {C.PRI}; border-radius: 3px; }} + """) + else: + b.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + + # ── colour flow ────────────────────────────────────────────────────────── + def _set_color(self, hx: str, update_wheel: bool = True, preview: bool = True): + """Updates the selected colour; hex box + wheel stay in sync, theme is live-previewed.""" + self._sel_color = hx.strip().lower() + self._hex_input.blockSignals(True) + self._hex_input.setText(self._sel_color) + self._hex_input.blockSignals(False) + if update_wheel: + self._wheel.set_color(self._sel_color) + if preview and self.on_preview: + self.on_preview(self._sel_color) + + def _on_wheel_pick(self, hx: str): + # While dragging: update the hex box, don't apply the theme yet + self._sel_color = hx + self._hex_input.blockSignals(True) + self._hex_input.setText(hx) + self._hex_input.blockSignals(False) + + def _on_wheel_commit(self, hx: str): + # Handle released → live-preview the whole interface + self._set_color(hx, update_wheel=False) + + def _on_hex_edited(self, text: str): + t = text.strip().lower() + if t.startswith("#") and len(t) == 7: + try: + int(t[1:], 16) + except ValueError: + return + self._set_color(t, update_wheel=True, preview=True) + + def _cancel(self): + # If a preview was applied, revert to the colour from launch + if self.on_preview and self._sel_color != self._initial_color: + self.on_preview(self._initial_color) + self.hide() + + def _save(self): + name = self._name_input.text().strip() or "Ava" + user = self._user_input.text().strip() + self.saved.emit(name, user, self._sel_color or DEFAULT_UI_COLOR, self._sel_voice) + self.hide() + + +class PluginManagerOverlay(QWidget): + """Floating overlay — lists discovered plugins with per-plugin ON/OFF toggles.""" + + _OW = 420 + + def __init__(self, plugins: list[dict], parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + PluginManagerOverlay {{ + background: rgba(0, 6, 10, 245); + border: 1px solid {C.BORDER_B}; + border-radius: 6px; + }} + """) + self.setFixedWidth(self._OW) + + lay = QVBoxLayout(self) + lay.setContentsMargins(20, 16, 20, 16) + lay.setSpacing(6) + + hdr = QLabel("🧩 PLUGIN MANAGER") + hdr.setFont(QFont("Menlo", 15, QFont.Weight.Bold)) + hdr.setStyleSheet(f"color: {C.PRI}; background: transparent;") + lay.addWidget(hdr) + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER}; margin: 2px 0;") + lay.addWidget(sep) + + if not plugins: + empty = QLabel("No plugins found in /plugins.") + empty.setFont(QFont("Menlo", 11)) + empty.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + lay.addWidget(empty) + + for p in plugins: + lay.addLayout(self._build_row(p)) + + lay.addSpacing(4) + close_btn = QPushButton("CLOSE") + close_btn.setFixedHeight(30) + close_btn.setFont(QFont("Menlo", 12)) + close_btn.setCursor(Qt.CursorShape.PointingHandCursor) + close_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; + }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + close_btn.clicked.connect(self.hide) + lay.addWidget(close_btn) + self.adjustSize() + + def _build_row(self, p: dict) -> QHBoxLayout: + row = QHBoxLayout(); row.setSpacing(6) + + label_text = p["name"] if p["valid"] else f"{p['name']} (⚠ {p['file']})" + lbl = QLabel(label_text) + lbl.setFont(QFont("Menlo", 11)) + lbl.setStyleSheet(f"color: {C.TEXT if p['valid'] else C.TEXT_DIM}; background: transparent;") + lbl.setToolTip(p["description"] if p["valid"] else p["error"]) + lbl.setWordWrap(False) + row.addWidget(lbl, stretch=1) + + btn = QPushButton() + btn.setFixedSize(72, 24) + btn.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + if not p["valid"]: + btn.setText("BROKEN") + btn.setEnabled(False) + btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; + }} + """) + else: + btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._style_toggle(btn, p["enabled"]) + btn.clicked.connect(lambda _, name=p["name"], b=btn: self._toggle(name, b)) + row.addWidget(btn) + return row + + def _style_toggle(self, btn: QPushButton, enabled: bool): + if enabled: + btn.setText("ON") + btn.setStyleSheet(f""" + QPushButton {{ + background: #001a08; color: {C.GREEN}; + border: 1px solid {C.GREEN_D}; border-radius: 3px; + }} + QPushButton:hover {{ background: #002010; }} + """) + else: + btn.setText("OFF") + btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; + }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + + def _toggle(self, name: str, btn: QPushButton): + from memory.config_manager import get_plugin_enabled, save_plugin_enabled + new_val = not get_plugin_enabled(name) + save_plugin_enabled(name, new_val) + self._style_toggle(btn, new_val) + + +class _HudOverlay(QWidget): + """Base for the floating panels placed by hand over the HUD. + + They are children of the central widget but sit in no layout, so Qt never + invalidates the region they occupy when they hide or shrink: the HUD keeps + painting around them and their last frame stays on screen as a ghost. Any + overlay positioned with _centre_overlay needs this.""" + + def hideEvent(self, e): + p = self.parentWidget() + if p is not None: + # Repaint exactly what we were covering, before we stop covering it. + p.update(self.geometry()) + super().hideEvent(e) + + def closeEvent(self, e): + p = self.parentWidget() + if p is not None: + p.update(self.geometry()) + super().closeEvent(e) + + +class ConfirmBanner(_HudOverlay): + """The gate in front of an action that cannot be taken back. + + The old confirmation was a tool parameter the model filled in itself, which + means it confirmed its own shutdown requests. This is the interface asking, + and the answer travels from a human finger to core/confirm.py without the + model in the loop. Nothing blocks while it is up: the assistant keeps + talking, so this costs no latency — unlike the old gate, which spent two + tool round trips on every power command.""" + + answered = pyqtSignal(bool) + _OW = 430 + + def __init__(self, title: str, detail: str, parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + ConfirmBanner {{ + background: rgba(14, 3, 0, 250); + border: 1px solid {C.ACC}; + border-radius: 6px; + }} + """) + self.setFixedWidth(self._OW) + + lay = QVBoxLayout(self) + lay.setContentsMargins(20, 16, 20, 16) + lay.setSpacing(8) + + hdr = QLabel("⚠ CONFIRM") + hdr.setFont(QFont("Menlo", 14, QFont.Weight.Bold)) + hdr.setStyleSheet(f"color: {C.ACC}; background: transparent;") + lay.addWidget(hdr) + + ttl = QLabel(title) + ttl.setWordWrap(True) + ttl.setFont(QFont("Menlo", 13, QFont.Weight.Bold)) + ttl.setStyleSheet(f"color: {C.TEXT}; background: transparent;") + lay.addWidget(ttl) + + if detail: + dtl = QLabel(detail) + dtl.setWordWrap(True) + dtl.setFont(QFont("Menlo", 11)) + dtl.setStyleSheet(f"color: {C.TEXT_MED}; background: transparent;") + lay.addWidget(dtl) + + row = QHBoxLayout(); row.setSpacing(8) + + yes = QPushButton("▸ CONFIRM") + yes.setFixedHeight(32) + yes.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + yes.setCursor(Qt.CursorShape.PointingHandCursor) + yes.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.ACC}; + border: 1px solid {C.ACC}; border-radius: 3px; }} + QPushButton:hover {{ background: rgba(255,107,0,40); }} + """) + yes.clicked.connect(lambda: self.answered.emit(True)) + row.addWidget(yes) + + no = QPushButton("CANCEL") + no.setFixedHeight(32) + no.setFont(QFont("Menlo", 12)) + no.setCursor(Qt.CursorShape.PointingHandCursor) + no.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + no.clicked.connect(lambda: self.answered.emit(False)) + row.addWidget(no) + lay.addLayout(row) + + # Default focus on CANCEL: if someone hits Enter without reading, the + # safe answer wins. + no.setDefault(True) + no.setFocus() + + +class AudioDeviceOverlay(_HudOverlay): + """Choose which microphone JARVIS listens to and which speakers it uses. + + Both audio streams used to open with no `device=` at all, so they always + took the OS default — which on Windows moves by itself the moment a headset + is plugged in. 'JARVIS can't hear me' is usually 'JARVIS is listening to the + webcam'.""" + + picked = pyqtSignal() # emitted after Apply, when something changed + _OW = 460 + + def __init__(self, parent=None): + super().__init__(parent) + from core.audio_devices import list_devices, DEFAULT_LABEL + from memory.config_manager import get_input_device, get_output_device + + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + AudioDeviceOverlay {{ + background: rgba(0, 6, 10, 245); + border: 1px solid {C.BORDER_B}; + border-radius: 6px; + }} + """) + self.setFixedWidth(self._OW) + + lay = QVBoxLayout(self) + lay.setContentsMargins(20, 16, 20, 16) + lay.setSpacing(6) + + hdr = QLabel("🎧 AUDIO DEVICES") + hdr.setFont(QFont("Menlo", 15, QFont.Weight.Bold)) + hdr.setStyleSheet(f"color: {C.PRI}; background: transparent;") + lay.addWidget(hdr) + + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER}; margin: 2px 0;") + lay.addWidget(sep) + + _combo_css = ( + f"QComboBox {{ background: #000d12; color: {C.TEXT}; " + f"border: 1px solid {C.BORDER}; border-radius: 3px; padding: 4px 8px; }}" + f"QComboBox:hover {{ border-color: {C.BORDER_B}; }}" + f"QComboBox QAbstractItemView {{ background: #000d12; color: {C.TEXT}; " + f"selection-background-color: {C.PRI_GHO}; border: 1px solid {C.BORDER}; }}" + ) + + def _row(label: str, kind: str, current: str) -> QComboBox: + cap = QLabel(label) + cap.setFont(QFont("Menlo", 11)) + cap.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + lay.addWidget(cap) + + box = QComboBox() + box.setFont(QFont("Menlo", 12)) + box.setFixedHeight(30) + box.setStyleSheet(_combo_css) + # The list is served from a cache warmed on a background thread at + # startup, so opening this panel never blocks the Qt thread on the + # host audio API. + box.addItem(DEFAULT_LABEL, "") + for name in list_devices(kind): + box.addItem(name, name) + idx = box.findData(current) if current else 0 + box.setCurrentIndex(idx if idx >= 0 else 0) + if current and idx < 0: + # Saved device is not plugged in right now. Show it rather than + # silently resetting the user's choice to default. + box.addItem(f"{current} (not connected)", current) + box.setCurrentIndex(box.count() - 1) + lay.addWidget(box) + return box + + self._in_box = _row("MICROFONO — con cui ti ascolta", + "input", get_input_device()) + lay.addSpacing(4) + self._out_box = _row("ALTOPARLANTI — con cui ti parla", + "output", get_output_device()) + + note = QLabel("Applying reconnects the session. Your conversation is kept.") + note.setWordWrap(True) + note.setFont(QFont("Menlo", 10)) + note.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + lay.addSpacing(6) + lay.addWidget(note) + + row = QHBoxLayout(); row.setSpacing(8) + ok = QPushButton("▸ APPLY") + ok.setFixedHeight(32) + ok.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + ok.setCursor(Qt.CursorShape.PointingHandCursor) + ok.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 3px; }} + QPushButton:hover {{ background: {C.PRI_GHO}; border-color: {C.PRI}; }} + """) + ok.clicked.connect(self._apply) + row.addWidget(ok) + + cancel = QPushButton("CLOSE") + cancel.setFixedHeight(32) + cancel.setFont(QFont("Menlo", 12)) + cancel.setCursor(Qt.CursorShape.PointingHandCursor) + cancel.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + cancel.clicked.connect(self.hide) + row.addWidget(cancel) + lay.addLayout(row) + + def _apply(self): + from memory.config_manager import ( + get_input_device, get_output_device, + save_input_device, save_output_device, + ) + new_in = self._in_box.currentData() or "" + new_out = self._out_box.currentData() or "" + changed = (new_in != get_input_device()) or (new_out != get_output_device()) + save_input_device(new_in) + save_output_device(new_out) + self.hide() + # Only rebuild the session if something actually moved — a no-op Apply + # should not cost a reconnect. + if changed: + self.picked.emit() + + +class MemoryOverlay(_HudOverlay): + """Everything JARVIS has stored about you, and when it learned it. + + Memory used to be a 2200-character store that deleted its oldest entries + when full and mentioned it only on stdout. The cap is gone; this panel is + the other half of that change — a memory you cannot inspect is a memory you + cannot trust, and 'delete' has to be something the person can do.""" + + _OW = 520 + + def __init__(self, parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + MemoryOverlay {{ + background: rgba(0, 6, 10, 246); + border: 1px solid {C.BORDER_B}; + border-radius: 6px; + }} + """) + self.setFixedWidth(self._OW) + + self._lay = QVBoxLayout(self) + self._lay.setContentsMargins(20, 16, 20, 16) + self._lay.setSpacing(5) + self._rebuild() + + def _clear_layout(self): + """Take every item out of the layout and detach it from the widget tree + in this call. + + deleteLater() on its own is not enough: it queues destruction for the + next event-loop pass, and until then the old rows are still children of + this widget and still paint — which is what drew half of the previous + panel over the new one. setParent(None) removes them from the tree now; + deleteLater() then frees them safely.""" + while self._lay.count(): + item = self._lay.takeAt(0) + w = item.widget() + if w is not None: + # hide() stops it painting in this frame; deleteLater() frees it + # safely afterwards. setParent(None) would also stop the paint, + # but it turns the widget into a top-level window for the moment + # between the two calls, which is not something to leave lying + # around inside a click handler. + w.hide() + w.deleteLater() + continue + sub = item.layout() + if sub is not None: + while sub.count(): + si = sub.takeAt(0) + sw = si.widget() + if sw is not None: + sw.hide() + sw.deleteLater() + sub.deleteLater() + + def _settle(self, before): + """Size the panel to its content, re-centre it, and repaint what the old + size covered. + + The re-size has to happen here rather than at the end of _rebuild + because Qt has not polished the freshly-created children at that point, + so the size hint it would read is the empty-layout one. Measured: a + first adjustSize() returned 32 px for a panel whose content needed 155, + and a second call — after the same widgets had been through the event + loop — returned 155. So this runs twice: once now, once on the next + turn, from _rebuild. + + The re-centre and the repaint are needed because the overlay is placed + by hand and is in no layout: shrinking it leaves it off-centre and + leaves its former pixels on screen, since nothing tells the parent that + region changed. The repaint has to cover the union of the old and new + rectangles.""" + self._lay.invalidate() + self._lay.activate() + self.updateGeometry() + self.adjustSize() + + p = self.parentWidget() + if p is None: + self.update() + return + self.move(max(0, (p.width() - self.width()) // 2), + max(0, (p.height() - self.height()) // 2)) + p.update(before.united(self.geometry())) + self.update() + + def _rebuild(self): + before = self.geometry() + self._clear_layout() + + from memory.memory_manager import all_entries_for_ui + + hdr = QLabel("🧠 COSA RICORDO DI TE") + hdr.setFont(QFont("Menlo", 15, QFont.Weight.Bold)) + hdr.setStyleSheet(f"color: {C.PRI}; background: transparent;") + self._lay.addWidget(hdr) + + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER}; margin: 2px 0;") + self._lay.addWidget(sep) + + rows = all_entries_for_ui() + + cap = QLabel(f"{len(rows)} stored facts — newest first. " + f"Nothing here is sent anywhere; it lives in " + f"memory/long_term.json on this machine.") + cap.setWordWrap(True) + cap.setFont(QFont("Menlo", 10)) + cap.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + self._lay.addWidget(cap) + + if not rows: + empty = QLabel("Nothing stored yet.") + empty.setFont(QFont("Menlo", 12)) + empty.setStyleSheet(f"color: {C.TEXT_MED}; background: transparent;") + self._lay.addWidget(empty) + else: + scroll = QScrollArea() + scroll.setWidgetResizable(True) + scroll.setFixedHeight(min(420, 34 * len(rows) + 10)) + scroll.setStyleSheet( + f"QScrollArea {{ border: 1px solid {C.BORDER}; border-radius: 3px; " + f"background: transparent; }}" + ) + inner = QWidget() + ilay = QVBoxLayout(inner) + ilay.setContentsMargins(6, 6, 6, 6) + ilay.setSpacing(3) + + for r in rows: + line = QHBoxLayout(); line.setSpacing(6) + txt = QLabel(f"{r['key'].replace('_', ' ')} " + f"— {r['value']}") + txt.setWordWrap(True) + txt.setFont(QFont("Menlo", 11)) + txt.setStyleSheet(f"color: {C.TEXT}; background: transparent;") + line.addWidget(txt, 1) + + meta = QLabel(f"{r['category'][:4]} · {r['updated'] or '—'}") + meta.setFont(QFont("Menlo", 10)) + meta.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + line.addWidget(meta) + + rm = QPushButton("✕") + rm.setFixedSize(20, 20) + rm.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + rm.setCursor(Qt.CursorShape.PointingHandCursor) + rm.setToolTip("Forget this") + rm.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; }} + QPushButton:hover {{ color: {C.RED}; border-color: {C.RED}; }} + """) + rm.clicked.connect( + lambda _=False, c=r["category"], k=r["key"]: self._forget(c, k)) + line.addWidget(rm) + + holder = QWidget() + holder.setLayout(line) + ilay.addWidget(holder) + + ilay.addStretch() + scroll.setWidget(inner) + self._lay.addWidget(scroll) + + close = QPushButton("CLOSE") + close.setFixedHeight(30) + close.setFont(QFont("Menlo", 12)) + close.setCursor(Qt.CursorShape.PointingHandCursor) + close.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + close.clicked.connect(self.hide) + self._lay.addWidget(close) + + self._settle(before) + # …and again once Qt has polished the new children, because the size + # hint is not final until then. Harmless when the first pass already + # got it right: _settle is idempotent. + QTimer.singleShot(0, lambda g=before: self._settle(g)) + + def _forget(self, category: str, key: str): + from memory.memory_manager import forget + forget(key, category) + # Rebuild on the NEXT event-loop turn, not inside this click handler. + # The rebuild destroys the very ✕ button that emitted this signal, and + # Qt is entitled to touch the sender after a slot returns; tearing it + # down mid-emission is how a widget ends up half-alive on screen. + QTimer.singleShot(0, self._rebuild) + + +class ClipboardPanel(QWidget): + """Floating panel shown when text is copied — offers quick Jarvis actions.""" + + action_requested = pyqtSignal(str) + _W, _H = 326, 112 + + def __init__(self, parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + ClipboardPanel {{ + background: rgba(0, 8, 14, 248); + border: 1px solid {C.BORDER_B}; + border-radius: 6px; + }} + """) + self.setFixedWidth(self._W) + self._clip_text = "" + + lay = QVBoxLayout(self) + lay.setContentsMargins(8, 6, 8, 7) + lay.setSpacing(4) + + hdr = QHBoxLayout(); hdr.setSpacing(4) + icon_lbl = QLabel("◈ CLIPBOARD DETECTED") + icon_lbl.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + icon_lbl.setStyleSheet(f"color: {C.ACC2}; background: transparent;") + hdr.addWidget(icon_lbl); hdr.addStretch() + x_btn = QPushButton("✕") + x_btn.setFixedSize(16, 16) + x_btn.setFont(QFont("Menlo", 11)) + x_btn.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent; border: none;") + x_btn.setCursor(Qt.CursorShape.PointingHandCursor) + x_btn.clicked.connect(self.hide) + hdr.addWidget(x_btn) + lay.addLayout(hdr) + + self._preview = QLabel() + self._preview.setFont(QFont("Menlo", 11)) + self._preview.setStyleSheet(f""" + color: {C.TEXT}; background: {C.PANEL2}; + border: 1px solid {C.BORDER}; border-radius: 3px; padding: 4px 6px; + """) + self._preview.setWordWrap(False) + self._preview.setFixedHeight(28) + lay.addWidget(self._preview) + + btn_row = QHBoxLayout(); btn_row.setSpacing(4) + _bs = (f"QPushButton {{ background: {C.PANEL2}; color: {C.TEXT_MED}; " + f"border: 1px solid {C.BORDER}; border-radius: 2px; }}" + f"QPushButton:hover {{ color: {C.PRI}; border-color: {C.BORDER_B}; }}") + for label, cmd_fmt in [ + ("TRANSLATE", "Translate this text to English: {text}"), + ("SUMMARISE", "Summarise this: {text}"), + ("EXPLAIN", "Explain this: {text}"), + ("FIX", "Fix grammar and spelling: {text}"), + ]: + b = QPushButton(label) + b.setFixedHeight(22) + b.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + b.setCursor(Qt.CursorShape.PointingHandCursor) + b.setStyleSheet(_bs) + b.clicked.connect(lambda _, c=cmd_fmt: self._trigger(c)) + btn_row.addWidget(b) + lay.addLayout(btn_row) + + self._dismiss_timer = QTimer(self) + self._dismiss_timer.setSingleShot(True) + self._dismiss_timer.timeout.connect(self.hide) + self.hide() + + def _trigger(self, cmd_fmt: str): + if self._clip_text: + self.action_requested.emit(cmd_fmt.format(text=self._clip_text[:800])) + self.hide() + + def show_clipboard(self, text: str): + self._clip_text = text + preview = text[:58].replace('\n', ' ') + if len(text) > 58: + preview += "…" + self._preview.setText(f'"{preview}"') + self.show(); self.raise_() + self._dismiss_timer.start(8000) + + +class PluginSettingsOverlay(QWidget): + """Floating overlay — renders per-plugin settings forms. + + Fully generic: it iterates the settings schemas a plugin declared via its + PLUGIN_SETTINGS constant (delivered by PluginRegistry.settings_schemas) and + builds a form for each. It knows NOTHING about any specific plugin, so the + core stays clean and plugins remain pure drop-in — install a plugin that + declares fields (e.g. the 3D-printer suite) and its section appears here; + install none and this panel simply says there's nothing to configure. + """ + + _test_done = pyqtSignal(str, bool, str) # namespace, ok, message + _OW = 460 + + def __init__(self, sections: list[dict], parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + PluginSettingsOverlay {{ + background: rgba(0, 6, 10, 245); + border: 1px solid {C.BORDER_B}; + border-radius: 6px; + }} + """) + self._sections = sections or [] + self._widgets: dict[tuple, object] = {} # (namespace, key) -> input widget + self._types: dict[tuple, str] = {} # (namespace, key) -> field type + self._status_labels: dict[str, QLabel] = {} # namespace -> status QLabel + self._test_done.connect(self._on_test_done) + + self._fs = (f"QLineEdit {{ background: #000d12; color: {C.TEXT}; " + f"border: 1px solid {C.BORDER}; border-radius: 3px; padding: 4px 8px; }}" + f"QLineEdit:focus {{ border: 1px solid {C.PRI}; }}") + + root = QVBoxLayout(self) + root.setContentsMargins(22, 16, 22, 16) + root.setSpacing(8) + + root.addWidget(self._lbl("⚙ PLUGIN SETTINGS", 15, True)) + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER}; margin: 2px 0;") + root.addWidget(sep) + + if not self._sections: + root.addWidget(self._lbl( + "No configurable plugins are installed.\nDrop a plugin that needs " + "settings (like the 3D-printer suite) into the plugins folder and " + "it will show up here.", 9, color=C.TEXT_DIM)) + else: + scroll = QScrollArea() + scroll.setWidgetResizable(True) + scroll.setFrameShape(QFrame.Shape.NoFrame) + scroll.setStyleSheet("QScrollArea { background: transparent; }") + inner = QWidget() + inner.setStyleSheet("background: transparent;") + form = QVBoxLayout(inner) + form.setContentsMargins(0, 0, 6, 0) + form.setSpacing(6) + for sec in self._sections: + self._build_section(form, sec) + form.addStretch(1) + scroll.setWidget(inner) + root.addWidget(scroll, 1) + + # ── bottom buttons ─────────────────────────────────────────────────── + btn_row = QHBoxLayout(); btn_row.setSpacing(8) + if self._sections: + save_btn = QPushButton("▸ SAVE") + save_btn.setFixedHeight(34) + save_btn.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + save_btn.setCursor(Qt.CursorShape.PointingHandCursor) + save_btn.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 3px; }} + QPushButton:hover {{ background: {C.PRI_GHO}; border: 1px solid {C.PRI}; }} + """) + save_btn.clicked.connect(self._save_all) + btn_row.addWidget(save_btn) + + close_btn = QPushButton("CLOSE") + close_btn.setFixedHeight(34) + close_btn.setFont(QFont("Menlo", 12)) + close_btn.setCursor(Qt.CursorShape.PointingHandCursor) + close_btn.setStyleSheet(f""" + QPushButton {{ background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + close_btn.clicked.connect(self.hide) + btn_row.addWidget(close_btn) + root.addLayout(btn_row) + + # ── helpers ─────────────────────────────────────────────────────────────── + def _lbl(self, txt, fs=9, bold=False, color=C.PRI, + align=Qt.AlignmentFlag.AlignLeft): + w = QLabel(txt); w.setAlignment(align); w.setWordWrap(True) + w.setFont(QFont("Menlo", fs, + QFont.Weight.Bold if bold else QFont.Weight.Normal)) + w.setStyleSheet(f"color: {color}; background: transparent;") + return w + + def _build_section(self, form: QVBoxLayout, sec: dict): + ns = sec.get("namespace") or sec.get("plugin") or "plugin" + title = sec.get("title") or ns + fields = sec.get("fields") or [] + values = sec.get("values") or {} + + form.addSpacing(4) + form.addWidget(self._lbl(title, 10, True, C.PRI)) + + for field in fields: + if not isinstance(field, dict) or not field.get("key"): + continue + key = field["key"] + ftype = (field.get("type") or "text").lower() + label = field.get("label") or key + default = field.get("default") + stored = values.get(key, default) + + form.addWidget(self._lbl(label.upper(), 8, color=C.TEXT_DIM)) + + if ftype == "choice": + w = QComboBox() + w.addItems([str(o) for o in field.get("options", [])]) + w.setFont(QFont("Menlo", 12)) + w.setFixedHeight(30) + w.setStyleSheet( + f"QComboBox {{ background: #000d12; color: {C.TEXT}; " + f"border: 1px solid {C.BORDER}; border-radius: 3px; padding: 2px 8px; }}" + f"QComboBox QAbstractItemView {{ background: #000d12; color: {C.TEXT}; " + f"selection-background-color: {C.PRI_GHO}; }}") + if stored is not None: + w.setCurrentText(str(stored)) + elif ftype == "toggle": + w = QPushButton() + w.setCheckable(True) + w.setChecked(bool(stored)) + w.setFixedHeight(28) + w.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + w.setCursor(Qt.CursorShape.PointingHandCursor) + self._style_toggle(w) + w.toggled.connect(lambda _=False, b=w: self._style_toggle(b)) + else: # text / password + w = QLineEdit("" if stored is None else str(stored)) + w.setFont(QFont("Menlo", 13)) + w.setFixedHeight(30) + w.setStyleSheet(self._fs) + if field.get("placeholder"): + w.setPlaceholderText(str(field["placeholder"])) + if ftype == "password": + w.setEchoMode(QLineEdit.EchoMode.Password) + + self._widgets[(ns, key)] = w + self._types[(ns, key)] = ftype + form.addWidget(w) + + # optional test/connect action button + status line + action = sec.get("action") + if isinstance(action, dict) and callable(action.get("run")): + form.addSpacing(2) + ab = QPushButton(str(action.get("label") or "TEST")) + ab.setFixedHeight(30) + ab.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + ab.setCursor(Qt.CursorShape.PointingHandCursor) + ab.setStyleSheet(f""" + QPushButton {{ background: #00091a; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 3px; }} + QPushButton:hover {{ background: {C.PRI_GHO}; border-color: {C.PRI}; }} + """) + ab.clicked.connect(lambda _=False, n=ns: self._run_action(n)) + form.addWidget(ab) + + status = self._lbl("", 11, color=C.TEXT_DIM) + self._status_labels[ns] = status + form.addWidget(status) + + line = QFrame(); line.setFrameShape(QFrame.Shape.HLine) + line.setStyleSheet(f"color: {C.BORDER}; margin: 4px 0;") + form.addWidget(line) + + def _style_toggle(self, btn: QPushButton): + on = btn.isChecked() + btn.setText("ON" if on else "OFF") + if on: + btn.setStyleSheet(f"QPushButton {{ background: {C.PRI_GHO}; color: {C.PRI}; " + f"border: 1px solid {C.PRI}; border-radius: 3px; }}") + else: + btn.setStyleSheet(f"QPushButton {{ background: transparent; color: {C.TEXT_MED}; " + f"border: 1px solid {C.BORDER}; border-radius: 3px; }}") + + # ── data ────────────────────────────────────────────────────────────────── + def _gather(self, ns: str) -> dict: + out = {} + for (n, key), w in self._widgets.items(): + if n != ns: + continue + t = self._types.get((n, key), "text") + if t == "choice": + out[key] = w.currentText() + elif t == "toggle": + out[key] = w.isChecked() + else: + out[key] = w.text().strip() + return out + + def _save_ns(self, ns: str): + from memory.config_manager import save_plugin_config + save_plugin_config(ns, self._gather(ns)) + + def _save_all(self): + for sec in self._sections: + ns = sec.get("namespace") or sec.get("plugin") + if ns: + self._save_ns(ns) + lbl = self._status_labels.get(ns) + if lbl: + lbl.setText("Saved ✓") + lbl.setStyleSheet(f"color: {C.PRI}; background: transparent;") + + def _run_action(self, ns: str): + sec = next((s for s in self._sections + if (s.get("namespace") or s.get("plugin")) == ns), None) + if not sec: + return + run_fn = (sec.get("action") or {}).get("run") + if not callable(run_fn): + return + self._save_ns(ns) # persist what the user typed before testing + values = self._gather(ns) + lbl = self._status_labels.get(ns) + if lbl: + lbl.setText("Testing…") + lbl.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + + def worker(): + try: + res = run_fn(values) + if isinstance(res, tuple) and len(res) == 2: + ok, msg = bool(res[0]), str(res[1]) + else: + ok, msg = bool(res), str(res) + except Exception as e: + ok, msg = False, str(e) + self._test_done.emit(ns, ok, msg) + + threading.Thread(target=worker, daemon=True).start() + + def _on_test_done(self, ns: str, ok: bool, msg: str): + lbl = self._status_labels.get(ns) + if not lbl: + return + lbl.setText(msg) + color = C.PRI if ok else "#ff6b6b" + lbl.setStyleSheet(f"color: {color}; background: transparent;") + + +class RemoteKeyOverlay(QWidget): + """Floating overlay — QR code for instant phone pairing + manual key fallback.""" + + closed = pyqtSignal() + + _OW, _OH = 400, 465 + + def __init__(self, url: str, key: str, auto_login_url: str = "", + manual_url: str = "", expiry_secs: int = 600, parent=None): + super().__init__(parent) + self.setAttribute(Qt.WidgetAttribute.WA_StyledBackground, True) + self.setStyleSheet(f""" + RemoteKeyOverlay {{ + background: rgba(0, 4, 12, 0.95); + border: 1px solid {C.BORDER_B}; + border-radius: 14px; + }} + """) + self._expiry = time.time() + expiry_secs + self._on_new_key = None + self._auto_login_url = auto_login_url + self._manual_url = manual_url or url + + lay = QVBoxLayout(self) + lay.setContentsMargins(24, 16, 24, 16) + lay.setSpacing(5) + + def _lbl(txt, fs=9, bold=False, color=C.PRI, + align=Qt.AlignmentFlag.AlignCenter): + w = QLabel(txt) + w.setAlignment(align) + w.setFont(QFont("Menlo", fs, + QFont.Weight.Bold if bold else QFont.Weight.Normal)) + w.setStyleSheet(f"color: {color}; background: transparent;") + w.setWordWrap(True) + return w + + lay.addWidget(_lbl("◈ REMOTE ACCESS", 15, True)) + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER}; margin: 1px 0;") + lay.addWidget(sep) + + # ── QR code ─────────────────────────────────────────────────────────── + self._qr_label = QLabel() + self._qr_label.setAlignment(Qt.AlignmentFlag.AlignCenter) + self._qr_label.setFixedSize(176, 176) + self._qr_label.setStyleSheet( + "background: white; border-radius: 10px; padding: 4px;" + ) + qr_row = QHBoxLayout() + qr_row.addStretch() + qr_row.addWidget(self._qr_label) + qr_row.addStretch() + lay.addLayout(qr_row) + + self._update_qr(auto_login_url) + + lay.addWidget(_lbl("Scan with phone camera to connect instantly", 11, color=C.TEXT_DIM)) + + sep2 = QFrame(); sep2.setFrameShape(QFrame.Shape.HLine) + sep2.setStyleSheet(f"color: {C.BORDER}; margin: 1px 0;") + lay.addWidget(sep2) + + lay.addWidget(_lbl("Or enter manually:", 10, color=C.TEXT_DIM, + align=Qt.AlignmentFlag.AlignLeft)) + + self._url_lbl = QLabel(self._manual_url) + self._url_lbl.setFont(QFont("Menlo", 11)) + self._url_lbl.setStyleSheet(f"color: {C.PRI_DIM}; background: transparent;") + self._url_lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + self._url_lbl.setTextInteractionFlags( + Qt.TextInteractionFlag.TextSelectableByMouse) + lay.addWidget(self._url_lbl) + + self._key_lbl = QLabel(key) + self._key_lbl.setFont(QFont("Menlo", 28, QFont.Weight.Bold)) + self._key_lbl.setStyleSheet(f""" + color: {C.ACC}; + background: {C.PANEL2}; + border: 1px solid {C.BORDER_B}; + border-radius: 8px; + padding: 6px 4px; + letter-spacing: 10px; + """) + self._key_lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + lay.addWidget(self._key_lbl) + + self._timer_lbl = QLabel() + self._timer_lbl.setFont(QFont("Menlo", 11)) + self._timer_lbl.setStyleSheet(f"color: {C.TEXT_MED}; background: transparent;") + self._timer_lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + lay.addWidget(self._timer_lbl) + + btn_row = QHBoxLayout(); btn_row.setSpacing(8) + new_btn = QPushButton("NEW KEY") + new_btn.setFixedHeight(32) + new_btn.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + new_btn.setCursor(Qt.CursorShape.PointingHandCursor) + new_btn.setStyleSheet(f""" + QPushButton {{ + background: {C.PANEL}; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 5px; + }} + QPushButton:hover {{ background: {C.PRI_GHO}; border: 1px solid {C.PRI}; }} + """) + new_btn.clicked.connect(self._refresh_key) + btn_row.addWidget(new_btn) + + close_btn = QPushButton("DISMISS") + close_btn.setFixedHeight(32) + close_btn.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + close_btn.setCursor(Qt.CursorShape.PointingHandCursor) + close_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 5px; + }} + QPushButton:hover {{ color: {C.TEXT}; border: 1px solid {C.BORDER_B}; }} + """) + close_btn.clicked.connect(self._do_close) + btn_row.addWidget(close_btn) + lay.addLayout(btn_row) + + self._ctimer = QTimer(self) + self._ctimer.timeout.connect(self._tick) + self._ctimer.start(1000) + self._tick() + + def set_new_key_callback(self, fn) -> None: + self._on_new_key = fn + + def _update_qr(self, url: str) -> None: + if not url: + self._qr_label.setText("—") + return + try: + import qrcode as _qrmod + from io import BytesIO + qr = _qrmod.QRCode( + box_size=5, border=2, + error_correction=_qrmod.constants.ERROR_CORRECT_M, + ) + qr.add_data(url) + qr.make(fit=True) + img = qr.make_image(fill_color="black", back_color="white") + buf = BytesIO() + img.save(buf, format="PNG") + px = QPixmap() + px.loadFromData(buf.getvalue()) + self._qr_label.setPixmap( + px.scaled(170, 170, + Qt.AspectRatioMode.KeepAspectRatio, + Qt.TransformationMode.SmoothTransformation) + ) + except ImportError: + self._qr_label.setText("pip install\nqrcode[pil]") + self._qr_label.setFont(QFont("Menlo", 11)) + self._qr_label.setStyleSheet( + "color: #888; background: white; border-radius: 10px; padding: 4px;" + ) + except Exception: + self._qr_label.setText(url[:28]) + self._qr_label.setFont(QFont("Menlo", 10)) + self._qr_label.setStyleSheet( + f"color: {C.PRI}; background: white; border-radius: 10px; padding: 4px;" + ) + + def _tick(self): + remaining = max(0, int(self._expiry - time.time())) + m, s = divmod(remaining, 60) + self._timer_lbl.setText(f"Key expires in {m:02d}:{s:02d}") + if remaining == 0: + self._do_close() + + def mark_connected(self) -> None: + """Call from any thread when a phone successfully connects.""" + self._ctimer.stop() + self._key_lbl.setText("CONNECTED") + self._key_lbl.setStyleSheet(f""" + color: {C.GREEN}; + background: rgba(34,197,94,0.08); + border: 2px solid rgba(34,197,94,0.4); + border-radius: 8px; + padding: 6px 4px; + letter-spacing: 4px; + """) + self._qr_label.setText("✓") + self._qr_label.setFont(QFont("Menlo", 54, QFont.Weight.Bold)) + self._qr_label.setStyleSheet( + "color: #00ff88; background: #001a0d; border-radius: 10px;" + ) + self._timer_lbl.setText("Telefono collegato — pronta") + self._timer_lbl.setStyleSheet(f"color: {C.GREEN}; background: transparent;") + + def _refresh_key(self): + if self._on_new_key: + result = self._on_new_key() + if result: + url = result[0] + key = result[1] + auto = result[2] if len(result) >= 3 else "" + manual = result[3] if len(result) >= 4 else url + self._manual_url = manual or url + self._url_lbl.setText(self._manual_url) + self._key_lbl.setText(key) + self._auto_login_url = auto + self._update_qr(auto or url) + self._expiry = time.time() + 600 + self._key_lbl.setStyleSheet(f""" + color: {C.ACC}; + background: {C.PANEL2}; + border: 1px solid {C.BORDER_B}; + border-radius: 8px; + padding: 6px 4px; + letter-spacing: 10px; + """) + self._timer_lbl.setStyleSheet( + f"color: {C.TEXT_MED}; background: transparent;" + ) + self._ctimer.start(1000) + self._tick() + + def _do_close(self): + self._ctimer.stop() + self.hide() + self.closed.emit() + + +class MainWindow(QMainWindow): + _log_sig = pyqtSignal(str) + _state_sig = pyqtSignal(str) + _content_sig = pyqtSignal(str, str) # (title, text) — thread-safe content display + _reconfig_sig = pyqtSignal() # trigger setup overlay from any thread + _camera_sig = pyqtSignal(bytes) # show camera frame preview (small overlay) + _cam_stream_sig = pyqtSignal(bool) # True=start live stream, False=stop + _cam_frame_sig = pyqtSignal(bytes) # live camera frame → HUD area + _clipboard_sig = pyqtSignal(str) # clipboard text changed (thread-safe) + _confirm_sig = pyqtSignal(str, str) # (title, detail) — irreversible-action gate + _confirm_hide_sig = pyqtSignal() + _wake_dl_sig = pyqtSignal(bool, str) # wake-word install finished (ok, message) + _quiz_sig = pyqtSignal(str, object, object) # (topic, questions, grader) + _quiz_hide_sig = pyqtSignal() + _review_sig = pyqtSignal(str, str, object, object) # document review payload + + def __init__(self, face_path: str): + super().__init__() + self._face_path = face_path + + # Load customization from config + _cfg = _read_full_config() + self._assistant_name: str = (_cfg.get("assistant_name") or "Ava").strip() + _display = self._assistant_name.upper() + + # Apply the saved UI colour BEFORE panels/stylesheets are built + _ui_color = (_cfg.get("ui_color") or "").strip() + if _ui_color and _ui_color.lower() != DEFAULT_UI_COLOR: + apply_ui_accent(_ui_color) + + self.setWindowTitle(_display if _display.lower() == APP_VERSION.lower() else f"{_display} — {APP_VERSION}") + self.setMinimumSize(_MIN_W, _MIN_H) + self.resize(_DEFAULT_W, _DEFAULT_H) + + screen = QApplication.primaryScreen().availableGeometry() + self.move( + (screen.width() - _DEFAULT_W) // 2, + (screen.height() - _DEFAULT_H) // 2, + ) + + self.on_text_command = None + self.on_remote_clicked = None # callable: () -> (url, key) | None + self.on_interrupt = None # callable: () -> None — stop JARVIS mid-speech + self.on_voice_change = None # callable: () -> None — rebuild session with new voice + self.on_audio_device_change = None # callable: () -> None — reopen audio streams + self._confirm_overlay = None # live ConfirmBanner, if one is on screen + self.get_plugins = None # callable: () -> list[dict], set by JarvisLive + self.get_plugin_settings = None # callable: () -> list[dict] settings schemas, set by JarvisLive + self.on_wake_toggle = None # callable: (enable: bool) -> str, set by JarvisLive + self.on_wake_manual = None # callable: () -> None — manual sleep/wake + self.on_push_to_talk = None # callable: (enable: bool) -> str scope + self.ptt_hold = None # callable: (held: bool) -> None — windowed chord + self.wake_get_state = None # callable: () -> dict {enabled, awake, ready} + self.on_engine_settings = None # AvatarPy: apre la finestra Motore & Voce + self.on_new_conversation = None # AvatarPy: azzera la conversazione + self._muted = False + self._current_file: str | None = None + self._remote_overlay: RemoteKeyOverlay | None = None + self._customize_overlay: CustomizeOverlay | None = None + + central = QWidget() + central.setStyleSheet(f"background: {C.BG};") + self.setCentralWidget(central) + + root = QVBoxLayout(central) + root.setContentsMargins(0, 0, 0, 0) + root.setSpacing(0) + root.addWidget(self._build_header()) + + body = QHBoxLayout() + body.setContentsMargins(0, 0, 0, 0) + body.setSpacing(0) + + self._left_panel = self._build_left_panel() + body.addWidget(self._left_panel, stretch=0) + + # Center column: HUD + resizable content panel via QSplitter + self.hud = HudCanvas(face_path, _display) + self.hud.setSizePolicy(QSizePolicy.Policy.Expanding, QSizePolicy.Policy.Expanding) + self._content_panel = self._build_content_panel() + self._quiz_panel = self._build_quiz_panel() + + # Live camera container — replaces HUD when camera stream is active + _cam_cont = QWidget() + _cam_cont.setStyleSheet("background: #000308;") + _cam_v = QVBoxLayout(_cam_cont) + _cam_v.setContentsMargins(0, 0, 0, 0) + _cam_v.setSpacing(0) + _cam_hdr = QHBoxLayout() + _cam_hdr.setContentsMargins(8, 5, 8, 5) + _cam_title = QLabel("◈ CAMERA FEED") + _cam_title.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + _cam_title.setStyleSheet(f"color: {C.PRI}; background: transparent;") + _cam_hdr.addWidget(_cam_title) + _cam_hdr.addStretch() + _cam_x = QPushButton("✕ CLOSE") + _cam_x.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + _cam_x.setCursor(Qt.CursorShape.PointingHandCursor) + _cam_x.setStyleSheet(f""" + QPushButton {{ + color: {C.TEXT_DIM}; background: transparent; + border: none; padding: 2px 6px; + }} + QPushButton:hover {{ color: {C.PRI}; }} + """) + _cam_x.clicked.connect(self.stop_camera_stream) + _cam_hdr.addWidget(_cam_x) + _cam_v.addLayout(_cam_hdr) + self._cam_live_lbl = QLabel() + self._cam_live_lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + self._cam_live_lbl.setStyleSheet("background: transparent;") + self._cam_live_lbl.setSizePolicy( + QSizePolicy.Policy.Expanding, QSizePolicy.Policy.Expanding + ) + _cam_v.addWidget(self._cam_live_lbl, stretch=1) + + # Stack: 0 = animated HUD, 1 = live camera + self._hud_cam_stack = QStackedWidget() + self._hud_cam_stack.addWidget(self.hud) + self._hud_cam_stack.addWidget(_cam_cont) + self.avatar3d = None # AvatarPy: vista 3D, creata al bisogno + + self._center_split = QSplitter(Qt.Orientation.Vertical) + self._center_split.setStyleSheet(f""" + QSplitter::handle {{ + background: {C.BORDER}; + height: 4px; + }} + QSplitter::handle:hover {{ + background: {C.PRI_DIM}; + }} + """) + self._center_split.addWidget(self._hud_cam_stack) + self._center_split.addWidget(self._content_panel) + self._center_split.addWidget(self._quiz_panel) + self._center_split.setStretchFactor(0, 3) + self._center_split.setStretchFactor(1, 1) + self._center_split.setCollapsible(0, False) + body.addWidget(self._center_split, stretch=5) + + self._right_panel = self._build_right_panel() + body.addWidget(self._right_panel, stretch=0) + + root.addLayout(body, stretch=1) + root.addWidget(self._build_footer()) + + # Quick-access drawer (floating overlay, built after central widget layout is done) + self._quick_drawer = self._build_quick_drawer() + self._update_autostart_btn(self._check_autostart()) + from memory.config_manager import get_brief_enabled as _gbe + self._update_brief_btn(_gbe()) + + self._clock_tmr = QTimer(self) + self._clock_tmr.timeout.connect(self._tick_clock) + self._clock_tmr.start(1000) + self._tick_clock() + + # Metric update timer + self._metric_tmr = QTimer(self) + self._metric_tmr.timeout.connect(self._update_metrics) + self._metric_tmr.start(2000) + self._update_metrics() + + self._log_sig.connect(self._log.append_log) + self._state_sig.connect(self._apply_state) + self._content_sig.connect(self._show_content) + self._reconfig_sig.connect(self._show_setup) + self._camera_sig.connect(self._show_camera_frame) + self._confirm_sig.connect(self._show_confirm_banner) + self._confirm_hide_sig.connect(self._hide_confirm_banner) + self._cam_stream_sig.connect(self._on_cam_stream) + self._cam_frame_sig.connect(self._on_cam_frame) + self._clipboard_sig.connect(self._show_clipboard_panel) + self._wake_dl_sig.connect(self._on_wake_install_done) + self._quiz_sig.connect(self._show_quiz) + self._quiz_hide_sig.connect(self._hide_quiz) + self._review_sig.connect(self._show_review) + self._cam_stop = threading.Event() + + # Camera preview overlay (child of central widget, positioned in resizeEvent) + self._cam_preview = _CameraPreview(self.centralWidget()) + + # Clipboard panel (child of central widget, bottom-center) + self._clipboard_panel = ClipboardPanel(self.centralWidget()) + self._clipboard_panel.action_requested.connect(self._on_clipboard_action) + QApplication.clipboard().dataChanged.connect(self._on_clipboard_changed) + + self._overlay: SetupOverlay | None = None + self._ready = self._check_config() + if not self._ready: + self._show_setup() + try: + from memory.config_manager import get_hud_style as _ghs3 + if _ghs3() == "3d": + self._ensure_avatar3d() + except Exception as _e: + print(f"[avatar3d] non disponibile: {_e}") + + sc_mute = QShortcut(QKeySequence("F4"), self) + sc_mute.activated.connect(self._toggle_mute) + sc_full = QShortcut(QKeySequence("F11"), self) + sc_full.activated.connect(self._toggle_fullscreen) + sc_intr = QShortcut(QKeySequence("Escape"), self) + sc_intr.activated.connect(self._do_interrupt) + + def _show_camera_frame(self, img_bytes: bytes): + """Slot — display camera preview overlay (main thread).""" + self._cam_preview.show_frame(img_bytes) + cw = self.centralWidget() + pw = _CameraPreview._W + ph = self._cam_preview.height() + self._cam_preview.setGeometry( + cw.width() - _RIGHT_W - pw - 12, + cw.height() - ph - 28, + pw, ph, + ) + + # --- Live camera stream in HUD area ------------------------------------ + def _on_cam_stream(self, start: bool) -> None: + if start: + self._hud_cam_stack.setCurrentIndex(1) + else: + self._restore_hud_view() + self._cam_live_lbl.clear() + + # ── AvatarPy: avatar 3D ───────────────────────────────────────────────── + def _ensure_avatar3d(self): + if self.avatar3d is None: + from avatar.avatar3d import Avatar3DView + self.avatar3d = Avatar3DView(self) + self._hud_cam_stack.addWidget(self.avatar3d) + self._hud_cam_stack.setCurrentWidget(self.avatar3d) + self.avatar3d.set_state(self.hud.state) + + def _restore_hud_view(self): + from memory.config_manager import get_hud_style + if get_hud_style() == "3d" and self.avatar3d is not None: + self._hud_cam_stack.setCurrentWidget(self.avatar3d) + else: + self._hud_cam_stack.setCurrentIndex(0) + + def _on_cam_frame(self, data: bytes) -> None: + px = QPixmap() + px.loadFromData(data) + if not px.isNull(): + w, h = self._cam_live_lbl.width(), self._cam_live_lbl.height() + if w > 1 and h > 1: + self._cam_live_lbl.setPixmap( + px.scaled(w, h, + Qt.AspectRatioMode.KeepAspectRatio, + Qt.TransformationMode.SmoothTransformation) + ) + + def start_camera_stream(self) -> None: + self._cam_stop.clear() + self._cam_stream_sig.emit(True) + t = threading.Thread(target=self._cam_loop, daemon=True, name="cam-stream") + t.start() + + def _cam_loop(self) -> None: + try: + import cv2 + # Reuse camera index detected by screen_processor (cached in api_keys.json) + cam_idx = 0 + try: + import json as _j + cfg = _j.loads((CONFIG_DIR / "api_keys.json").read_text()) + cam_idx = int(cfg.get("camera_index", 0)) + except Exception: + pass + try: + backend = cv2.CAP_DSHOW if _OS == "Windows" else cv2.CAP_ANY + except AttributeError: + backend = 0 + cap = cv2.VideoCapture(cam_idx, backend) + if not cap.isOpened(): + cap = cv2.VideoCapture(0) + if not cap.isOpened(): + return + # warm-up frames + for _ in range(5): + cap.read() + while not self._cam_stop.wait(0.033) and cap.isOpened(): + ret, frame = cap.read() + if ret and frame is not None: + _, buf = cv2.imencode(".jpg", frame, [cv2.IMWRITE_JPEG_QUALITY, 65]) + self._cam_frame_sig.emit(buf.tobytes()) + cap.release() + except Exception as e: + print(f"[Camera] Stream error: {e}") + finally: + self._cam_stream_sig.emit(False) + + def stop_camera_stream(self) -> None: + self._cam_stop.set() + + # ------------------------------------------------------------------ + # Icon generation — arc-reactor style, rendered with Pillow + # ------------------------------------------------------------------ + @staticmethod + def _build_jarvis_icon(out_path: Path) -> bool: + """ + Render a JARVIS arc-reactor icon at 4× resolution and downsample + for crisp results at all sizes. Saves a multi-res .ico to out_path. + Returns True on success. + """ + try: + import math + import PIL.Image + import PIL.ImageDraw + import PIL.ImageFilter + except ImportError: + return False + + CYAN = (0, 212, 255) + DIM = (0, 100, 140) + DARK = (0, 6, 10) + GLOW = (0, 160, 200) + WHITE = (220, 240, 255) + + def _render(sz: int) -> PIL.Image.Image: + S = sz * 4 # draw at 4× then downscale + img = PIL.Image.new("RGBA", (S, S), (0, 0, 0, 0)) + d = PIL.ImageDraw.Draw(img) + cx = cy = S // 2 + + # ── filled background circle ────────────────────────────────── + R = S // 2 - 2 + d.ellipse([cx-R, cy-R, cx+R, cy+R], fill=(*DARK, 255)) + + # ── outer border ring ───────────────────────────────────────── + lw = max(2, S // 40) + d.ellipse([cx-R, cy-R, cx+R, cy+R], + outline=(*CYAN, 220), width=lw) + + # ── mid decorative ring ─────────────────────────────────────── + R2 = int(R * 0.72) + d.ellipse([cx-R2, cy-R2, cx+R2, cy+R2], + outline=(*DIM, 180), width=max(1, lw // 2)) + + # ── 6 radial spokes (hex bolt) ──────────────────────────────── + R_inner = int(R * 0.30) + R_outer = int(R * 0.62) + spoke_w = max(1, S // 80) + for i in range(6): + angle = math.radians(i * 60 - 30) + x1 = cx + int(R_inner * math.cos(angle)) + y1 = cy + int(R_inner * math.sin(angle)) + x2 = cx + int(R_outer * math.cos(angle)) + y2 = cy + int(R_outer * math.sin(angle)) + d.line([x1, y1, x2, y2], fill=(*GLOW, 200), width=spoke_w) + + # ── 6 tick marks on outer ring ──────────────────────────────── + for i in range(6): + angle = math.radians(i * 60) + for dr in range(lw * 2): + rx = (R - lw - dr) + d.point( + [cx + int(rx * math.cos(angle)), + cy + int(rx * math.sin(angle))], + fill=(*WHITE, 220), + ) + + # ── inner glowing ring ──────────────────────────────────────── + Ri = int(R * 0.26) + d.ellipse([cx-Ri, cy-Ri, cx+Ri, cy+Ri], + outline=(*CYAN, 255), width=max(2, lw)) + + # ── bright glow soft blur applied before core ───────────────── + # (draw a slightly larger cyan circle on a separate layer) + glow_layer = PIL.Image.new("RGBA", (S, S), (0, 0, 0, 0)) + gd = PIL.ImageDraw.Draw(glow_layer) + Rc = int(R * 0.13) + gd.ellipse([cx-Rc*2, cy-Rc*2, cx+Rc*2, cy+Rc*2], + fill=(*CYAN, 110)) + glow_layer = glow_layer.filter(PIL.ImageFilter.GaussianBlur(S // 14)) + img = PIL.Image.alpha_composite(img, glow_layer) + d = PIL.ImageDraw.Draw(img) + + # ── core dot ────────────────────────────────────────────────── + d.ellipse([cx-Rc, cy-Rc, cx+Rc, cy+Rc], fill=(*WHITE, 255)) + + # ── downscale to target size ────────────────────────────────── + return img.resize((sz, sz), PIL.Image.LANCZOS) + + try: + sizes = [256, 128, 64, 48, 32, 16] + frames = [_render(s) for s in sizes] + frames[0].save( + out_path, + format="ICO", + append_images=frames[1:], + sizes=[(s, s) for s in sizes], + ) + return True + except Exception as e: + print(f"[Shortcut] ⚠️ Icon generation failed: {e}") + return False + + @staticmethod + def _create_lnk_windows(lnk: str, target: str, args: str, + work_dir: str, icon_loc: str) -> None: + """ + Create a Windows .lnk shortcut WITHOUT launching PowerShell or cmd. + Tries win32com (pywin32) first; falls back to wscript.exe + VBScript. + wscript.exe is a GUI-mode host — it never opens a console window. + """ + # ── Option 1: pywin32 (pure Python COM, zero subprocess) ────────── + try: + from win32com.client import Dispatch # type: ignore + sh = Dispatch("WScript.Shell") + sc = sh.CreateShortCut(lnk) + sc.TargetPath = target + sc.Arguments = f'"{args}"' + sc.WorkingDirectory = work_dir + sc.Description = "LuZa Assistente" + sc.IconLocation = icon_loc + sc.save() + return + except ImportError: + pass + + # ── Option 2: wscript.exe + VBScript (always available on Windows, + # GUI-mode executable — never opens a console window) ──────────── + vbs = "\n".join([ + 'Set ws = CreateObject("WScript.Shell")', + f'Set sc = ws.CreateShortcut("{lnk}")', + f'sc.TargetPath = "{target}"', + f'sc.Arguments = Chr(34) & "{args}" & Chr(34)', + f'sc.WorkingDirectory = "{work_dir}"', + 'sc.Description = "LuZa Assistente"', + f'sc.IconLocation = "{icon_loc}"', + 'sc.Save', + ]) + import tempfile + fd, tmp = tempfile.mkstemp(suffix=".vbs") + try: + with os.fdopen(fd, "w", encoding="utf-8") as f: + f.write(vbs) + proc = subprocess.Popen( + ["wscript.exe", "/nologo", tmp], + creationflags=subprocess.DETACHED_PROCESS | subprocess.CREATE_NO_WINDOW, + ) + proc.wait(timeout=10) + finally: + try: + os.unlink(tmp) + except Exception: + pass + + @staticmethod + def _get_desktop_dir() -> Path: + """ + Resolve the user's REAL desktop directory instead of assuming + ~/Desktop, which breaks when: + • OneDrive "Known Folder Move" relocates the desktop + (C:/Users/x/OneDrive/Desktop) — very common on Win 10/11; + • the XDG desktop is localized on Linux (~/Masaüstü, + ~/Schreibtisch, ~/Bureau, …). + Falls back to ~/Desktop only as a last resort. + """ + home = Path.home() + _os = platform.system() + + if _os == "Windows": + # ── 1) SHGetKnownFolderPath(FOLDERID_Desktop) — the canonical + # answer; follows OneDrive redirection. No dependencies. ── + try: + import ctypes + from ctypes import wintypes + + class _GUID(ctypes.Structure): + _fields_ = [("Data1", wintypes.DWORD), + ("Data2", wintypes.WORD), + ("Data3", wintypes.WORD), + ("Data4", ctypes.c_ubyte * 8)] + + # FOLDERID_Desktop {B4BFCC3A-DB2C-424C-B029-7FE99A87C641} + fid = _GUID(0xB4BFCC3A, 0xDB2C, 0x424C, + (ctypes.c_ubyte * 8)(0xB0, 0x29, 0x7F, 0xE9, + 0x9A, 0x87, 0xC6, 0x41)) + buf = ctypes.c_wchar_p() + if ctypes.windll.shell32.SHGetKnownFolderPath( + ctypes.byref(fid), 0, None, ctypes.byref(buf)) == 0: + p = Path(buf.value) + ctypes.windll.ole32.CoTaskMemFree(buf) + if p.is_dir(): + return p + except Exception: + pass + + # ── 2) Registry: User Shell Folders (may contain %VARS%) ────── + try: + import winreg + with winreg.OpenKey( + winreg.HKEY_CURRENT_USER, + r"Software\Microsoft\Windows\CurrentVersion" + r"\Explorer\User Shell Folders") as key: + val, _t = winreg.QueryValueEx(key, "Desktop") + p = Path(os.path.expandvars(val)) + if p.is_dir(): + return p + except Exception: + pass + + elif _os == "Linux": + # ── xdg-user-dir honours localized names (~/Masaüstü, …) ────── + try: + out = subprocess.run(["xdg-user-dir", "DESKTOP"], + capture_output=True, text=True, timeout=5) + p = Path(out.stdout.strip()) + if out.stdout.strip() and p != home and p.is_dir(): + return p + except Exception: + pass + try: + cfg = home / ".config" / "user-dirs.dirs" + for line in cfg.read_text(encoding="utf-8").splitlines(): + line = line.strip() + if line.startswith("XDG_DESKTOP_DIR"): + val = line.split("=", 1)[1].strip().strip('"') + p = Path(val.replace("$HOME", str(home))) + if p != home and p.is_dir(): + return p + except Exception: + pass + + # macOS: ~/Desktop is always the real path (localization is + # display-only). Everything else lands here as a last resort. + return home / "Desktop" + + def _create_desktop_shortcut(self): + """ + Create a desktop shortcut on Windows / macOS / Linux. + Never opens a terminal, console, or PowerShell window on any platform. + """ + import stat as _stat + script = Path(__file__).resolve().parent / "main.py" + python = Path(sys.executable) + desktop = self._get_desktop_dir() + + # Arc-reactor icon (.ico — also exported as .png for Linux/macOS) + ico_path = Path(__file__).resolve().parent / "config" / "jarvis.ico" + if not ico_path.exists(): + self._build_jarvis_icon(ico_path) + + try: + _os = platform.system() + + # ── Windows ─────────────────────────────────────────────────────── + if _os == "Windows": + pythonw = python.parent / "pythonw.exe" + target = str(pythonw if pythonw.exists() else python) + lnk = str(desktop / "LuZa.lnk") + icon_loc = str(ico_path) if ico_path.exists() else f"{target},0" + self._create_lnk_windows(lnk, target, str(script), + str(script.parent), icon_loc) + + # ── macOS — proper .app bundle (no Terminal window) ─────────────── + elif _os == "Darwin": + app = desktop / "LuZa.app" + mac_dir = app / "Contents" / "MacOS" + res_dir = app / "Contents" / "Resources" + mac_dir.mkdir(parents=True, exist_ok=True) + res_dir.mkdir(exist_ok=True) + + # Launcher executable (bash — runs as background process, + # macOS does NOT open Terminal for executables inside .app bundles) + launcher = mac_dir / "LuZa" + launcher.write_text( + "#!/usr/bin/env bash\n" + f'cd "{script.parent}"\n' + f'exec "{python}" "{script}"\n' + ) + launcher.chmod(launcher.stat().st_mode + | _stat.S_IEXEC | _stat.S_IXGRP | _stat.S_IXOTH) + + # Minimal Info.plist (required for .app recognition) + (app / "Contents" / "Info.plist").write_text( + '\n' + '\n' + '\n' + ' CFBundleExecutableLuZa\n' + ' CFBundleIdentifier' + 'it.luza.assistente\n' + ' CFBundleNameLuZa\n' + ' CFBundlePackageTypeAPPL\n' + ' CFBundleVersion1.0\n' + '\n' + ) + + # Optional: copy icon as .icns (skip silently if Pillow is missing) + try: + import PIL.Image + icns = res_dir / "AppIcon.icns" + PIL.Image.open(ico_path).save(icns, format="ICNS") + # Inject icon reference into plist + plist = app / "Contents" / "Info.plist" + txt = plist.read_text() + plist.write_text( + txt.replace( + '', + ' CFBundleIconFile' + 'AppIcon\n\n', + ) + ) + except Exception: + pass # icon is optional + + # ── Linux — .desktop file (Terminal=false, no console) ──────────── + else: + # Export .ico → .png for better desktop integration + png_path = ico_path.with_suffix(".png") + if not png_path.exists() and ico_path.exists(): + try: + import PIL.Image + PIL.Image.open(ico_path).resize( + (256, 256), PIL.Image.LANCZOS + ).save(png_path, format="PNG") + except Exception: + png_path = ico_path # fallback to .ico + + icon_line = f"Icon={png_path}\n" if png_path.exists() else "" + desk = desktop / "LuZa.desktop" + desk.write_text( + "[Desktop Entry]\n" + "Name=LuZa\n" + f"Exec={python} {script}\n" + f"Path={script.parent}\n" + "Type=Application\n" + "Terminal=false\n" + "Categories=Utility;\n" + + icon_line + ) + desk.chmod(desk.stat().st_mode | 0o755) + + self._log.append_log("SYS: Desktop shortcut created.") + except Exception as e: + self._log.append_log(f"ERR: Shortcut failed — {e}") + + def _toggle_fullscreen(self): + if self.isFullScreen(): + self.showNormal() + else: + self.showFullScreen() + + def resizeEvent(self, event): + super().resizeEvent(event) + cw = self.centralWidget() + if self._overlay and self._overlay.isVisible(): + ow, oh = 460, 390 + self._overlay.setGeometry( + (cw.width() - ow) // 2, + (cw.height() - oh) // 2, + ow, oh, + ) + if self._remote_overlay and self._remote_overlay.isVisible(): + ow, oh = RemoteKeyOverlay._OW, RemoteKeyOverlay._OH + self._remote_overlay.setGeometry( + (cw.width() - ow) // 2, + (cw.height() - oh) // 2, + ow, oh, + ) + if self._customize_overlay and self._customize_overlay.isVisible(): + ow, oh = CustomizeOverlay._OW, CustomizeOverlay._OH + self._customize_overlay.setGeometry( + (cw.width() - ow) // 2, + (cw.height() - oh) // 2, + ow, oh, + ) + # Camera preview — bottom-right corner of the center/HUD area + pw = _CameraPreview._W + ph = self._cam_preview.height() or _CameraPreview._H + self._cam_preview.setGeometry( + cw.width() - _RIGHT_W - pw - 12, + cw.height() - ph - 28, + pw, ph, + ) + # Clipboard panel — bottom-center + if hasattr(self, '_clipboard_panel') and self._clipboard_panel.isVisible(): + self._position_clipboard_panel() + # Quick drawer — reposition if open + if hasattr(self, '_quick_drawer') and self._quick_drawer.isVisible(): + self._position_quick_drawer() + + def _update_metrics(self): + snap = _metrics.snapshot() + + # CPU + cpu = snap["cpu"] + self._bar_cpu.set_value(cpu, f"{cpu:.0f}%") + + # MEM + mem = snap["mem"] + self._bar_mem.set_value(mem, f"{mem:.0f}%") + + # NET + net = snap["net"] + if net < 1.0: + net_str = f"{net*1024:.0f}KB/s" + else: + net_str = f"{net:.1f}MB/s" + net_pct = min(100, net * 10) # 10 MB/s = %100 + self._bar_net.set_value(net_pct, net_str) + + # GPU + gpu = snap["gpu"] + if gpu >= 0: + self._bar_gpu.set_value(gpu, f"{gpu:.0f}%") + else: + self._bar_gpu.set_value(0, "N/A") + + # TMP + tmp = snap["tmp"] + if tmp >= 0: + tmp_pct = min(100, (tmp / 100) * 100) + self._bar_tmp.set_value(tmp_pct, f"{tmp:.0f}°C") + else: + self._bar_tmp.set_value(0, "N/A") + + try: + boot_t = psutil.boot_time() + elapsed = time.time() - boot_t + h = int(elapsed // 3600) + m = int((elapsed % 3600) // 60) + self._uptime_lbl.setText(f"UP {h:02d}:{m:02d}") + except Exception: + self._uptime_lbl.setText("UP --:--") + + try: + proc_count = len(psutil.pids()) + self._proc_lbl.setText(f"PROC {proc_count}") + except Exception: + self._proc_lbl.setText("PROC --") + + + def _build_header(self) -> QWidget: + w = QWidget() + w.setFixedHeight(54) + w.setStyleSheet(f"background: {C.DARK}; border-bottom: 1px solid {C.BORDER_B};") + lay = QHBoxLayout(w) + lay.setContentsMargins(16, 0, 16, 0) + + def _badge(txt, color=C.TEXT_MED): + l = QLabel(txt) + l.setFont(QFont("Menlo", 11)) + l.setStyleSheet(f"color: {color}; background: transparent;") + return l + + lay.addWidget(_badge(APP_VERSION, C.PRI_DIM)) + lay.addSpacing(8) + self._drawer_btn = QPushButton("⚙") + self._drawer_btn.setFixedSize(26, 26) + self._drawer_btn.setFont(QFont("Menlo", 14)) + self._drawer_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._drawer_btn.setToolTip("Settings & Controls") + self._drawer_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 4px; + }} + QPushButton:hover {{ color: {C.PRI}; border-color: {C.PRI_DIM}; }} + QPushButton:checked {{ color: {C.PRI}; border-color: {C.PRI}; background: {C.PRI_GHO}; }} + """) + self._drawer_btn.setCheckable(True) + self._drawer_btn.clicked.connect(self._toggle_drawer) + lay.addWidget(self._drawer_btn) + lay.addStretch() + + mid = QVBoxLayout(); mid.setSpacing(1) + _disp = self._assistant_name.upper() + self._title_lbl = QLabel(_disp) + self._title_lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + self._title_lbl.setFont(QFont("Menlo", 17, QFont.Weight.Bold)) + self._title_lbl.setStyleSheet(f"color: {C.PRI}; background: transparent;") + mid.addWidget(self._title_lbl) + _sub_text = ("A Friendly Assistant" + if _disp in ("JARVIS", "J.A.R.V.I.S") + else "Assistente personale") + self._sub_lbl = QLabel(_sub_text) + self._sub_lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + self._sub_lbl.setFont(QFont("Menlo", 10)) + self._sub_lbl.setStyleSheet(f"color: {C.PRI_DIM}; background: transparent;") + mid.addWidget(self._sub_lbl) + lay.addLayout(mid) + lay.addStretch() + + right_col = QVBoxLayout(); right_col.setSpacing(2) + self._clock_lbl = QLabel("00:00:00") + self._clock_lbl.setFont(QFont("Menlo", 17, QFont.Weight.Bold)) + self._clock_lbl.setStyleSheet(f"color: {C.PRI}; background: transparent;") + self._clock_lbl.setAlignment(Qt.AlignmentFlag.AlignRight) + right_col.addWidget(self._clock_lbl) + self._date_lbl = QLabel("") + self._date_lbl.setFont(QFont("Menlo", 10)) + self._date_lbl.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + self._date_lbl.setAlignment(Qt.AlignmentFlag.AlignRight) + right_col.addWidget(self._date_lbl) + lay.addLayout(right_col) + return w + + def _tick_clock(self): + self._clock_lbl.setText(time.strftime("%H:%M:%S")) + self._date_lbl.setText(time.strftime("%a %d %b %Y")) + + def _build_left_panel(self) -> QWidget: + w = QWidget() + w.setFixedWidth(_LEFT_W) + w.setStyleSheet(f"background: {C.DARK}; border-right: 1px solid {C.BORDER};") + lay = QVBoxLayout(w) + lay.setContentsMargins(8, 10, 8, 10) + lay.setSpacing(6) + + hdr = QLabel("◈ SYS MONITOR") + hdr.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + hdr.setStyleSheet(f"color: {C.PRI}; background: transparent; " + f"border-bottom: 1px solid {C.BORDER}; padding-bottom: 4px;") + lay.addWidget(hdr) + lay.addSpacing(2) + + self._bar_cpu = MetricBar("CPU", C.PRI) + self._bar_mem = MetricBar("MEM", C.ACC2) + self._bar_net = MetricBar("NET", C.GREEN) + self._bar_gpu = MetricBar("GPU", C.ACC) + self._bar_tmp = MetricBar("TMP", "#ff6688") + + for bar in [self._bar_cpu, self._bar_mem, self._bar_net, + self._bar_gpu, self._bar_tmp]: + lay.addWidget(bar) + + lay.addSpacing(4) + + info_panel = QWidget() + info_panel.setStyleSheet( + f"background: {C.PANEL2}; border: 1px solid {C.BORDER}; border-radius: 4px;" + ) + ip_lay = QVBoxLayout(info_panel) + ip_lay.setContentsMargins(6, 5, 6, 5) + ip_lay.setSpacing(3) + + self._uptime_lbl = QLabel("UP --:--") + self._uptime_lbl.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + self._uptime_lbl.setStyleSheet(f"color: {C.GREEN}; background: transparent; border: none;") + ip_lay.addWidget(self._uptime_lbl) + + self._proc_lbl = QLabel("PROC --") + self._proc_lbl.setFont(QFont("Menlo", 11)) + self._proc_lbl.setStyleSheet(f"color: {C.TEXT_MED}; background: transparent; border: none;") + ip_lay.addWidget(self._proc_lbl) + + os_name = {"Windows": "WIN", "Darwin": "macOS", "Linux": "LINUX"}.get(_OS, _OS.upper()) + os_lbl = QLabel(f"OS {os_name}") + os_lbl.setFont(QFont("Menlo", 11)) + os_lbl.setStyleSheet(f"color: {C.ACC2}; background: transparent; border: none;") + ip_lay.addWidget(os_lbl) + + lay.addWidget(info_panel) + lay.addSpacing(4) + + lay.addStretch() + + for txt, col in [ + ("AI CORE\nACTIVE", C.GREEN), + ("SEC\nCLEARED", C.PRI), + ("PROTOCOL\n" + APP_PROTOCOL, C.TEXT_DIM), + ]: + lbl = QLabel(txt) + lbl.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + lbl.setAlignment(Qt.AlignmentFlag.AlignCenter) + lbl.setStyleSheet( + f"color: {col}; background: {C.PANEL2};" + f"border: 1px solid {C.BORDER_A}; border-radius: 3px; padding: 4px;" + ) + lay.addWidget(lbl) + + return w + def _build_right_panel(self) -> QWidget: + w = QWidget() + w.setFixedWidth(_RIGHT_W) + w.setStyleSheet(f"background: {C.DARK}; border-left: 1px solid {C.BORDER};") + lay = QVBoxLayout(w) + lay.setContentsMargins(8, 8, 8, 8) + lay.setSpacing(6) + + def _sec(txt): + l = QLabel(f"▸ {txt}") + l.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + l.setStyleSheet(f"color: {C.TEXT_MED}; background: transparent;") + return l + + lay.addWidget(_sec("ACTIVITY LOG")) + self._log = LogWidget() + lay.addWidget(self._log, stretch=1) + + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER}; margin: 2px 0;") + lay.addWidget(sep) + + lay.addWidget(_sec("FILE UPLOAD")) + self._drop_zone = FileDropZone() + self._drop_zone.file_selected.connect(self._on_file_selected) + lay.addWidget(self._drop_zone) + + self._file_hint = QLabel("No file loaded — drop or click above to upload") + self._file_hint.setFont(QFont("Menlo", 10)) + self._file_hint.setStyleSheet(f"color: {C.TEXT_MED}; background: transparent;") + self._file_hint.setWordWrap(True) + lay.addWidget(self._file_hint) + + sep2 = QFrame(); sep2.setFrameShape(QFrame.Shape.HLine) + sep2.setStyleSheet(f"color: {C.BORDER}; margin: 2px 0;") + lay.addWidget(sep2) + + lay.addWidget(_sec("COMMAND INPUT")) + lay.addLayout(self._build_input_row()) + + self._interrupt_btn = QPushButton("✋ INTERRUPT [ESC]") + self._interrupt_btn.setFixedHeight(34) + self._interrupt_btn.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + self._interrupt_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._interrupt_btn.setStyleSheet(f""" + QPushButton {{ + background: #140008; color: {C.MUTED_C}; + border: 1px solid {C.MUTED_C}; border-radius: 3px; + }} + QPushButton:hover {{ + background: #200010; border: 1px solid #ff6688; + }} + QPushButton:pressed {{ + background: #300018; + }} + """) + self._interrupt_btn.clicked.connect(self._do_interrupt) + lay.addWidget(self._interrupt_btn) + + self._mute_btn = QPushButton("🎙 MICROPHONE ACTIVE") + self._mute_btn.setFixedHeight(30) + self._mute_btn.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + self._mute_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._mute_btn.clicked.connect(self._toggle_mute) + self._style_mute_btn() + lay.addWidget(self._mute_btn) + + return w + + def _build_quick_drawer(self) -> QWidget: + """Floating overlay panel shown when the ⚙ header button is toggled.""" + _BTN_STYLE_PRI = f""" + QPushButton {{ + background: #00091a; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 3px; + text-align: left; padding: 0 8px; + }} + QPushButton:hover {{ background: {C.PRI_GHO}; border-color: {C.PRI}; }} + """ + _BTN_STYLE_DIM = f""" + QPushButton {{ + background: transparent; color: {C.TEXT_MED}; + border: 1px solid {C.BORDER}; border-radius: 3px; + text-align: left; padding: 0 8px; + }} + QPushButton:hover {{ color: {C.PRI}; border-color: {C.BORDER_B}; }} + """ + + w = QWidget(self.centralWidget()) + w.setObjectName("QuickDrawer") + w.setStyleSheet(f""" + QWidget#QuickDrawer {{ + background: {C.DARK}; + border: 1px solid {C.BORDER_B}; + border-top: none; + border-radius: 0 0 6px 6px; + }} + """) + w.hide() + + lay = QVBoxLayout(w) + lay.setContentsMargins(10, 8, 10, 10) + lay.setSpacing(5) + + hdr = QLabel("◈ CONTROLS") + hdr.setFont(QFont("Menlo", 10, QFont.Weight.Bold)) + hdr.setStyleSheet(f"color: {C.PRI_DIM}; background: transparent; " + f"border-bottom: 1px solid {C.BORDER}; padding-bottom: 4px;") + lay.addWidget(hdr) + + remote_btn = QPushButton("◉ REMOTE CONTROL") + remote_btn.setFixedHeight(30) + remote_btn.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + remote_btn.setCursor(Qt.CursorShape.PointingHandCursor) + remote_btn.setStyleSheet(_BTN_STYLE_PRI) + remote_btn.clicked.connect(self._open_remote) + lay.addWidget(remote_btn) + + fs_btn = QPushButton("⛶ FULLSCREEN [F11]") + fs_btn.setFixedHeight(34) + fs_btn.setFont(QFont("Menlo", 10)) + fs_btn.setCursor(Qt.CursorShape.PointingHandCursor) + fs_btn.setStyleSheet(_BTN_STYLE_DIM) + fs_btn.clicked.connect(self._toggle_fullscreen) + lay.addWidget(fs_btn) + + sc_btn = QPushButton("⊞ CREATE DESKTOP SHORTCUT") + sc_btn.setFixedHeight(34) + sc_btn.setFont(QFont("Menlo", 10)) + sc_btn.setCursor(Qt.CursorShape.PointingHandCursor) + sc_btn.setStyleSheet(_BTN_STYLE_DIM) + sc_btn.clicked.connect(self._create_desktop_shortcut) + lay.addWidget(sc_btn) + + self._autostart_btn = QPushButton("◉ AUTO-START: OFF") + self._autostart_btn.setFixedHeight(34) + self._autostart_btn.setFont(QFont("Menlo", 10)) + self._autostart_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._autostart_btn.clicked.connect(self._toggle_autostart) + lay.addWidget(self._autostart_btn) + + cust_btn = QPushButton("⚙ CUSTOMISE ASSISTANT") + cust_btn.setFixedHeight(34) + cust_btn.setFont(QFont("Menlo", 10)) + cust_btn.setCursor(Qt.CursorShape.PointingHandCursor) + cust_btn.setStyleSheet(_BTN_STYLE_DIM) + cust_btn.clicked.connect(self._open_customize) + lay.addWidget(cust_btn) + # AvatarPy: motore di conversazione, chiavi e voce + engine_btn = QPushButton("🧠 MOTORE E VOCE") + engine_btn.setFixedHeight(34) + engine_btn.setFont(QFont("Menlo", 10)) + engine_btn.setCursor(Qt.CursorShape.PointingHandCursor) + engine_btn.setStyleSheet(_BTN_STYLE_DIM) + engine_btn.clicked.connect(lambda: self.on_engine_settings() if self.on_engine_settings else None) + lay.addWidget(engine_btn) + newconv_btn = QPushButton("🗑 NUOVA CONVERSAZIONE") + newconv_btn.setFixedHeight(34) + newconv_btn.setFont(QFont("Menlo", 10)) + newconv_btn.setCursor(Qt.CursorShape.PointingHandCursor) + newconv_btn.setStyleSheet(_BTN_STYLE_DIM) + newconv_btn.clicked.connect(lambda: self.on_new_conversation() if self.on_new_conversation else None) + lay.addWidget(newconv_btn) + + self._brief_btn = QPushButton() + self._brief_btn.setFixedHeight(34) + self._brief_btn.setFont(QFont("Menlo", 10)) + self._brief_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._brief_btn.clicked.connect(self._toggle_brief) + lay.addWidget(self._brief_btn) + + # ── Wake word ────────────────────────────────────────────────────────── + self._wake_btn = QPushButton() + self._wake_btn.setFixedHeight(34) + self._wake_btn.setFont(QFont("Menlo", 10)) + self._wake_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._wake_btn.clicked.connect(self._toggle_wake_word) + lay.addWidget(self._wake_btn) + + self._wake_sleep_btn = QPushButton() + self._wake_sleep_btn.setFixedHeight(34) + self._wake_sleep_btn.setFont(QFont("Menlo", 10)) + self._wake_sleep_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._wake_sleep_btn.clicked.connect(self._tap_wake_manual) + lay.addWidget(self._wake_sleep_btn) + # Neutral placeholder now; the real state (which may load the model to + # check readiness) is resolved lazily the first time the drawer opens. + self._wake_btn.setText("🎙 WAKE WORD") + self._wake_btn.setStyleSheet(_BTN_STYLE_DIM) + self._wake_sleep_btn.hide() + + self._ptt_btn = QPushButton() + self._ptt_btn.setFixedHeight(34) + self._ptt_btn.setFont(QFont("Menlo", 10)) + self._ptt_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._ptt_btn.clicked.connect(self._toggle_ptt) + lay.addWidget(self._ptt_btn) + + self._refresh_talk_btns() + + self._hud_btn = QPushButton() + self._hud_btn.setFixedHeight(34) + self._hud_btn.setFont(QFont("Menlo", 10)) + self._hud_btn.setCursor(Qt.CursorShape.PointingHandCursor) + self._hud_btn.clicked.connect(self._toggle_hud_style) + lay.addWidget(self._hud_btn) + self._refresh_hud_btn() + + audio_btn = QPushButton("🎧 AUDIO DEVICES") + audio_btn.setFixedHeight(34) + audio_btn.setFont(QFont("Menlo", 10)) + audio_btn.setCursor(Qt.CursorShape.PointingHandCursor) + audio_btn.setStyleSheet(_BTN_STYLE_DIM) + audio_btn.clicked.connect(self._open_audio_devices) + lay.addWidget(audio_btn) + + mem_btn = QPushButton("🧠 MEMORY") + mem_btn.setFixedHeight(34) + mem_btn.setFont(QFont("Menlo", 10)) + mem_btn.setCursor(Qt.CursorShape.PointingHandCursor) + mem_btn.setStyleSheet(_BTN_STYLE_DIM) + mem_btn.clicked.connect(self._open_memory_panel) + lay.addWidget(mem_btn) + + plugin_btn = QPushButton("🧩 PLUGINS") + plugin_btn.setFixedHeight(34) + plugin_btn.setFont(QFont("Menlo", 10)) + plugin_btn.setCursor(Qt.CursorShape.PointingHandCursor) + plugin_btn.setStyleSheet(_BTN_STYLE_DIM) + plugin_btn.clicked.connect(self._open_plugin_manager) + lay.addWidget(plugin_btn) + + settings_btn = QPushButton("⚙ PLUGIN SETTINGS") + settings_btn.setFixedHeight(34) + settings_btn.setFont(QFont("Menlo", 10)) + settings_btn.setCursor(Qt.CursorShape.PointingHandCursor) + settings_btn.setStyleSheet(_BTN_STYLE_DIM) + settings_btn.clicked.connect(self._open_plugin_settings) + lay.addWidget(settings_btn) + + w.adjustSize() + return w + + def _toggle_drawer(self, checked: bool): + if checked: + self._refresh_wake_btns() # resolve wake state on open (lazy) + self._position_quick_drawer() + self._quick_drawer.show() + self._quick_drawer.raise_() + else: + self._quick_drawer.hide() + + def _position_quick_drawer(self): + if not hasattr(self, '_quick_drawer'): + return + _W = 220 + self._quick_drawer.setFixedWidth(_W) + self._quick_drawer.adjustSize() + self._quick_drawer.setGeometry(12, 54, _W, self._quick_drawer.sizeHint().height()) + + def _build_input_row(self) -> QHBoxLayout: + row = QHBoxLayout(); row.setSpacing(5) + self._input = QLineEdit() + self._input.setPlaceholderText("Type a command or question…") + self._input.setFont(QFont("Menlo", 12)) + self._input.setFixedHeight(30) + self._input.setStyleSheet(f""" + QLineEdit {{ + background: #000d14; color: {C.WHITE}; + border: 1px solid {C.BORDER}; border-radius: 3px; padding: 3px 7px; + }} + QLineEdit:focus {{ border: 1px solid {C.PRI}; }} + """) + self._input.returnPressed.connect(self._send) + row.addWidget(self._input) + + send = QPushButton("▸") + send.setFixedSize(30, 30) + send.setFont(QFont("Menlo", 14, QFont.Weight.Bold)) + send.setCursor(Qt.CursorShape.PointingHandCursor) + send.setStyleSheet(f""" + QPushButton {{ + background: {C.PANEL}; color: {C.PRI}; + border: 1px solid {C.PRI_DIM}; border-radius: 3px; + }} + QPushButton:hover {{ background: {C.PRI_GHO}; border: 1px solid {C.PRI}; }} + """) + send.clicked.connect(self._send) + row.addWidget(send) + return row + + def _build_content_panel(self) -> QWidget: + """ + Collapsible panel below the HUD — shows search results, news, briefings. + Hidden by default; appears when show_content() is called. + """ + w = QWidget() + w.setObjectName("ContentPanel") + w.setStyleSheet(f""" + QWidget#ContentPanel {{ + background: {C.PANEL}; + border-top: 1px solid {C.BORDER_B}; + }} + """) + w.hide() + + lay = QVBoxLayout(w) + lay.setContentsMargins(12, 7, 12, 8) + lay.setSpacing(5) + + # ── header row ─────────────────────────────────────────────────────── + hdr = QHBoxLayout(); hdr.setSpacing(6) + + dot = QLabel("◈") + dot.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + dot.setStyleSheet(f"color: {C.PRI}; background: transparent;") + hdr.addWidget(dot) + + self._content_title_lbl = QLabel("BRIEFING") + self._content_title_lbl.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + self._content_title_lbl.setStyleSheet( + f"color: {C.PRI}; background: transparent; letter-spacing: 1px;" + ) + hdr.addWidget(self._content_title_lbl) + hdr.addStretch() + + self._content_ts_lbl = QLabel("") + self._content_ts_lbl.setFont(QFont("Menlo", 10)) + self._content_ts_lbl.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + hdr.addWidget(self._content_ts_lbl) + + dismiss = QPushButton("DISMISS ✕") + dismiss.setFont(QFont("Menlo", 10)) + dismiss.setFixedHeight(18) + dismiss.setCursor(Qt.CursorShape.PointingHandCursor) + dismiss.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 2px; padding: 0 5px; + }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + dismiss.clicked.connect(w.hide) + hdr.addWidget(dismiss) + lay.addLayout(hdr) + + # ── separator ───────────────────────────────────────────────────────── + sep = QFrame(); sep.setFrameShape(QFrame.Shape.HLine) + sep.setStyleSheet(f"color: {C.BORDER};"); lay.addWidget(sep) + + # ── text display ────────────────────────────────────────────────────── + self._content_display = QTextEdit() + self._content_display.setReadOnly(True) + self._content_display.setFont(QFont("Menlo", 11)) + self._content_display.setMinimumHeight(60) + self._content_display.setSizePolicy( + QSizePolicy.Policy.Expanding, QSizePolicy.Policy.Expanding + ) + self._content_display.setStyleSheet(f""" + QTextEdit {{ + background: {C.DARK}; + color: {C.TEXT}; + border: 1px solid {C.BORDER}; + border-radius: 3px; + padding: 6px 8px; + selection-background-color: {C.PRI_GHO}; + }} + QScrollBar:vertical {{ + background: {C.BG}; width: 6px; border: none; + }} + QScrollBar::handle:vertical {{ + background: {C.BORDER_B}; border-radius: 3px; min-height: 16px; + }} + QScrollBar::add-line:vertical, QScrollBar::sub-line:vertical {{ + height: 0; border: none; + }} + """) + lay.addWidget(self._content_display) + + return w + + def _show_content(self, title: str, text: str): + """Slot — runs on Qt main thread. Updates and shows the content panel.""" + import time as _time + # The panel opens below the head, so the head looks down at it. It is a + # tiny thing that answers "did that land?" before you read a word. + self.hud.glance(0.0, -0.85, hold=1.3) + self._content_title_lbl.setText(title.upper()[:48]) + self._content_ts_lbl.setText(_time.strftime("%H:%M:%S")) + self._content_display.setPlainText(text) + self._content_display.moveCursor( + self._content_display.textCursor().MoveOperation.Start + ) + first_show = not self._content_panel.isVisible() + self._content_panel.show() + if first_show: + total = self._center_split.height() + self._center_split.setSizes([max(total - 220, 120), 220]) + + # ── document review ────────────────────────────────────────────────────── + # Rendered as rich text into the content panel that already exists, rather + # than into a panel of its own. A review is read, not clicked, so QTextEdit + # gives scrolling, selection and copy for nothing, and the HUD gains no + # widget it has to lay out. Severity decides colour and order here because + # that is presentation; the plugin supplies no styling and knows no palette, + # which is also what lets a re-theme repaint a review correctly. + + # Severity is marked by a symbol and a colour, not by a word. The findings + # themselves are in the user's language, and "[SERIOUS]" sitting inside a + # Turkish sentence is the kind of seam this project tries not to have — + # while translating the tag would mean a table per language, which is worse. + # A shape carries it in every language, and shape plus colour still reads + # for someone who cannot separate red from amber. What the marks mean + # arrives the way everything else does: JARVIS says it out loud. + _REVIEW_MARKS = {"serious": ("RED", "▲"), "caution": ("ACC2", "●"), "note": ("PRI_DIM", "·")} + + @staticmethod + def _esc(s) -> str: + return (str(s or "").replace("&", "&").replace("<", "<") + .replace(">", ">").replace("\n", "
")) + + def _show_review(self, title: str, summary: str, findings, unclear): + """Slot — Qt main thread. Lays a document review into the content panel.""" + e = self._esc + parts = [f'
'] + + if summary: + parts.append( + f'
{e(summary)}
') + + for f in (findings or []): + key, mark = self._REVIEW_MARKS.get(f.get("severity"), ("PRI_DIM", "·")) + colour = getattr(C, key) + parts.append(f'
') + parts.append( + f'{mark} ' + f'' + f'{e(f.get("heading"))}') + if f.get("detail"): + parts.append(f'
{e(f["detail"])}
') + if f.get("quote"): + # The document's own wording, visually separated from the + # explanation so the two are never mistaken for each other. + parts.append( + f'
' + f'“{e(f["quote"])}”
') + if f.get("suggestion"): + parts.append( + f'
' + f'→ {e(f["suggestion"])}
') + parts.append('
') + + if unclear: + parts.append( + f'
' + 'The document does not settle:
') + for u in unclear: + parts.append( + f'
' + f'· {e(u)}
') + parts.append('
') + + import time as _time + self.hud.glance(0.0, -0.85, hold=1.3) + # Left as written, not upper-cased. The other content-panel titles are + # the app's own English labels, but this one is the document's name in + # the user's language, and str.upper() applies English casing rules to + # it: Turkish "Sözleşmesi" comes back "SÖZLEŞMESI", having lost the + # dotted capital İ. Python has no locale-aware upper to reach for, and + # imposing one language's rules on all of them is the bug, not the fix. + self._content_title_lbl.setText((title or "Document")[:48]) + self._content_ts_lbl.setText(_time.strftime("%H:%M:%S")) + self._content_display.setHtml("".join(parts)) + self._content_display.moveCursor( + self._content_display.textCursor().MoveOperation.Start) + first_show = not self._content_panel.isVisible() + self._content_panel.show() + if first_show: + total = self._center_split.height() + self._center_split.setSizes([max(total - 260, 120), 260, 0]) + + # ── quiz panel ─────────────────────────────────────────────────────────── + # An interactive twin of the content panel. The plugin only ever hands over + # questions; everything about asking, marking and reporting happens here, + # and the finished result is pushed back into the conversation the same way + # a dropped file is — as a message JARVIS reads and responds to. That keeps + # the tool call short (it returns the moment the board is up) and leaves the + # talking to the assistant, in the user's own language. + + def _quiz_btn(self, text: str, primary: bool = False) -> QPushButton: + b = QPushButton(text) + b.setFont(QFont("Menlo", 11)) + b.setCursor(Qt.CursorShape.PointingHandCursor) + b.setMinimumHeight(24) + edge = C.BORDER_B if primary else C.BORDER + col = C.PRI if primary else C.TEXT_MED + b.setStyleSheet(f""" + QPushButton {{ + background: {C.PANEL2}; color: {col}; + border: 1px solid {edge}; border-radius: 2px; + padding: 3px 9px; text-align: left; + }} + QPushButton:hover {{ color: {C.WHITE}; border-color: {C.PRI_DIM}; }} + QPushButton:disabled {{ color: {C.TEXT_DIM}; border-color: {C.BORDER}; }} + """) + return b + + def _build_quiz_panel(self) -> QWidget: + w = QWidget() + w.setObjectName("QuizPanel") + w.setStyleSheet(f""" + QWidget#QuizPanel {{ + background: {C.PANEL}; + border-top: 1px solid {C.BORDER_B}; + }} + """) + w.hide() + + lay = QVBoxLayout(w) + lay.setContentsMargins(12, 7, 12, 8) + lay.setSpacing(6) + + hdr = QHBoxLayout(); hdr.setSpacing(6) + dot = QLabel("◈") + dot.setFont(QFont("Menlo", 12, QFont.Weight.Bold)) + dot.setStyleSheet(f"color: {C.PRI}; background: transparent;") + hdr.addWidget(dot) + + self._quiz_title_lbl = QLabel("QUIZ") + self._quiz_title_lbl.setFont(QFont("Menlo", 11, QFont.Weight.Bold)) + self._quiz_title_lbl.setStyleSheet( + f"color: {C.PRI}; background: transparent; letter-spacing: 1px;") + hdr.addWidget(self._quiz_title_lbl) + hdr.addStretch() + + self._quiz_count_lbl = QLabel("") + self._quiz_count_lbl.setFont(QFont("Menlo", 10)) + self._quiz_count_lbl.setStyleSheet(f"color: {C.TEXT_DIM}; background: transparent;") + hdr.addWidget(self._quiz_count_lbl) + + quit_btn = QPushButton("DISMISS ✕") + quit_btn.setFont(QFont("Menlo", 10)) + quit_btn.setFixedHeight(18) + quit_btn.setCursor(Qt.CursorShape.PointingHandCursor) + quit_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 2px; padding: 0 5px; + }} + QPushButton:hover {{ color: {C.TEXT}; border-color: {C.BORDER_B}; }} + """) + quit_btn.clicked.connect(self._hide_quiz) + hdr.addWidget(quit_btn) + lay.addLayout(hdr) + + rule = QFrame(); rule.setFixedHeight(1) + rule.setStyleSheet(f"background: {C.BORDER};") + lay.addWidget(rule) + + self._quiz_q_lbl = QLabel("") + self._quiz_q_lbl.setWordWrap(True) + self._quiz_q_lbl.setFont(QFont("Menlo", 12)) + self._quiz_q_lbl.setStyleSheet(f"color: {C.WHITE}; background: transparent;") + lay.addWidget(self._quiz_q_lbl) + + self._quiz_answers = QWidget() + self._quiz_answers.setStyleSheet("background: transparent;") + self._quiz_answers_lay = QVBoxLayout(self._quiz_answers) + self._quiz_answers_lay.setContentsMargins(0, 2, 0, 0) + self._quiz_answers_lay.setSpacing(4) + lay.addWidget(self._quiz_answers) + + self._quiz_note_lbl = QLabel("") + self._quiz_note_lbl.setWordWrap(True) + self._quiz_note_lbl.setFont(QFont("Menlo", 11)) + self._quiz_note_lbl.setStyleSheet(f"color: {C.TEXT_MED}; background: transparent;") + self._quiz_note_lbl.hide() + lay.addWidget(self._quiz_note_lbl) + + foot = QHBoxLayout() + foot.addStretch() + self._quiz_next_btn = self._quiz_btn("NEXT →", primary=True) + self._quiz_next_btn.setFixedWidth(110) + self._quiz_next_btn.clicked.connect(self._quiz_next) + self._quiz_next_btn.hide() + foot.addWidget(self._quiz_next_btn) + lay.addLayout(foot) + + self._quiz = None + return w + + def _show_quiz(self, topic: str, questions, grader=None): + """Slot — Qt main thread. Puts a fresh quiz on the board.""" + if not questions: + return + self._quiz = { + "topic": topic or "", + "questions": list(questions), + "grader": grader, + "i": 0, + "results": [], + "answered": False, + } + self._quiz_title_lbl.setText((topic or "quiz").upper()[:48]) + self.hud.glance(0.0, -0.85, hold=1.3) + first_show = not self._quiz_panel.isVisible() + self._quiz_panel.show() + if first_show: + total = self._center_split.height() + self._center_split.setSizes([max(total - 250, 120), 0, 250]) + self._quiz_render() + + def _hide_quiz(self): + self._quiz = None + self._quiz_panel.hide() + + def _quiz_clear_answers(self): + while self._quiz_answers_lay.count(): + item = self._quiz_answers_lay.takeAt(0) + child = item.widget() + if child is not None: + child.setParent(None) + child.deleteLater() + + def _quiz_render(self): + q = self._quiz["questions"][self._quiz["i"]] + n, total = self._quiz["i"] + 1, len(self._quiz["questions"]) + self._quiz_count_lbl.setText(f"{n} / {total}") + self._quiz_q_lbl.setText(q.get("question", "")) + self._quiz_note_lbl.hide() + self._quiz_next_btn.hide() + self._quiz["answered"] = False + self._quiz_clear_answers() + + opts = q.get("options") or [] + if opts: + for text in opts: + b = self._quiz_btn(" " + text) + b.clicked.connect(lambda _=False, t=text: self._quiz_submit(t)) + self._quiz_answers_lay.addWidget(b) + else: + row = QWidget(); row.setStyleSheet("background: transparent;") + h = QHBoxLayout(row); h.setContentsMargins(0, 0, 0, 0); h.setSpacing(6) + field = QLineEdit() + field.setFont(QFont("Menlo", 12)) + field.setPlaceholderText("your answer") + field.setStyleSheet(f""" + QLineEdit {{ + background: {C.PANEL2}; color: {C.WHITE}; + border: 1px solid {C.BORDER}; border-radius: 2px; padding: 4px 7px; + }} + QLineEdit:focus {{ border-color: {C.PRI_DIM}; }} + """) + send = self._quiz_btn("ANSWER", primary=True) + send.setFixedWidth(90) + field.returnPressed.connect(lambda: self._quiz_submit(field.text())) + send.clicked.connect(lambda: self._quiz_submit(field.text())) + h.addWidget(field, stretch=1) + h.addWidget(send) + self._quiz_answers_lay.addWidget(row) + field.setFocus() + + def _quiz_submit(self, given: str): + if self._quiz is None or self._quiz["answered"]: + return + self._quiz["answered"] = True + q = self._quiz["questions"][self._quiz["i"]] + grader = self._quiz.get("grader") + verdict = None + if callable(grader): + try: + verdict = grader(q, given) + except Exception: + verdict = None + self._quiz["results"].append({ + "question": q.get("question", ""), + "type": q.get("type", ""), + "given": str(given or "").strip(), + "answer": q.get("answer", ""), + "correct": verdict, + }) + + for i in range(self._quiz_answers_lay.count()): + wdg = self._quiz_answers_lay.itemAt(i).widget() + if wdg is not None: + wdg.setEnabled(False) + + if verdict is True: + mark, colour = "✓ correct", C.GREEN + elif verdict is False: + mark, colour = "✕ " + str(q.get("answer", "")), C.RED + else: + # Open answers and near-miss gap-fills are JARVIS's to judge. Saying + # so is honest; marking it wrong here would be a guess. + mark, colour = "… noted — I'll go over this one with you", C.ACC2 + note = q.get("note") or "" + self._quiz_note_lbl.setText(mark + (("\n" + note) if note else "")) + self._quiz_note_lbl.setStyleSheet(f"color: {colour}; background: transparent;") + self._quiz_note_lbl.show() + + last = self._quiz["i"] >= len(self._quiz["questions"]) - 1 + self._quiz_next_btn.setText("FINISH →" if last else "NEXT →") + self._quiz_next_btn.show() + self._quiz_next_btn.setFocus() + + def _quiz_next(self): + if self._quiz is None: + return + if self._quiz["i"] >= len(self._quiz["questions"]) - 1: + self._quiz_finish() + else: + self._quiz["i"] += 1 + self._quiz_render() + + def _quiz_finish(self): + if self._quiz is None: + return + topic = self._quiz["topic"] + results = self._quiz["results"] + right = sum(1 for r in results if r["correct"] is True) + unsure = sum(1 for r in results if r["correct"] is None) + total = len(results) + self._quiz_panel.hide() + self._quiz = None + + self._log.append_log(f"QUIZ: {topic or 'quiz'} — {right}/{total} correct") + + # Hand it back to JARVIS as a message, not as a tool return: the tool + # call ended minutes ago. This is the same channel a dropped file uses. + lines = [f"[QUIZ_DONE] topic={topic or 'general'} | " + f"auto-marked {right}/{total} correct" + + (f", {unsure} still need your marking" if unsure else "")] + for i, r in enumerate(results, 1): + state = ("correct" if r["correct"] is True + else "wrong" if r["correct"] is False else "NEEDS MARKING") + lines.append( + f"{i}. [{r['type']}] {r['question']} | they answered: " + f"{r['given'] or '(blank)'} | expected: {r['answer']} | {state}") + lines.append( + "Mark every question flagged NEEDS MARKING yourself — accept an answer " + "that means the same thing. Then tell them how they did in their own " + "language: the score, what they got wrong and why, in a couple of " + "sentences. Offer another round only if it fits. " + "Remember something only if it would still matter next week — that they " + "are working through a subject, or keep missing the same thing. A score " + "from one session is not worth a memory, and a memory per quiz would " + "bury the things that are.") + msg = "\n".join(lines) + if self.on_text_command: + threading.Thread(target=self.on_text_command, args=(msg,), daemon=True).start() + + def _build_footer(self) -> QWidget: + w = QWidget() + w.setFixedHeight(22) + w.setStyleSheet(f"background: {C.DARK}; border-top: 1px solid {C.BORDER};") + lay = QHBoxLayout(w); lay.setContentsMargins(14, 0, 14, 0) + + def _fl(txt, color=C.TEXT_MED): + l = QLabel(txt); l.setFont(QFont("Menlo", 10)) + l.setStyleSheet(f"color: {color}; background: transparent;") + return l + + lay.addWidget(_fl("[F4] Mute · [F11] Fullscreen")) + lay.addStretch() + lay.addWidget(_fl("By LuZa", C.PRI_DIM)) + return w + + def _on_file_selected(self, path: str): + self._current_file = path + p = Path(path) + cat = _file_category(p) + icon, _ = _FILE_ICONS.get(cat, _FILE_ICONS["unknown"]) + size = _fmt_size(p.stat().st_size) + self._file_hint.setText(f"{icon} {p.name} · {size} · Tell {self._assistant_name} what to do with it") + self._log.append_log(f"FILE: {p.name} ({size}) loaded") + if self.on_text_command: + msg = ( + f"[FILE_UPLOADED] path={path} | name={p.name} | " + f"type={p.suffix.lstrip('.')} | size={size} | " + f"Briefly tell the user you can see the file '{p.name}' " + f"({size}) has been uploaded and ask what they'd like to do with it." + ) + threading.Thread(target=self.on_text_command, args=(msg,), daemon=True).start() + + def notify_phone_connected(self) -> None: + if self._remote_overlay and self._remote_overlay.isVisible(): + self._remote_overlay.mark_connected() + + def _open_remote(self): + if not self.on_remote_clicked: + self._log.append_log("SYS: Dashboard not running — remote unavailable.") + return + result = self.on_remote_clicked() + if not result: + self._log.append_log("SYS: Could not generate remote key.") + return + url = result[0] + key = result[1] + auto = result[2] if len(result) >= 3 else "" + manual = result[3] if len(result) >= 4 else url + if self._remote_overlay: + self._remote_overlay._do_close() + cw = self.centralWidget() + ow, oh = RemoteKeyOverlay._OW, RemoteKeyOverlay._OH + ov = RemoteKeyOverlay(url, key, auto_login_url=auto, manual_url=manual, + expiry_secs=600, parent=cw) + ov.set_new_key_callback(self.on_remote_clicked) + ov.setGeometry( + (cw.width() - ow) // 2, + (cw.height() - oh) // 2, + ow, oh, + ) + ov.closed.connect(lambda: setattr(self, '_remote_overlay', None)) + ov.show() + self._remote_overlay = ov + self._log.append_log(f"SYS: Remote key generated — manual: {manual or url}") + + # ── Auto-start ────────────────────────────────────────────────────────────── + + def _check_autostart(self) -> bool: + """Returns True if auto-start is currently registered on this OS.""" + try: + if _OS == "Windows": + import winreg + key = winreg.OpenKey(winreg.HKEY_CURRENT_USER, + r"Software\Microsoft\Windows\CurrentVersion\Run", 0, winreg.KEY_READ) + try: + winreg.QueryValueEx(key, "JARVIS_AI") + return True + except FileNotFoundError: + return False + finally: + winreg.CloseKey(key) + elif _OS == "Darwin": + return (Path.home() / "Library" / "LaunchAgents" + / "com.jarvis.assistant.plist").exists() + else: + return (Path.home() / ".config" / "autostart" / "jarvis.desktop").exists() + except Exception: + return False + + def _toggle_autostart(self): + currently_on = self._check_autostart() + try: + script = str(Path(__file__).resolve().parent / "main.py") + if _OS == "Windows": + import winreg + reg = winreg.OpenKey(winreg.HKEY_CURRENT_USER, + r"Software\Microsoft\Windows\CurrentVersion\Run", 0, winreg.KEY_ALL_ACCESS) + if currently_on: + winreg.DeleteValue(reg, "JARVIS_AI") + else: + pythonw = Path(sys.executable).parent / "pythonw.exe" + exe = str(pythonw if pythonw.exists() else sys.executable) + winreg.SetValueEx(reg, "JARVIS_AI", 0, winreg.REG_SZ, + f'"{exe}" "{script}"') + winreg.CloseKey(reg) + elif _OS == "Darwin": + plist_dir = Path.home() / "Library" / "LaunchAgents" + plist_dir.mkdir(parents=True, exist_ok=True) + plist = plist_dir / "com.jarvis.assistant.plist" + if currently_on: + plist.unlink(missing_ok=True) + else: + plist.write_text( + '\n' + '\n' + '\n' + ' Labelit.luza.assistente\n' + ' ProgramArguments\n' + f' {sys.executable}\n' + f' {script}\n' + ' \n' + ' RunAtLoad\n' + '\n' + ) + else: + desk_dir = Path.home() / ".config" / "autostart" + desk_dir.mkdir(parents=True, exist_ok=True) + desk = desk_dir / "jarvis.desktop" + if currently_on: + desk.unlink(missing_ok=True) + else: + desk.write_text( + "[Desktop Entry]\n" + f"Name={self._assistant_name}\n" + f"Exec={sys.executable} {script}\n" + "Type=Application\nTerminal=false\n" + "X-GNOME-Autostart-enabled=true\n" + ) + enabled = not currently_on + self._update_autostart_btn(enabled) + self._log.append_log( + f"SYS: Auto-start {'enabled' if enabled else 'disabled'}.") + except Exception as e: + self._log.append_log(f"ERR: Auto-start failed — {e}") + + def _update_autostart_btn(self, enabled: bool): + if not hasattr(self, '_autostart_btn'): + return + if enabled: + self._autostart_btn.setText("◉ AUTO-START: ON") + self._autostart_btn.setStyleSheet(f""" + QPushButton {{ + background: #001a08; color: {C.GREEN}; + border: 1px solid {C.GREEN_D}; border-radius: 3px; + }} + QPushButton:hover {{ background: #002010; }} + """) + else: + self._autostart_btn.setText("◉ AUTO-START: OFF") + self._autostart_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; + }} + QPushButton:hover {{ color: {C.TEXT}; border: 1px solid {C.BORDER_B}; }} + """) + + def _toggle_brief(self): + from memory.config_manager import get_brief_enabled, save_brief_enabled + new_val = not get_brief_enabled() + save_brief_enabled(new_val) + self._update_brief_btn(new_val) + + # ── Wake word settings ─────────────────────────────────────────────────── + + def _wake_state(self) -> dict: + """Combined state for the two wake-word buttons. Readiness is a cheap, + deterministic on-disk check now (see core.wake_word.is_ready), so there + is nothing to cache — the button never flickers to a stale value.""" + if self.wake_get_state: + try: + s = self.wake_get_state() + return {"ready": bool(s.get("ready")), + "enabled": bool(s.get("enabled")), + "awake": bool(s.get("awake"))} + except Exception: + pass + # Before JarvisLive has wired its callback (drawer built at startup). + ready, enabled = False, False + try: + from core.wake_word import is_ready + from memory.config_manager import get_wake_word_enabled + ready, enabled = is_ready(), get_wake_word_enabled() + except Exception: + pass + return {"ready": ready, "enabled": enabled, "awake": True} + + def _refresh_wake_btns(self): + if not hasattr(self, '_wake_btn'): + return + st = self._wake_state() + _on = f""" + QPushButton {{ background: #001a08; color: {C.GREEN}; + border: 1px solid {C.GREEN_D}; border-radius: 3px; + text-align: left; padding: 0 8px; }} + QPushButton:hover {{ background: #002010; }}""" + _off = f""" + QPushButton {{ background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; + text-align: left; padding: 0 8px; }} + QPushButton:hover {{ color: {C.TEXT}; border: 1px solid {C.BORDER_B}; }}""" + self._wake_btn.setEnabled(True) + if not st["ready"]: + self._wake_btn.setText("⬇ WAKE WORD: DOWNLOAD") + self._wake_btn.setStyleSheet(_off) + self._wake_sleep_btn.hide() + elif st["enabled"]: + self._wake_btn.setText("🎙 WAKE WORD: ON") + self._wake_btn.setStyleSheet(_on) + self._wake_sleep_btn.show() + self._wake_sleep_btn.setText("😴 SLEEP NOW" if st["awake"] else "👂 WAKE NOW") + self._wake_sleep_btn.setStyleSheet(_off) + else: + self._wake_btn.setText("🎙 WAKE WORD: OFF") + self._wake_btn.setStyleSheet(_off) + self._wake_sleep_btn.hide() + + def _refresh_talk_btns(self): + """Repaint the push-to-talk row from the saved setting.""" + if not hasattr(self, "_ptt_btn"): + return + from core.hotkey import chord_label + from memory.config_manager import get_push_to_talk_enabled + _on = f""" + QPushButton {{ background: #001a08; color: {C.GREEN}; + border: 1px solid {C.GREEN_D}; border-radius: 3px; + text-align: left; padding: 0 8px; }} + QPushButton:hover {{ background: #002010; }}""" + _off = f""" + QPushButton {{ background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; + text-align: left; padding: 0 8px; }} + QPushButton:hover {{ color: {C.TEXT}; border: 1px solid {C.BORDER_B}; }}""" + + ptt = get_push_to_talk_enabled() + self._ptt_btn.setText(f"🎚 PUSH-TO-TALK: {chord_label()}" if ptt + else "🎚 PUSH-TO-TALK: OFF") + self._ptt_btn.setStyleSheet(_on if ptt else _off) + self._ptt_btn.setToolTip( + "Microphone stays closed until you hold the key — nothing is sent " + "while you are not holding it." if ptt + else "Hold a key to talk instead of streaming the mic continuously.") + + + def _refresh_hud_btn(self): + from memory.config_manager import get_hud_style + cur = get_hud_style() + face = cur == "face" + # Neither state is "off", so both read as active — this is a choice + # between two things, not a switch with a disabled side. + style = f""" + QPushButton {{ background: {C.PANEL2}; color: {C.PRI}; + border: 1px solid {C.BORDER_A}; border-radius: 3px; + text-align: left; padding: 0 8px; }} + QPushButton:hover {{ color: {C.WHITE}; border: 1px solid {C.BORDER_B}; }}""" + self._hud_btn.setText({"face": "🧑 HUD: ANIMATED FACE", "core": "◉ HUD: REACTOR CORE"}.get(cur, "🧍 HUD: AVATAR 3D")) + self._hud_btn.setStyleSheet(style) + self._hud_btn.setToolTip( + "An animated head that speaks your words and shows what the assistant is " + "doing. Tap to switch to the reactor core." + if face else + "A reactor core che segue lo stato e la tua voce. " + "Tap to switch to the animated head.") + + def _toggle_hud_style(self): + """Swap the centrepiece. Both objects stay in memory, so the change is + instant and switching back costs nothing.""" + from memory.config_manager import get_hud_style, save_hud_style + order = ["face", "core", "3d"] + cur = get_hud_style() + want = order[(order.index(cur) + 1) % len(order)] if cur in order else "face" + if want == "3d": + try: + self._ensure_avatar3d() + except Exception as e: + self._log.append_log(f"ERR: Avatar 3D non disponibile — {e}") + want = "face" + save_hud_style(want) + if want != "3d": + self._hud_cam_stack.setCurrentIndex(0) + try: + self.hud.hud_style = want if want != "3d" else "face" + self.hud.update() + except Exception: + pass + self._refresh_hud_btn() + self._log.append_log({"face": "SYS: HUD switched to the animated face.", + "core": "SYS: HUD switched to the reactor core."}.get(want, "SYS: HUD: avatar 3D.")) + + def _toggle_ptt(self): + from memory.config_manager import (get_push_to_talk_enabled, + save_push_to_talk_enabled) + want = not get_push_to_talk_enabled() + save_push_to_talk_enabled(want) + scope = None + if self.on_push_to_talk: + try: + scope = self.on_push_to_talk(want) + except Exception as e: + self._log.append_log(f"ERR: Push-to-talk failed — {e}") + save_push_to_talk_enabled(False) + want = False + self._apply_ptt_shortcut(want and scope != "global") + self._refresh_talk_btns() + + def _apply_ptt_shortcut(self, needed: bool): + """Bind the chord inside the window when no global hook is available. + + On macOS and Linux there is no dependency-free way to read global key + state, so the chord is at least live whenever this window has focus. + Qt gives no key-release for a QShortcut, so a press latches the mic open + and a short timer closes it; held down, auto-repeat keeps pushing that + timer out, which behaves like holding a key. + """ + from PyQt6.QtGui import QKeySequence, QShortcut + from core.hotkey import qt_sequence + + if not needed: + sc = getattr(self, "_ptt_sc", None) + if sc is not None: + sc.setEnabled(False) + self._ptt_sc = None + self._ptt_hold(False) + return + if getattr(self, "_ptt_sc", None) is not None: + return + + self._ptt_release = QTimer(self) + self._ptt_release.setSingleShot(True) + self._ptt_release.setInterval(420) + self._ptt_release.timeout.connect(lambda: self._ptt_hold(False)) + + def _press(): + self._ptt_hold(True) + self._ptt_release.start() + + self._ptt_sc = QShortcut(QKeySequence(qt_sequence()), self) + self._ptt_sc.setAutoRepeat(True) + self._ptt_sc.activated.connect(_press) + + def _ptt_hold(self, held: bool): + """Report a windowed press/release to whoever owns the microphone.""" + cb = getattr(self, "ptt_hold", None) + if cb: + try: + cb(bool(held)) + except Exception: + pass + + def _toggle_wake_word(self): + st = self._wake_state() + if not st["ready"]: + # First time: download openwakeword + model in a worker thread. + self._wake_btn.setText("⬇ DOWNLOADING… (one-time)") + self._wake_btn.setEnabled(False) + def _work(): + try: + from core.wake_word import install_and_download + ok, msg = install_and_download( + logger=lambda m: self._log_sig.emit(f"SYS: {m}")) + except Exception as e: + ok, msg = False, str(e) + if ok and self.on_wake_toggle: + try: + self.on_wake_toggle(True) # auto-enable after a successful download + except Exception: + pass + self._wake_dl_sig.emit(ok, msg) + threading.Thread(target=_work, daemon=True).start() + return + # Already downloaded → just flip enabled/disabled through JarvisLive. + if self.on_wake_toggle: + try: + self.on_wake_toggle(not st["enabled"]) + except Exception: + pass + self._refresh_wake_btns() + + def _on_wake_install_done(self, ok: bool, msg: str): + self._log_sig.emit(f"SYS: {'Wake word ready.' if ok else 'Wake word setup failed: ' + msg}") + self._refresh_wake_btns() + + def _tap_wake_manual(self): + if self.on_wake_manual: + try: + self.on_wake_manual() + except Exception: + pass + self._refresh_wake_btns() + + def _update_brief_btn(self, enabled: bool): + if not hasattr(self, '_brief_btn'): + return + if enabled: + self._brief_btn.setText("☀ MORNING BRIEF: ON") + self._brief_btn.setStyleSheet(f""" + QPushButton {{ + background: #001a08; color: {C.GREEN}; + border: 1px solid {C.GREEN_D}; border-radius: 3px; + text-align: left; padding: 0 8px; + }} + QPushButton:hover {{ background: #002010; }} + """) + else: + self._brief_btn.setText("☀ MORNING BRIEF: OFF") + self._brief_btn.setStyleSheet(f""" + QPushButton {{ + background: transparent; color: {C.TEXT_DIM}; + border: 1px solid {C.BORDER}; border-radius: 3px; + text-align: left; padding: 0 8px; + }} + QPushButton:hover {{ color: {C.TEXT}; border: 1px solid {C.BORDER_B}; }} + """) + + # ── Customization ──────────────────────────────────────────────────────────── + + def _open_customize(self): + cfg = _read_full_config() + if self._customize_overlay: + self._customize_overlay.hide() + cw = self.centralWidget() + ov = CustomizeOverlay( + cfg.get("assistant_name", "JARVIS") or "JARVIS", + cfg.get("user_name", ""), + cfg.get("ui_color", "") or DEFAULT_UI_COLOR, + cfg.get("voice_name", ""), + parent=cw, + ) + ow, oh = CustomizeOverlay._OW, CustomizeOverlay._OH + oh = min(oh, cw.height() - 16) + ov.setGeometry( + (cw.width() - ow) // 2, + (cw.height() - oh) // 2, + ow, oh, + ) + ov.on_preview = self._preview_ui_color + ov.saved.connect(self._apply_name_update) + ov.show() + self._customize_overlay = ov + + def _preview_ui_color(self, hex_color: str): + """Live preview — paints the whole interface the new colour (does NOT write to config).""" + old = current_palette() + if apply_ui_accent(hex_color): + retheme_all_widgets(old, current_palette()) + + def _apply_name_update(self, name: str, user_name: str, ui_color: str = "", + voice: str = ""): + """Update all name/theme-dependent UI elements and persist to config.""" + self._assistant_name = name.strip() or "JARVIS" + display = self._assistant_name.upper() + self.setWindowTitle(display if display.lower() == APP_VERSION.lower() else f"{display} — {APP_VERSION}") + self._title_lbl.setText(display) + if display in ("JARVIS", "J.A.R.V.I.S"): + self._sub_lbl.setText("Just A Rather Very Intelligent System") + else: + self._sub_lbl.setText("Assistente personale") + self._log._ai_name_lc = self._assistant_name.lower() + self.hud._assistant_name = display + + color_changed = False + if ui_color: + old = current_palette() + if apply_ui_accent(ui_color): + # Live-paint the whole interface (panels, buttons, borders, HUD) + retheme_all_widgets(old, current_palette()) + color_changed = old["PRI"] != C.PRI + + # Voice change → persist and, if it actually changed, rebuild the Live + # session so the new voice takes effect (it's fixed at connect time). + voice_changed = False + if voice: + from memory.config_manager import get_voice, save_voice + if voice != get_voice(): + save_voice(voice) + voice_changed = True + + try: + data = _read_full_config() + data["assistant_name"] = self._assistant_name + data["user_name"] = user_name.strip() + if ui_color: + data["ui_color"] = ui_color.strip().lower() + API_FILE.write_text(json.dumps(data, indent=4), encoding="utf-8") + self._log.append_log(f"SYS: Identity updated — {display}") + if color_changed: + self._log.append_log(f"SYS: UI colour applied — {ui_color}") + if voice_changed: + self._log.append_log(f"SYS: Voice set — {voice}") + except Exception as e: + self._log.append_log(f"ERR: Config save failed — {e}") + + if voice_changed and self.on_voice_change: + self.on_voice_change() + + def _centre_overlay(self, ov) -> None: + """Place a floating overlay in the middle of the HUD and show it.""" + cw = self.centralWidget() + ov.adjustSize() + ov.setGeometry( + max(0, (cw.width() - ov.width()) // 2), + max(0, (cw.height() - ov.height()) // 2), + ov.width(), ov.height(), + ) + ov.show() + ov.raise_() + + # ── Audio devices ──────────────────────────────────────────────────────── + + def _open_audio_devices(self): + ov = AudioDeviceOverlay(parent=self.centralWidget()) + ov.picked.connect(self._on_audio_devices_applied) + self._centre_overlay(ov) + self._audio_overlay = ov # keep a reference so it isn't GC'd + + def _on_audio_devices_applied(self): + self._log.append_log("SYS: Audio devices updated.") + if self.on_audio_device_change: + self.on_audio_device_change() + + # ── Memory panel ───────────────────────────────────────────────────────── + + def _open_memory_panel(self): + ov = MemoryOverlay(parent=self.centralWidget()) + self._centre_overlay(ov) + self._memory_overlay = ov + + # ── Irreversible-action confirmation ───────────────────────────────────── + + def _show_confirm_banner(self, title: str, detail: str): + self._hide_confirm_banner() + ov = ConfirmBanner(title, detail, parent=self.centralWidget()) + ov.answered.connect(self._on_confirm_answered) + self._centre_overlay(ov) + self._confirm_overlay = ov + + def _hide_confirm_banner(self): + ov = getattr(self, "_confirm_overlay", None) + if ov is not None: + ov.hide() + ov.deleteLater() + self._confirm_overlay = None + + def _on_confirm_answered(self, accepted: bool): + # Tear the banner down first: core.confirm.resolve() may be about to + # shut the machine down, and a live widget mid-callback is not where you + # want to be when that happens. + self._hide_confirm_banner() + try: + from core.confirm import resolve + resolve(bool(accepted)) + except Exception as e: + self._log.append_log(f"ERR: Confirmation failed — {e}") + + def _open_plugin_manager(self): + plugins = self.get_plugins() if self.get_plugins else [] + cw = self.centralWidget() + ov = PluginManagerOverlay(plugins, parent=cw) + ov.adjustSize() + ov.setGeometry( + (cw.width() - ov.width()) // 2, + (cw.height() - ov.height()) // 2, + ov.width(), ov.height(), + ) + ov.show() + ov.raise_() + self._plugin_manager_overlay = ov # keep a reference so it isn't GC'd + + def _open_plugin_settings(self): + sections = self.get_plugin_settings() if self.get_plugin_settings else [] + cw = self.centralWidget() + ov = PluginSettingsOverlay(sections, parent=cw) + ow = PluginSettingsOverlay._OW + oh = min(560, cw.height() - 16) + ov.setGeometry( + (cw.width() - ow) // 2, + (cw.height() - oh) // 2, + ow, oh, + ) + ov.show() + ov.raise_() + self._plugin_settings_overlay = ov # keep a reference so it isn't GC'd + + # ── Clipboard intelligence ─────────────────────────────────────────────────── + + def _on_clipboard_changed(self): + try: + text = QApplication.clipboard().text().strip() + if len(text) >= 10: + self._clipboard_sig.emit(text) + except Exception: + pass + + def _show_clipboard_panel(self, text: str): + self._clipboard_panel.show_clipboard(text) + self._position_clipboard_panel() + + def _position_clipboard_panel(self): + cw = self.centralWidget() + pw = ClipboardPanel._W + ph = self._clipboard_panel.sizeHint().height() or ClipboardPanel._H + x = (cw.width() - pw) // 2 + y = cw.height() - ph - 6 + self._clipboard_panel.setGeometry(x, y, pw, ph) + self._clipboard_panel.raise_() + + def _on_clipboard_action(self, cmd: str): + if self.on_text_command: + threading.Thread(target=self.on_text_command, args=(cmd,), daemon=True).start() + + # ──────────────────────────────────────────────────────────────────────────── + + def _do_interrupt(self): + if self.on_interrupt: + self.on_interrupt() + + def _toggle_mute(self): + self._muted = not self._muted + self.hud.muted = self._muted + self._style_mute_btn() + if self._muted: + self._apply_state("MUTED") + self._log.append_log("SYS: Microphone muted.") + else: + self._apply_state("LISTENING") + self._log.append_log("SYS: Microphone active.") + + def _style_mute_btn(self): + if self._muted: + self._mute_btn.setText("🔇 MICROPHONE MUTED") + self._mute_btn.setStyleSheet(f""" + QPushButton {{ + background: #140006; color: {C.MUTED_C}; + border: 1px solid {C.MUTED_C}; border-radius: 3px; + }} + """) + else: + self._mute_btn.setText("🎙 MICROPHONE ACTIVE") + self._mute_btn.setStyleSheet(f""" + QPushButton {{ + background: #00140a; color: {C.GREEN}; + border: 1px solid {C.GREEN}; border-radius: 3px; + }} + QPushButton:hover {{ background: #001f10; }} + """) + + def _send(self): + txt = self._input.text().strip() + if not txt: return + self._input.clear() + self._log.append_log(f"You: {txt}") + if self.on_text_command: + threading.Thread(target=self.on_text_command, args=(txt,), daemon=True).start() + + def _apply_state(self, state: str): + self.hud.state = state + self.hud.speaking = (state == "SPEAKING") + if self.avatar3d is not None: + self.avatar3d.set_state(state) + + def _check_config(self) -> bool: + # AvatarPy: nessuna chiave Gemini; basta il file d'identità creato da main.py. + return API_FILE.exists() + + def _show_setup(self): + ov = SetupOverlay(self.centralWidget()) + cw = self.centralWidget() + ow, oh = 460, 390 + ov.setGeometry( + (cw.width() - ow) // 2, + (cw.height() - oh) // 2, + ow, oh, + ) + ov.done.connect(self._on_setup_done) + ov.show() + self._overlay = ov + + def _on_setup_done(self, key: str, os_name: str): + os.makedirs(CONFIG_DIR, exist_ok=True) + API_FILE.write_text( + json.dumps({"gemini_api_key": key, "os_system": os_name}, indent=4), + encoding="utf-8", + ) + self._ready = True + if self._overlay: + self._overlay.hide() + self._overlay = None + self._apply_state("LISTENING") + self._assistant_name = _read_full_config().get("assistant_name", "JARVIS") or "JARVIS" + self._log.append_log(f"SYS: Initialised. OS={os_name.upper()}. {self._assistant_name} online.") + + +class _RootShim: + def __init__(self, app: QApplication): + self._app = app + def mainloop(self): + self._app.exec() + def protocol(self, *_): + pass + + +class JarvisUI: + def __init__(self, face_path: str, size=None): + self._app = QApplication.instance() or QApplication(sys.argv) + self._app.setStyle("Fusion") + self._win = MainWindow(face_path) + self.root = _RootShim(self._app) + self._win.show() + + @property + def muted(self) -> bool: + return self._win._muted + + @muted.setter + def muted(self, v: bool): + if v != self._win._muted: + self._win._toggle_mute() + + @property + def current_file(self) -> str | None: + return self._win._drop_zone.current_file() + + @property + def on_text_command(self): + return self._win.on_text_command + + @on_text_command.setter + def on_text_command(self, cb): + self._win.on_text_command = cb + + @property + def on_remote_clicked(self): + return self._win.on_remote_clicked + + @on_remote_clicked.setter + def on_remote_clicked(self, cb): + self._win.on_remote_clicked = cb + + @property + def on_interrupt(self): + return self._win.on_interrupt + + @on_interrupt.setter + def on_interrupt(self, cb): + self._win.on_interrupt = cb + + @property + def on_voice_change(self): + return self._win.on_voice_change + + @on_voice_change.setter + def on_voice_change(self, cb): + self._win.on_voice_change = cb + + @property + def on_audio_device_change(self): + return self._win.on_audio_device_change + + @on_audio_device_change.setter + def on_audio_device_change(self, cb): + self._win.on_audio_device_change = cb + + def show_confirm(self, title: str, detail: str) -> None: + """Thread-safe: raise the irreversible-action gate. Called from action + handlers running in executor threads, so it goes through a signal.""" + self._win._confirm_sig.emit(str(title)[:120], str(detail)[:300]) + + def hide_confirm(self) -> None: + """Thread-safe: take the gate down.""" + self._win._confirm_hide_sig.emit() + + @property + def get_plugins(self): + return self._win.get_plugins + + @get_plugins.setter + def get_plugins(self, cb): + self._win.get_plugins = cb + + @property + def get_plugin_settings(self): + return self._win.get_plugin_settings + + @get_plugin_settings.setter + def get_plugin_settings(self, cb): + self._win.get_plugin_settings = cb + + @property + def on_wake_toggle(self): + return self._win.on_wake_toggle + + @on_wake_toggle.setter + def on_wake_toggle(self, cb): + self._win.on_wake_toggle = cb + + @property + def on_wake_manual(self): + return self._win.on_wake_manual + + @on_wake_manual.setter + def on_wake_manual(self, cb): + self._win.on_wake_manual = cb + + @property + def wake_get_state(self): + return self._win.wake_get_state + + @wake_get_state.setter + def wake_get_state(self, cb): + self._win.wake_get_state = cb + + def set_audio_level(self, level: float) -> None: + """Thread-safe: feed a 0.0–1.0 live audio level to the HUD waveform. + Called from the audio threads; a plain float store is atomic under the + GIL, so no signal/lock is needed for this cosmetic value.""" + try: + self._win.hud.set_audio_level(level) + if self._win.avatar3d is not None: + self._win.avatar3d.set_audio_level(level) + except Exception: + pass + + def glance(self, dx: float, dy: float, hold: float = 1.1) -> None: + """Ask the avatar to look somewhere for a moment (see HoloAvatar.glance).""" + try: + if self._avatar is not None: + self._avatar.glance(dx, dy, hold) + except Exception: + pass + + @property + def ptt_hold(self): + return self._win.ptt_hold + + @ptt_hold.setter + def ptt_hold(self, cb): + self._win.ptt_hold = cb + + @property + def on_push_to_talk(self): + return self._win.on_push_to_talk + + @on_push_to_talk.setter + def on_push_to_talk(self, cb): + self._win.on_push_to_talk = cb + + def push_visemes(self, frames, hop: float, at: float) -> None: + """Thread-safe: post a schedule of (level, openness, width) mouth frames + for JARVIS's own speech. `at` is the wall-clock time the batch begins to + sound, not the time of the call. See HudCanvas.push_visemes().""" + try: + self._win.hud.push_visemes(frames, hop, at) + if self._win.avatar3d is not None: + self._win.avatar3d.push_visemes(frames, hop, at) + except Exception: + pass + + def notify_phone_connected(self) -> None: + self._win.notify_phone_connected() + + def set_state(self, state: str): + self._win._state_sig.emit(state) + + def write_log(self, text: str): + self._win._log_sig.emit(text) + + def wait_for_api_key(self): + while not self._win._ready: + time.sleep(0.1) + + def show_content(self, title: str, text: str): + """Thread-safe: display content in the panel below the HUD.""" + self._win._content_sig.emit(title[:48], text[:4000]) + + def show_quiz(self, topic: str, questions, grade=None) -> None: + """Thread-safe: put an interactive quiz on the board. + + `grade(question, given)` decides each answer — the plugin supplies it so + the marking rules live with the questions rather than being duplicated + here. Returning None from it means "JARVIS should judge this one", which + is how open answers and near-miss gap-fills are handled. + + Returns immediately: the user answers at their own pace and the finished + result is delivered back through on_text_command. + """ + self._win._quiz_sig.emit(str(topic or ""), list(questions or []), grade) + + def hide_quiz(self) -> None: + """Thread-safe: clear any quiz currently on the board.""" + self._win._quiz_hide_sig.emit() + + def show_review(self, title: str, summary: str, findings, unclear=None) -> None: + """Thread-safe: lay a document review into the panel below the HUD. + + `findings` is a list of {heading, detail, severity, quote, suggestion}; + severity is one of 'serious' / 'caution' / 'note' and decides colour and + order here, so the caller supplies no styling of its own. + """ + self._win._review_sig.emit(str(title or ""), str(summary or ""), + list(findings or []), list(unclear or [])) + + def prompt_reconfig(self): + """Thread-safe: show the API key setup overlay (e.g. after an auth error).""" + self._win._ready = False + self._win._reconfig_sig.emit() + + def show_camera_frame(self, img_bytes: bytes): + """Thread-safe: show a webcam frame in the small overlay (screen captures).""" + self._win._camera_sig.emit(img_bytes) + + def start_camera_stream(self) -> None: + """Thread-safe: start live camera feed in the full HUD area.""" + self._win.start_camera_stream() + + def stop_camera_stream(self) -> None: + """Thread-safe: stop the live camera feed.""" + self._win.stop_camera_stream() + + @property + def assistant_name(self) -> str: + return self._win._assistant_name + + def start_speaking(self): + self.set_state("SPEAKING") + + def stop_speaking(self): + if not self.muted: + self.set_state("LISTENING") \ No newline at end of file diff --git a/uv.lock b/uv.lock new file mode 100644 index 0000000..5fa29a7 --- /dev/null +++ b/uv.lock @@ -0,0 +1,3577 @@ +version = 1 +revision = 3 +requires-python = ">=3.12" + +[[package]] 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Object.fromEntries(process.argv.slice(2).map((a, i, arr) => a.startsWith('--') ? [a.slice(2), arr[i + 1]] : []).filter(Boolean)); +const DATA = args.data || path.join(process.cwd(), 'data', 'whatsapp'); +const PORT = Number(args.port || 8790); +const ME_NAME = args.me || 'io'; +const AUTH_DIR = path.join(DATA, 'auth'); +const DB_PATH = path.join(DATA, 'index.sqlite'); +fs.mkdirSync(AUTH_DIR, { recursive: true }); + +// ── Database (stesso dell'archivio delle chat esportate) ───────────────────── +const db = new DatabaseSync(DB_PATH); +db.exec(`PRAGMA journal_mode=WAL; +CREATE TABLE IF NOT EXISTS chats (name TEXT PRIMARY KEY, file TEXT, mtime REAL, count INTEGER, first TEXT, last TEXT, participants TEXT); +CREATE TABLE IF NOT EXISTS messages (id INTEGER PRIMARY KEY, chat TEXT, ts TEXT, sender TEXT, text TEXT); +CREATE INDEX IF NOT EXISTS idx_chat_ts ON messages(chat, ts); +CREATE VIRTUAL TABLE IF NOT EXISTS fts USING fts5(text, content='messages', content_rowid='id', tokenize='unicode61 remove_diacritics 2'); +CREATE TRIGGER IF NOT EXISTS messages_ai AFTER INSERT ON messages BEGIN INSERT INTO fts(rowid, text) VALUES (new.id, new.text); END; +CREATE TRIGGER IF NOT EXISTS messages_ad AFTER DELETE ON messages BEGIN INSERT INTO fts(fts, rowid, text) VALUES ('delete', old.id, old.text); END; +CREATE TABLE IF NOT EXISTS wa_contacts (jid TEXT PRIMARY KEY, name TEXT, notify TEXT); +CREATE TABLE IF NOT EXISTS wa_seen (id TEXT PRIMARY KEY);`); +for (const col of ['source TEXT', 'jid TEXT', 'from_me INTEGER DEFAULT 0']) { + try { db.exec(`ALTER TABLE messages ADD COLUMN ${col}`); } catch { /* già presente */ } +} +const stInsert = db.prepare('INSERT INTO messages (chat, ts, sender, text, source, jid, from_me) VALUES (?, ?, ?, ?, ?, ?, ?)'); +const stSeen = db.prepare('INSERT OR IGNORE INTO wa_seen (id) VALUES (?)'); +const stContact = db.prepare('INSERT INTO wa_contacts (jid, name, notify) VALUES (?, ?, ?) ON CONFLICT(jid) DO UPDATE SET name=COALESCE(excluded.name, name), notify=COALESCE(excluded.notify, notify)'); +const stChatTouch = db.prepare(`INSERT INTO chats (name, file, mtime, count, first, last, participants) VALUES (?, 'live', 0, 1, ?, ?, ?) + ON CONFLICT(name) DO UPDATE SET count = count + 1, last = excluded.last, first = COALESCE(first, excluded.first)`); + +const groupNames = new Map(); +let sock = null, state = { connection: 'closed', qr: null, me: null, error: null, received: 0 }; + +function fmtTs(sec) { const d = new Date(Number(sec) * 1000); const p = (n) => String(n).padStart(2, '0'); return `${d.getFullYear()}-${p(d.getMonth() + 1)}-${p(d.getDate())} ${p(d.getHours())}:${p(d.getMinutes())}:${p(d.getSeconds())}`; } +function textOf(m) { + const x = m.message || {}; + const inner = x.ephemeralMessage?.message || x.viewOnceMessage?.message || x; + return inner.conversation || inner.extendedTextMessage?.text || inner.imageMessage?.caption || (inner.imageMessage && '[immagine]') + || inner.videoMessage?.caption || (inner.videoMessage && '[video]') || (inner.audioMessage && '[audio]') || (inner.documentMessage && `[documento ${inner.documentMessage.fileName || ''}]`) + || (inner.stickerMessage && '[sticker]') || (inner.locationMessage && '[posizione]') || (inner.contactMessage && '[contatto]') || inner.reactionMessage?.text && `[reazione ${inner.reactionMessage.text}]` || ''; +} +function contactName(jid) { + if (!jid) return '?'; + const row = db.prepare('SELECT name, notify FROM wa_contacts WHERE jid = ?').get(jid); + return row?.name || row?.notify || jid.split('@')[0]; +} +async function chatName(jid) { + if (isJidGroup(jid)) { + if (!groupNames.has(jid)) { + try { const md = await sock.groupMetadata(jid); groupNames.set(jid, md.subject); } catch { groupNames.set(jid, 'Gruppo ' + jid.split('@')[0]); } + } + return groupNames.get(jid); + } + const mine = jidNormalizedUser(sock?.user?.id || ''); + if (mine && jidNormalizedUser(jid) === mine) return 'Io (note personali)'; + return contactName(jid); +} +async function store(m, source) { + const id = m.key?.id, jid = m.key?.remoteJid; + if (!id || !jid || jid === 'status@broadcast') return false; + if (stSeen.run(id).changes === 0) return false; + const text = textOf(m); + if (!text) return false; + if (m.pushName && !m.key.fromMe) stContact.run(isJidGroup(jid) ? (m.key.participant || jid) : jid, null, m.pushName); + const chat = await chatName(jid); + const sender = m.key.fromMe ? (state.me?.name || ME_NAME) : (isJidGroup(jid) ? contactName(m.key.participant) : chat); + const ts = fmtTs(m.messageTimestamp); + stInsert.run(chat, ts, sender, text, source, jid, m.key.fromMe ? 1 : 0); + stChatTouch.run(chat, ts.slice(0, 10), ts.slice(0, 10), ''); + state.received++; + return true; +} + +async function start() { + const { state: auth, saveCreds } = await useMultiFileAuthState(AUTH_DIR); + const { version } = await fetchLatestBaileysVersion(); + sock = makeWASocket({ version, auth, logger: pino({ level: 'silent' }), browser: ['AvatarPy', 'Desktop', '1.0.0'], syncFullHistory: false, markOnlineOnConnect: false }); + sock.ev.on('creds.update', saveCreds); + sock.ev.on('connection.update', (u) => { + if (u.qr) { state.qr = u.qr; state.connection = 'qr'; } + if (u.connection === 'open') { state.connection = 'open'; state.qr = null; state.error = null; state.me = { id: sock.user?.id, name: sock.user?.name }; } + if (u.connection === 'close') { + const code = new Boom(u.lastDisconnect?.error)?.output?.statusCode; + state.connection = 'closed'; + if (code === DisconnectReason.loggedOut) { state.error = 'Sessione chiusa da WhatsApp: ricollega con il QR.'; fs.rmSync(AUTH_DIR, { recursive: true, force: true }); fs.mkdirSync(AUTH_DIR, { recursive: true }); setTimeout(start, 2000); } + else { state.error = `Disconnesso (${code}); riconnessione…`; setTimeout(start, 3000); } + } + }); + sock.ev.on('contacts.upsert', (cs) => { for (const c of cs) stContact.run(c.id, c.name || null, c.notify || null); }); + sock.ev.on('contacts.update', (cs) => { for (const c of cs) if (c.id) stContact.run(c.id, c.name || null, c.notify || null); }); + sock.ev.on('messaging-history.set', async ({ contacts, messages }) => { + for (const c of contacts || []) stContact.run(c.id, c.name || null, c.notify || null); + for (const m of messages || []) { try { await store(m, 'history'); } catch { /* ignora */ } } + }); + sock.ev.on('messages.upsert', async ({ messages }) => { + for (const m of messages) { try { await store(m, 'live'); } catch (e) { console.error('store', e.message); } } + }); +} + +// ── API HTTP locale ─────────────────────────────────────────────────────────── +async function resolveJid(target) { + const t = String(target || '').trim(); + const digits = t.replace(/[^\d]/g, ''); + if (/^\+?[\d\s]{8,}$/.test(t)) return `${digits}@s.whatsapp.net`; + const like = `%${t.toLowerCase()}%`; + const row = db.prepare('SELECT jid, name, notify FROM wa_contacts WHERE lower(name) = ? OR lower(notify) = ? OR lower(name) LIKE ? OR lower(notify) LIKE ? ORDER BY CASE WHEN lower(name) = ? THEN 0 ELSE 1 END LIMIT 1').get(t.toLowerCase(), t.toLowerCase(), like, like, t.toLowerCase()); + if (row) return row.jid; + for (const [jid, name] of groupNames) if (name.toLowerCase().includes(t.toLowerCase())) return jid; + const msg = db.prepare("SELECT jid FROM messages WHERE jid IS NOT NULL AND lower(chat) LIKE ? ORDER BY ts DESC LIMIT 1").get(like); + return msg?.jid || null; +} +const server = http.createServer(async (req, res) => { + const send = (code, obj) => { res.writeHead(code, { 'Content-Type': 'application/json' }); res.end(JSON.stringify(obj)); }; + try { + const url = new URL(req.url, 'http://x'); + if (url.pathname === '/status') return send(200, state); + if (url.pathname === '/logout') { try { await sock?.logout(); } catch { } fs.rmSync(AUTH_DIR, { recursive: true, force: true }); state = { connection: 'closed', qr: null, me: null, error: 'Scollegato.', received: 0 }; setTimeout(start, 1000); return send(200, { ok: true }); } + if (url.pathname === '/resolve') { const jid = await resolveJid(url.searchParams.get('to')); return send(200, { jid, name: jid ? (isJidGroup(jid) ? groupNames.get(jid) : contactName(jid)) : null }); } + if (url.pathname === '/send' && req.method === 'POST') { + let body = ''; for await (const ch of req) body += ch; + const { to, text } = JSON.parse(body || '{}'); + if (state.connection !== 'open') return send(409, { error: 'WhatsApp non collegato' }); + const jid = await resolveJid(to); + if (!jid) return send(404, { error: 'Destinatario non trovato' }); + const sent = await sock.sendMessage(jid, { text: String(text) }); + try { await store(sent, 'live'); } catch { } + return send(200, { ok: true, jid, name: isJidGroup(jid) ? groupNames.get(jid) : contactName(jid) }); + } + send(404, { error: 'not found' }); + } catch (e) { send(500, { error: e.message }); } +}); +server.listen(PORT, '127.0.0.1', () => console.log(`[bridge] in ascolto su 127.0.0.1:${PORT}`)); +start().catch((e) => { state.error = e.message; console.error(e); }); diff --git a/whatsapp_bridge/package-lock.json b/whatsapp_bridge/package-lock.json 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