From 8c19cdaae615fbf934c0294672dfd3b0806fc055 Mon Sep 17 00:00:00 2001 From: Quintine Date: Mon, 24 Aug 2026 17:58:58 +1000 Subject: [PATCH] 3D flight simulator: 6-DOF physics, three.js r160, browser HUD - Detailed flight dynamics: aero lift/drag/side-force with smooth stall, control-surface moments, stability derivatives, engine spool with prop torque and gyro precession, inertial coupling, ISA atmosphere, ground effect, 3-point gear handling, landing vs crash classification. - Pure ESM, zero build step; three.js vendored locally. Deterministic simulation; physics core is Node-testable (14 node:test cases). - Procedural 8 km world with runway, water, sky dome, cloud wrap; DOM instrument panel (attitude indicator, tapes, VSI, lamps, stall warning). - Controls: WASD/arrows, Q/E rudder, Shift/Ctrl throttle, F flaps, G gear, B brakes, C camera (chase/cockpit/orbit), R reset, P pause, D debug. --- .gitignore | 4 + README.md | 108 +++++++ SPEC.md | 264 ++++++++++++++++ css/style.css | 600 +++++++++++++++++++++++++++++++++++++ index.html | 48 +++ package.json | 6 + src/aircraft-model.js | 383 +++++++++++++++++++++++ src/audio.js | 296 ++++++++++++++++++ src/config.js | 107 +++++++ src/controls.js | 405 +++++++++++++++++++++++++ src/instruments.js | 311 +++++++++++++++++++ src/main.js | 355 ++++++++++++++++++++++ src/physics.js | 548 +++++++++++++++++++++++++++++++++ src/terrain.js | 416 +++++++++++++++++++++++++ src/world.js | 117 ++++++++ tests/model-geometry.mjs | 74 +++++ tests/physics.test.mjs | 451 ++++++++++++++++++++++++++++ vendor/three.module.min.js | 6 + 18 files changed, 4499 insertions(+) create mode 100644 .gitignore create mode 100644 README.md create mode 100644 SPEC.md create mode 100644 css/style.css create mode 100644 index.html create mode 100644 package.json create mode 100644 src/aircraft-model.js create mode 100644 src/audio.js create mode 100644 src/config.js create mode 100644 src/controls.js create mode 100644 src/instruments.js create mode 100644 src/main.js create mode 100644 src/physics.js create mode 100644 src/terrain.js create mode 100644 src/world.js create mode 100644 tests/model-geometry.mjs create mode 100644 tests/physics.test.mjs create mode 100644 vendor/three.module.min.js diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..482c1ec --- /dev/null +++ b/.gitignore @@ -0,0 +1,4 @@ +node_modules/ +.smoke*/ +*.log +.DS_Store diff --git a/README.md b/README.md new file mode 100644 index 0000000..1afbe50 --- /dev/null +++ b/README.md @@ -0,0 +1,108 @@ +# Flight Sim + +A browser 3D flight simulator: a detailed 6-DOF propeller aircraft flown over a +procedural 8 km world, with an instrument HUD, synthesized engine/wind audio and +three camera views (chase / cockpit / orbit). Pure ES modules, zero build step, +no assets, no runtime network — Three.js r160 is vendored locally. + +Spawn: on the south end of the runway, engine idling, flaps 25 %, gear down, +brakes on. Throttle up with **Shift**, release brakes with **B**, roll forward +with the stick, and rotate at ~120–140 kts. + +## Run it + +ES modules must be served over HTTP (opening `index.html` directly on `file://` +is blocked by the browser). From the project root: + +```bash +python3 -m http.server 8080 +# or +npx serve . +``` + +Then open . Fullscreen canvas; **CLICK TO START** +enables audio (the browser requires a user gesture for WebAudio). + +## Controls + +> Table below mirrors `KEY_BINDINGS` from `src/controls.js` (single source). + +| Key | Command | +|----------------|--------------------------------| +| `W` / `S` | Elevator — pitch up / down | +| `A` / `D` | Aileron — bank left / right | +| `↑` / `↓` | Elevator (arrow keys) | +| `←` / `→` | Aileron (arrow keys) | +| `Q` / `E` | Rudder — yaw left / right | +| `Shift`/`Ctrl` | Throttle up / down | +| `F` | Flaps 0 → 25 % → 50 % → 100 % | +| `G` | Gear up / down | +| `B` | Brakes on / off | +| `C` | Camera view (chase/cockpit/orbit) | +| `R` | Reset flight | +| `P` | Pause | +| `D` | Debug overlay | +| `S` / `Enter` | Sound on / off | + +Sticks slew smoothly (~1.6 full-range/s), throttle slews slowly (~0.4/s) so +engine response feels realistic; toggle keys ignore auto-repeat. + +## Architecture + +``` +index.html static shell: canvas, #hud, start overlay +css/style.css HUD/instrument glass styles + start overlay (integrator) +src/main.js game loop, fixed-timestep physics driver, cameras, + crash/reset/pause/debug, audio + HUD feed (integrator) +src/config.js SI constants — single source of truth (airframe, atmo) +src/world.js deterministic height field + runway (single ground source) +src/physics.js 6-DOF rigid-body dynamics, ground model, crash logic +src/controls.js keyboard → smoothed inputs + action events +src/aircraft-model.js Three.js visual model (surfaces/prop/gear animate) +src/terrain.js sky, sun, elevation-mapped ground, runway, water, clouds +src/instruments.js DOM instrument overlay (attitude, tapes, lamps, stall) +src/audio.js synthesized engine/wind/stall/touchdown (WebAudio) +vendor/three.module.min.js Three.js r160 (vendored) +``` + +### Loop + +`main.js` runs a fixed-timestep sim: real frame dt is clamped to 0.05 s, +accumulated, and consumed in 1/120 s physics steps (max 8 per frame), so +simulation behaviour is frame-rate independent and deterministic. No +`Math.random()` anywhere in physics; cosmetic randomness is seeded. + +### Physics summary + +- Body frame **+X forward, +Y right, +Z down**; quaternions `[w,x,y,z]`; + heading 0° = north, +Y world up. +- Forces: stability-axis lift fitted with a smooth stall blend toward the + flat-plate regime, drag `CD0 + k·CL² + flaps/gear + flat-plate`, side force + from β and rudder; moments from static stability, control effectiveness and + rate damping (`Cmq`, `Clp`, `Cnr`). +- Engine: first-order spool to throttle, thrust scaled by `(ρ/ρ0)^0.7`, + prop torque and gyroscopic moment about the thrust axis. +- Inertial coupling with the full symmetric inertia tensor; semi-implicit + Euler integration at 1/240 s substeps, quaternion renormalised per substep. +- Ground: wheel-height contact, crash vs. landing classification by sink rate, + gear state and attitude; rolling friction, ×3 braking, ground steering, + taxi thrust. Fuel burn ∝ rpm·throttle. +- Atmosphere: ISA density lapse with altitude. + +### Camera modes (`C`) + +1. **Chase** — smooth follow 8 m aft / 2.2 m above the c.g., looking just + ahead of the nose. +2. **Cockpit** — pilot eye at `aircraft-model.cockpitOffset()`, hard-locked to + the aircraft attitude with a subtle g-load sway. +3. **Orbit** — slow auto-spin around the ship; drag with the mouse to steer + the view angle and height. + +### Notes + +- Shadows are disabled by default (cheap path; flip + `buildEnvironment(scene, { shadows: true })` and enable + `renderer.shadowMap` in `main.js` to test the 4096 px variant). +- Altimeter/airspeed/VS are pitot-static cosmetics: ft, kts, fpm. +- One CSS file owns all HUD look; `instruments.js` only sets per-frame + transforms and class toggles. \ No newline at end of file diff --git a/SPEC.md b/SPEC.md new file mode 100644 index 0000000..c426d82 --- /dev/null +++ b/SPEC.md @@ -0,0 +1,264 @@ +# Flight Sim — Build Contract v1 + +A 3D flight simulator with detailed 6-DOF physics, rendered with Three.js. +Zero build step: pure ES modules loaded directly in the browser, all local +files (three.js is vendored at `vendor/three.module.min.js`, r160). + +## Ground rules (EVERY agent must obey) + +1. **`SPEC.md` is ground truth for all interfaces.** Read it fully before coding. + Read `src/config.js` and `src/world.js` before coding anything that uses them. +2. Pure modules (Node-safe, no DOM, no three.js import): `src/config.js`, + `src/world.js`, `src/physics.js`. These must be importable from Node to run + unit tests. **Never** reference `window`, `document`, or `THREE` there. +3. SI units everywhere internally (m, kg, s, rad, N, Pa). Display conversions + (`kts`, `ft`, `fpm`) live only in instruments.js/main.js. +4. **Deterministic simulation.** No `Math.random()` anywhere in physics. Any + "turbulence" must be a deterministic function of state (e.g. sine of + position/time). Randomness allowed only in cosmetics (cloud placement in + terrain.js is OK because it's static). +5. **File ownership is exclusive.** Touch only the files in your scope. The + integrator may make tiny wiring fixes in any file, and must report them. +6. After writing any `.js`/`.mjs` file, run `node --check ` and fix + everything it flags. (The integrator must add a `package.json` with + `"type": "module"` so Node treats `.js` files as ESM for `--check` and tests.) +7. No build tools, no npm installs, no TypeScript, no external CDN imports at + runtime. Three.js comes only from `../vendor/three.module.min.js` (relative + from `src/`). +8. No console.log spam in hot paths (one-shot messages OK but keep minimal). +9. Do not use git. Do not create files outside your scope unless explicitly + allowed. + +## Coordinate system (CRITICAL, shared by everything) + +- World: right-handed, **+Y up**, **+X east**, **+Z south** (north = −Z, three.js + default). Heading 0° = facing north (−Z); heading increases clockwise viewed + from above (east = 90°). +- Aircraft **body frame**: **+X forward** (nose), **+Y right** (starboard), + **+Z down**. Quaternions are `[w, x, y, z]`. +- Positive conventions (right-hand rule, all consistent): + - `elevator > 0` → nose up (pitch up), `δe` positive = trailing edge down. + - `aileron > 0` → roll right (right wing down, bank right). + - `rudder > 0` → yaw right (nose to starboard). + - Body rates: `p` roll right, `q` pitch up, `r` yaw right (about body +X/+Y/+Z). + - Vertical speed > 0 = climbing. +- The physics `aircraft.quat` orients the vehicle. At spawn (heading north, + wings level) the correct quaternion is `[0.5, 0.5, 0.5, -0.5]` (120° about + (1,1,-1)/√3 — verified against three.js r160; the earlier literal + `[√½,0,√½,0]` rolls the airframe 90° left). Three.js Object3D + `.quaternion`/`.position` can be assigned directly from physics state (same + handedness/axis convention). + +## File ownership + +| File | Owner | +|---|---| +| `SPEC.md` | core (do not edit) | +| `src/config.js` | core (pre-written, do not edit) | +| `src/world.js` | core (pre-written, do not edit) | +| `src/physics.js`, `tests/physics.test.mjs` | physics agent | +| `src/controls.js` | controls agent | +| `src/aircraft-model.js` | model agent | +| `src/terrain.js` | environment agent | +| `src/instruments.js` | instruments agent | +| `src/audio.js` | audio agent | +| `index.html`, `css/style.css`, `src/main.js`, `package.json`, `README.md` | integrator | +| fixes | QA-1: physics/config/world/tests · QA-2: model/terrain/instruments/audio/main/css/index · gate: any (small only) | + +## Shared interfaces + +### Inputs object (controls → physics/model/instruments) +```js +{ + elevator: number, // -1 (nose down) .. +1 (nose up), smoothed + aileron: number, // -1 (bank left) .. +1 (bank right), smoothed + rudder: number, // -1 (yaw left) .. +1 (yaw right), smoothed + throttle: number, // 0 .. 1, smoothed (slew ~0.4/s) + flaps: number, // 0 | 0.25 | 0.5 | 1 + gear: boolean, + brakes: boolean, +} +``` + +### `src/physics.js` exports +```js +createAircraft() -> aircraft // fresh aircraft at spawn +resetAircraft(aircraft) -> void // back to spawn +step(aircraft, inputs, dt) -> void // dt <= 1/120 (caller guarantees); internally substeps to <= 1/240 +getInstrumentData(aircraft) -> object // flat, all fields below +getAeroSummary(aircraft) -> object // { alpha, beta, q, liftN, dragN, sideN, cl, cd, stall, vtas } +``` +`getInstrumentData` must return **all** of: +``` +airspeedMps, airspeedKts, altM, altFt, vsMps, vsFpm, +headingDeg, pitchDeg, bankDeg, rollRateDps, pitchRateDps, yawRateDps, +alphaDeg, betaDeg, gLoad, stall(bool), engineOn(bool), rpm(0..1), +throttle, flapsPos(0..1), gearDown(bool), brakes(bool), fuelKg, +groundContact, landed, crashed, onGround, rolling, airTimeS +``` +Public aircraft fields (readable; do not hand-edit): `pos:[x,y,z]`, +`quat:[w,x,y,z]`, `vel:[x,y,z]` (body), `angVel:[p,q,r]` (body), `throttle`, +`rpm`, `flaps`, `gearDown`, `brakes`, `fuelKg`, `engineOn`, `crashed`, +`landed`, `groundContact`, `groundTime`, `airTime`, `impactSpeed`, +`spawnPos`, `spawnQuat`. + +### `src/controls.js` exports +```js +attachInput(canvas, opts?) -> { + getInputs() -> Inputs, // current smoothed inputs (fresh object ok) + reset(), // zero all inputs + dispose(), + onAction(cb) // cb(action) for: 'reset','camera','pause','flaps','gear','brakes','sound','debug' +} +KEY_BINDINGS -> [{key, label}] // for the help panel on the start screen +``` +Keymap (make `KEY_BINDINGS` match reality): WASD/arrows elevator+aileron, +Q/E rudder, Shift/Ctrl throttle up/down, F flaps (cycle 0→0.25→0.5→1→0), +G gear toggle, B brakes, C camera, R reset, P pause, D debug overlay, +S or Enter sound toggle. Ignore key repeat for toggle keys (track `pressed` +state). `getInputs()` returns stick values smoothly slewed toward targets +(max slew ~1.6/s for sticks, 0.4/s throttle). + +### `src/aircraft-model.js` exports +```js +buildAircraftModel() -> { group, animate(state, inputs, dt), cockpitOffset() -> [x,y,z] } +``` +- `group` is a THREE.Group whose **forward is +X** (nose at +X) so physics + quaternion/position assign directly: `group.position.set(...pos); + group.quaternion.set(...quat)`. +- Primitive-built (~1500 tris budget) single-engine prop: fuselage (capsule/ + tapered cylinder), main wing (slightly tapered, span from config `b`), tail + plane + fin, prop (3 blades + spinner), wheels+gear struts, flaps/ailerons/ + elevator/rudder as **separate child meshes** driven by `animate`. +- `animate(state, inputs, dt)`: elevator surface ∝ inputs.elevator (visual + trailing-edge-down for positive), ailerons differentially, rudder, + flaps rotate down ∝ inputs.flaps, gear retract when !inputs.gear (translate/ + rotate into fuselage over ~1s, lerp by dt), prop spins ∝ state.rpm. +- Blend deflections with dt-based lerp for smoothness. Must be cheap per frame. +- `cockpitOffset()` ≈ pilot eye in body frame (e.g. `[0.9, 1.1, 0.15]`), used + by cockpit camera. Provide `getDimensions()` → { length, height } if easy. + +### `src/terrain.js` exports +```js +buildEnvironment(scene) -> { update(camPos, dt), groundHeight(x,z), dispose() } +``` +- Ground: ~8×8 km plane, 192×192 segments, elevation from `world.getGroundHeight` + (single source of truth!), vertex colors by height: sand (<2m), grass (2–45), + rock (45–120), snow (>120). MeshStandardMaterial vertexColors. +- Runway: from `WORLD.runway` (flattened to y=0 by world.js) — lap it with a + concrete strip + centerline/numbers via CanvasTexture, slightly above (y=+0.02) + to avoid z-fighting. +- Water plane at `WORLD.waterLevel` (semi-transparent, ~0.55 opacity). +- Sky: scene.background gradient (big backside sphere with shader or vertex + colors), sun DirectionalLight + shadows (only where affordable; if shadow map + cost is too high, disable shadows entirely — visual quality first), HemisphereLight. +- Clouds: ~30 billboard sprites (soft radial-gradient canvas) in a 5 km box, + **wrap around camera** each frame (fog + clouds re-centered, cheap). +- Fog: scene.fog ≈ 6000 m. Performance budget: < 150 draw calls. +- `update(camPos, dt)`: recenter clouds; nothing else needed. + +### `src/instruments.js` exports +```js +createInstruments(rootEl) -> { update(data), message(text, kind), clearMessage(), debug(lines), reset() } +``` +- Pure DOM overlay (no canvas): attitude indicator (artificial horizon that + pitches/rolls via transform), altimeter + vertical speed, airspeed tape, + heading tape, engine rpm bar + throttle, flaps/gear/brakes lamps, + stall warning (flashing, only when `data.stall`), message banner + (`message(text, 'info'|'warn'|'crash')`), debug panel (`debug([line,...])`, + hidden until toggled). +- `update(data)` called every frame; keep writes cheap: transform updates + every frame, text updates only when values change by a threshold. +- All DOM created inside rootEl; no styles inline except dynamic transforms — + classes come from `css/style.css`. +- Pitot/static realism is cosmetic: altimeter in ft, airspeed in kts, VS in fpm. + +### `src/audio.js` exports +```js +createAudio() -> { start(), setEngine(rpm01, throttle), setWind(airspeedMps), + setStall(bool), touchdown(), setMuted(bool), dispose() } +``` +- WebAudio, no files: engine = sawtooth + sub osc + noise → lowpass keyed to + rpm, gain ∝ throttle; wind = bandpass noise ∝ airspeed; stall = rhythmic + buffet pulse while true; touchdown() = one low thump. +- Must be safe before user gesture (context suspended until `start()` called + from a click handler). `setMuted(true)` → master gain 0. + +### physics model spec (implement in physics.js) + +Forces in **body frame** (formulas from standard stability-axis theory): + +- Airspeed `V = |vel|`; `ρ(h)` from `atmoDensity` in config; `q = 0.5 ρ V²`. +- α = atan2(vel.z, vel.x) (vel.z is body down; positive α = nose-up into the + flow, positive lift — do NOT flip the sign in a +Z-down body frame) +- Lift: `CL = CL0 + CL_alpha·α + CL_flaps(flaps) + ΔCL_groundEffect` + with smooth stall: if |α| > α_crit, blend CL toward flat-plate regime so that + CL peaks near α_crit (CLmax) then decays (use a smooth exponential or + sine-blend; must be continuous+differentiable enough for stable integration). + `L = q·S·CL`, directed **perpendicular to velocity** in the body x-z plane + (apply via rotating the force vector: up = −z_body rotated by α). +- Drag: `CD = CD0 + k·CL² + ΔCD_flaps + ΔCD_gear(false→true) + flatPlate(α)`, + `D = −q·S·CD · (vel/V)`. +- Side force: `CY = CYβ·β + CYδr·δr`, `Y = q·S·CY` along +Y body. +- Moments (radians): + - pitch: `Cm = Cm0 + CmAlpha·α + Cmδe·δe + Cmp·(q·c̄/(2V))`, `M_pitch = q·S·c̄·Cm` + - roll: `Cl = Clβ·β + Clδa·δa + Clp·(p·b/(2V))`, `M_roll = q·S·b·Cl` + - yaw: `Cn = Cnβ·β + Cnδr·δr + Cnδa·δa + Cnr·(r·b/(2V))`, `M_yaw = q·S·b·Cn` +- Engine: spool `rpm → throttle` with `τ=engTau`; thrust `T = Tmax·rpm·(ρ/ρ0)^0.7` + along +X; prop torque `Qz = −propTorque·Tmax·rpm` about +X (unwinds to + left... pick sign that makes torque oppose prop spin; document choice); + gyro moment `M_gyro = −ω × H`, `H = Iprop·ω_prop·[1,0,0]` (ω_prop rad/s from rpm). +- Inertial coupling: `a_ang = invI · (M_total − ω × (I·ω))` with full I matrix + (Ixx ≈ 820, Iyy ≈ 3100, Izz ≈ 3300, Ixz ≈ 60 — use 3×3 symmetric). +- Gravity: transform g·[0,−1,0] into body frame, add to force. +- Integration: semi-implicit Euler, substep dt = 1/240 (internal; caller passes + ≤ 1/120). Position integrate with world velocity (rotate body vel by quat). + **Normalize quaternion every substep.** Fuel burn ∝ rpm·throttle·fuelBurn. +- Ground: if `pos.y ≤ getGroundHeight(x,z) + wheelH`: + - compute sink speed & attitude; classify **crash** (gear down, landing + allowed ≤ `maxTouchVz`=3 m/s; gear up ≤ 1.2 m/s; |roll|>75° or inverted → + crash; nose-down pitch < −25° → crash) else **landed/rolling**. + - soft ground constraint: clamp y to ground, kill normal velocity, apply + rolling friction (∝ μ·m·g along velocity), braking multiplies μ ×3, + rudder steers on ground (add yaw moment ∝ rudder·speed), taxi thrust. + - `groundContact=true` while touching; `rolling = groundContact && v_horiz > 0.5`. +- Crash: set `crashed=true`, freeze inputs effect, keep gentle settle for ~2 s + so the scene looks right; `impactSpeed` recorded for the message. + +### Required unit tests (`tests/physics.test.mjs`, node:test) +`node --test tests/physics.test.mjs` must pass, deterministic: +1. **Trim/cruise**: at 1000 m, trim elevator per config trim, throttle 0.7, + after 20 s simulated airspeed within ±5% of design cruise + (≈ `sqrt(2·W/(ρ·S·CL_trim))`; compute expected from config, assert 120–180 kts). +2. **Stall**: full up elevator, 30% throttle, from trimmed cruise → α exceeds + α_crit within 25 s and `stall` flag true (lift collapse / sink). +3. **Inverted sign**: at α = −10°, CL is negative (lift points down). +4. **Ground stop**: spawn on runway, wheels down, brakes on, from 30 m/s: + comes to rest in < 400 m and never sinks below ground (y never < ground−0.1). +5. **Heavy impact**: vel.y = −8 m/s at ground with gear up → crashed true. +6. **Quaternion unit**: after 2000 substeps |quat| within 1e-6 of 1. +7. **Lateral symmetry**: roll right for 3 s vs roll left for 3 s → |bank| + within 2% after equal time. +Tests may spawn helpers; use `createAircraft()` then set state directly. + +## Integrator checklist (main.js + index.html + css + README) +- Fixed-timestep loop: accumulate real dt (clamp 0.05), run `step` at 1/120 + increments, max 8 per frame, then render. Use THREE.Clock. +- Camera modes (C cycles): chase (smooth follow ~[−8, 4, 0] behind nose, + lerp), cockpit (at `cockpitOffset`, slight g-force sway), orbit (rotate + around ship; drag to rotate is a nice-to-have). +- Renderer: antialias, pixelRatio min(devicePixelRatio, 2), shadowMap off + unless cheap; `renderer.setAnimationLoop` not needed — own rAF loop. +- Start overlay (title, controls from `KEY_BINDINGS`, "click to start" → + audio.start(), input focus). P pause (freeze physics, keep HUD), R reset, + D debug panel (rpm/fps/fuel/lift-drag numbers). +- Crash → red message, auto reset after 2.5 s (or R). +- Spawn: `WORLD.spawn`, gear down, flaps 0.25, throttle 0, brakes on, + engine idle on. +- Styling: dark cockpit frame, HUD fonts monospace, glare-free. One CSS file. +- `index.html`: ``, `
`, + ``. + MUST load three via `import * as THREE from '../vendor/three.module.min.js'` + — no external network at runtime. +- README.md: what it is, controls table, how to serve (`python3 -m http.server` + or `npx serve`), architecture bullets, physics model summary. \ No newline at end of file diff --git a/css/style.css b/css/style.css new file mode 100644 index 0000000..aef228f --- /dev/null +++ b/css/style.css @@ -0,0 +1,600 @@ +/* ============================================================================ + flight-sim — HUD + UI stylesheet (integrator-owned). + ---------------------------------------------------------------------------- + CONTRACT for src/instruments.js (see README / INTEGRATOR_NOTES): + createInstruments(rootEl) creates ALL overlay DOM inside #hud using exactly + the class names below. No inline styles except dynamic transforms set per + frame (pitch/roll of the horizon, tape translations, bar widths, lamp glow). + Conventions: + .hud-debug — hidden by default (display:none); add .visible to show it. + instruments.debug(lines|null): null hides, array shows. + .hud-message — hidden by default; message(text, kind) sets text + kind + class (.info | .warn | .crash) + visible; clearMessage() + removes visible. autoHideMessageMs is applied by main.js. + .lamp — off-state lamp; add .on to light it. + .hud-stall — warning card; add .on (flashes) while data.stall is true. + ========================================================================== */ + +:root { + color-scheme: dark; + --hud-bg: rgba(8, 14, 22, 0.55); + --hud-edge: rgba(120, 190, 255, 0.18); + --hud-text: #cfe6ff; + --hud-dim: #7fa6cf; + --hud-amber: #ffb347; + --hud-green: #7dff9e; + --hud-red: #ff5a5a; + --hud-cyan: #86f4ff; + --font-mono: 'Consolas', 'Menlo', 'DejaVu Sans Mono', 'Courier New', monospace; +} + +* { margin: 0; padding: 0; box-sizing: border-box; } + +html, body { + width: 100%; + height: 100%; + overflow: hidden; + background: #05070c; +} + +body { + font-family: var(--font-mono); + color: var(--hud-text); + -webkit-user-select: none; + user-select: none; +} + +/* ---- 3D canvas ----------------------------------------------------------- */ + +#sim { + position: fixed; + inset: 0; + display: block; + width: 100vw; + height: 100vh; + cursor: crosshair; + outline: none; + touch-action: none; +} + +/* ---- HUD root ------------------------------------------------------------- + instruments.js mounts every panel into #hud. pointer-events:none so clicks + reach the canvas (orbit-camera drag). */ + +#hud { + position: fixed; + inset: 0; + z-index: 10; + pointer-events: none; + font-family: var(--font-mono); + font-size: 13px; + color: var(--hud-text); + letter-spacing: 0.5px; +} + +/* Generic glassy panel look used by every instrument block. */ +.hud-attitude, .hud-airspeed, .hud-altitude, .hud-heading, .hud-engine, +.hud-lamps, .hud-debug, .hud-message, .hud-stall { + position: absolute; + background: var(--hud-bg); + border: 1px solid var(--hud-edge); + border-radius: 8px; + backdrop-filter: blur(2px); + -webkit-backdrop-filter: blur(2px); + text-shadow: 0 0 6px rgba(90, 160, 255, 0.45); +} + +/* Big numeric readouts (airspeed / altitude current value). */ +.hud-num { + font-size: 26px; + font-weight: 700; + color: #fff; + text-align: center; + line-height: 1.05; +} + +.hud-num small { + display: block; + font-size: 10px; + font-weight: 400; + color: var(--hud-dim); + letter-spacing: 1px; +} + +/* Generic tape (moving scale strip). The module translates it per frame. */ +.tape { + position: relative; + overflow: hidden; + background: rgba(6, 10, 16, 0.55); + border: 1px solid rgba(120, 190, 255, 0.14); + border-radius: 4px; +} + +.tape .tick { + position: absolute; + color: var(--hud-dim); + font-size: 10px; + white-space: nowrap; +} + +/* ---- attitude indicator (left column, above the airspeed tape) ---------- */ +/* The AI and airspeed panel share one flex column, vertically centered on + the left edge, so the middle of the screen stays clear for flying. */ + +.hud-left-col { + position: absolute; + left: 18px; + top: 50%; + transform: translateY(-50%); + display: flex; + flex-direction: column; + align-items: center; + gap: 14px; +} + +.hud-attitude { + position: relative; + width: 210px; + height: 210px; + border-radius: 50%; + overflow: hidden; + background: rgba(6, 10, 16, 0.45); +} + +.ai-horizon { + position: absolute; + left: 50%; + top: 50%; + width: 340px; + height: 340px; + margin: -170px 0 0 -170px; + /* instrument sets: translateY(pitchPx) rotate(-bankDeg) */ + will-change: transform; +} + +.ai-sky { + position: absolute; + inset: 0 0 50% 0; + background: linear-gradient(180deg, #2b6fb3, #7fb2d8); +} + +.ai-ground { + position: absolute; + inset: 50% 0 0 0; + background: linear-gradient(180deg, #8a6a3c, #b08a52); +} + +.ai-line { + position: absolute; + left: 8px; + right: 8px; + height: 2px; + background: rgba(255, 255, 255, 0.75); +} + +.ai-fixed { + position: absolute; + left: 50%; + top: 50%; + width: 120px; + height: 90px; + transform: translate(-50%, -50%); + pointer-events: none; +} + +.ai-symbol { + position: absolute; + left: 50%; + top: 50%; + width: 86px; + height: 14px; + transform: translate(-50%, -50%); + border: 2px solid var(--hud-amber); + border-radius: 3px; +} + +.ai-symbol::after { + content: ''; + position: absolute; + left: 50%; + top: 50%; + width: 10px; + height: 10px; + transform: translate(-50%, -50%); + background: var(--hud-amber); + border-radius: 50%; +} + +/* ---- airspeed tape (left) ------------------------------------------------ */ + +.hud-airspeed { + position: relative; + width: 92px; + padding: 10px; + display: flex; + flex-direction: column; + align-items: center; + gap: 6px; +} + +.hud-airspeed .tape { + width: 64px; + height: 220px; +} + +.hud-airspeed .tick { + left: 0; + right: 0; + text-align: center; +} + +/* ---- altitude + vertical speed (right) ----------------------------------- */ + +.hud-altitude { + right: 18px; + top: 50%; + transform: translateY(-50%); + width: 116px; + padding: 10px; + display: flex; + flex-direction: column; + align-items: center; + gap: 6px; +} + +.hud-altitude .tape { + width: 84px; + height: 220px; +} + +.hud-altitude .tick { + left: 0; + right: 0; + text-align: center; +} + +.hud-vsi { + position: absolute; + right: -34px; + top: 8px; + bottom: 8px; + width: 26px; + border: 1px solid rgba(120, 190, 255, 0.25); + border-radius: 4px; + background: rgba(6, 10, 16, 0.5); + overflow: hidden; +} + +.hud-vsi-fill { + position: absolute; + left: 0; + right: 0; + height: 2px; + background: var(--hud-cyan); + /* module sets top/bottom of a zero-bar span; simplest: a centered bar + that the module scales: transform: translateY via per-frame inline */ + box-shadow: 0 0 8px var(--hud-cyan); +} + +/* ---- heading tape (bottom center) ---------------------------------------- */ + +.hud-heading { + bottom: 64px; + left: 50%; + transform: translateX(-50%); + width: 330px; + padding: 8px 10px; +} + +.hud-heading .tape { + width: 100%; + height: 34px; +} + +.hud-heading .tick { + bottom: 2px; + text-align: center; +} + +.hud-heading .tick.major { + color: #fff; + font-weight: 700; +} + +.hud-heading .bug { + position: absolute; + left: 50%; + top: -4px; + width: 0; + height: 0; + border-left: 7px solid transparent; + border-right: 7px solid transparent; + border-top: 10px solid var(--hud-amber); + transform: translateX(-50%); +} + +/* ---- engine panel (bottom left) ------------------------------------------ */ + +.hud-engine { + left: 18px; + bottom: 18px; + width: 190px; + padding: 10px 12px; +} + +.hud-engine .bar-row { + display: flex; + align-items: center; + gap: 8px; + margin: 5px 0; + font-size: 11px; + color: var(--hud-dim); +} + +.hud-engine .bar { + position: relative; + flex: 1; + height: 10px; + background: rgba(6, 10, 16, 0.7); + border: 1px solid rgba(120, 190, 255, 0.18); + border-radius: 3px; + overflow: hidden; +} + +.hud-engine .bar-fill { + position: absolute; + inset: 0 auto 0 0; + width: 0%; + background: linear-gradient(90deg, var(--hud-green), var(--hud-amber)); +} + +.hud-engine .bar-fill.throttle { + background: linear-gradient(90deg, var(--hud-cyan), #4aa8ff); +} + +/* ---- lamps (bottom right) ------------------------------------------------- */ + +.hud-lamps { + right: 18px; + bottom: 18px; + display: flex; + gap: 8px; + padding: 8px 10px; +} + +.lamp { + padding: 4px 9px; + border-radius: 4px; + border: 1px solid rgba(120, 190, 255, 0.22); + background: rgba(6, 10, 16, 0.6); + color: var(--hud-dim); + font-size: 11px; + letter-spacing: 1px; + text-transform: uppercase; + transition: background 0.15s, color 0.15s, box-shadow 0.15s; +} + +.lamp.on { + color: #06121c; + background: var(--hud-green); + box-shadow: 0 0 10px rgba(125, 255, 158, 0.8); +} + +.lamp--gear.on { + background: var(--hud-amber); + color: #241500; + box-shadow: 0 0 10px rgba(255, 179, 71, 0.8); +} + +.lamp--brakes.on { + background: var(--hud-red); + color: #2a0606; + box-shadow: 0 0 10px rgba(255, 90, 90, 0.8); +} + +.lamp--stall.on { + background: var(--hud-red); + color: #2a0606; + animation: stall-flash 0.45s steps(2, jump-none) infinite; +} + +/* ---- stall warning (center, flashing) ------------------------------------- */ + +.hud-stall { + display: none; + left: 50%; + top: 26%; + transform: translateX(-50%); + padding: 10px 26px; + font-size: 22px; + font-weight: 700; + letter-spacing: 4px; + color: var(--hud-red); + border-color: var(--hud-red); + text-shadow: 0 0 12px rgba(255, 90, 90, 0.9); +} + +.hud-stall.on { + display: block; + animation: stall-flash 0.45s steps(2, jump-none) infinite; +} + +/* ---- message banner (top center) ----------------------------------------- */ + +.hud-message { + display: none; + top: 26px; + left: 50%; + transform: translateX(-50%); + padding: 12px 30px; + font-size: 24px; + font-weight: 700; + letter-spacing: 3px; + border-width: 2px; + background: rgba(8, 14, 22, 0.72); + animation: msg-in 0.25s ease-out; +} + +.hud-message.visible { display: block; } + +.hud-message.info { + color: var(--hud-green); + border-color: rgba(125, 255, 158, 0.6); + text-shadow: 0 0 14px rgba(125, 255, 158, 0.7); +} + +.hud-message.warn { + color: var(--hud-amber); + border-color: rgba(255, 179, 71, 0.6); + text-shadow: 0 0 14px rgba(255, 179, 71, 0.7); +} + +.hud-message.crash { + color: #fff; + border-color: var(--hud-red); + background: rgba(120, 12, 12, 0.62); + text-shadow: 0 0 16px rgba(255, 90, 90, 0.95); + animation: msg-in 0.25s ease-out, crash-pulse 0.6s ease-in-out 2; +} + +/* ---- debug panel (top left) ---------------------------------------------- */ + +.hud-debug { + display: none; + top: 18px; + left: 18px; + min-width: 210px; + padding: 10px 12px; + font-size: 11px; + line-height: 1.7; + color: var(--hud-cyan); +} + +.hud-debug.visible { display: block; } + +.hud-debug .line b { + color: #fff; + font-weight: 700; +} + +.hud-debug .line.pair b::after { + content: ' '; +} + +/* ---- start overlay --------------------------------------------------------- */ + +#start-overlay { + position: fixed; + inset: 0; + z-index: 20; + display: flex; + align-items: center; + justify-content: center; + cursor: pointer; + background: + radial-gradient(1200px 700px at 50% 30%, rgba(30, 60, 110, 0.35), transparent 70%), + rgba(3, 6, 12, 0.66); +} + +#start-overlay.hidden { display: none; } + +.start-card { + width: min(620px, 92vw); + max-height: 92vh; + overflow-y: auto; + padding: 34px 42px 30px; + text-align: center; + background: rgba(9, 15, 24, 0.85); + border: 1px solid rgba(140, 200, 255, 0.25); + border-radius: 14px; + box-shadow: 0 18px 60px rgba(0, 0, 0, 0.6); + backdrop-filter: blur(10px); + -webkit-backdrop-filter: blur(10px); +} + +.start-title { + font-size: 34px; + font-weight: 800; + letter-spacing: 12px; + color: #eaf4ff; + text-shadow: 0 0 24px rgba(90, 170, 255, 0.6); + margin-bottom: 8px; +} + +.start-sub { + font-size: 12px; + color: var(--hud-dim); + line-height: 1.6; + margin-bottom: 18px; +} + +.start-controls { + width: 100%; + border-collapse: collapse; + margin: 0 auto 22px; + font-size: 12px; +} + +.start-controls th { + color: var(--hud-cyan); + font-weight: 700; + text-align: left; + padding: 5px 12px; + border-bottom: 1px solid rgba(140, 200, 255, 0.3); + letter-spacing: 2px; +} + +.start-controls td { + padding: 4px 12px; + text-align: left; + border-bottom: 1px solid rgba(140, 200, 255, 0.09); +} + +.start-controls td:first-child { + color: #fff; + font-weight: 700; + white-space: nowrap; + width: 34%; +} + +#start-btn { + display: inline-block; + padding: 14px 46px; + font-family: var(--font-mono); + font-size: 17px; + font-weight: 800; + letter-spacing: 4px; + color: #04101c; + background: linear-gradient(180deg, #9fe0ff, #4aa8ff); + border: none; + border-radius: 8px; + cursor: pointer; + box-shadow: 0 0 24px rgba(74, 168, 255, 0.55); + transition: transform 0.12s ease, box-shadow 0.12s ease; +} + +#start-btn:hover { + transform: translateY(-2px); + box-shadow: 0 0 34px rgba(74, 168, 255, 0.85); +} + +#start-btn:active { + transform: translateY(0); +} + +/* ---- animations ------------------------------------------------------------ */ + +@keyframes stall-flash { + 0%, 100% { opacity: 1; } + 50% { opacity: 0.12; } +} + +@keyframes msg-in { + from { transform: translate(-50%, -14px); opacity: 0; } + to { transform: translate(-50%, 0); opacity: 1; } +} + +@keyframes crash-pulse { + 0%, 100% { box-shadow: 0 0 0 0 rgba(255, 90, 90, 0); } + 50% { box-shadow: 0 0 26px 4px rgba(255, 90, 90, 0.55); } +} \ No newline at end of file diff --git a/index.html b/index.html new file mode 100644 index 0000000..c4aa06a --- /dev/null +++ b/index.html @@ -0,0 +1,48 @@ + + + + + + Flight Sim + + + + + + +
+ +
+
+

FLIGHT SIM

+

A deterministic 6-DOF prop aircraft over a procedural world. No assets, no network — raw Three.js.

+ + + + + + + + + + + + + + + + + + + + + +
KeyCommand
W / SElevator — pitch up / down
A / DAileron — bank left / right
↑ / ↓Elevator (arrow keys)
← / →Aileron (arrow keys)
Q / ERudder — yaw left / right
Shift / CtrlThrottle up / down
FFlaps 0 → 25% → 50% → 100%
GGear up / down
BBrakes on / off
CCamera view
RReset flight
PPause
DDebug overlay
S / EnterSound on / off
+ + +
+
+ + + + \ No newline at end of file diff --git a/package.json b/package.json new file mode 100644 index 0000000..615bfc5 --- /dev/null +++ b/package.json @@ -0,0 +1,6 @@ +{ + "name": "flight-sim", + "version": "1.0.0", + "type": "module", + "private": true +} \ No newline at end of file diff --git a/src/aircraft-model.js b/src/aircraft-model.js new file mode 100644 index 0000000..8cf9361 --- /dev/null +++ b/src/aircraft-model.js @@ -0,0 +1,383 @@ +// aircraft-model.js — Visual 3D model of the flight-sim aircraft. +// Built in the SPEC body frame: +X forward (nose), +Y right (starboard), +// +Z down. Primitive-built (~900 tris), deterministic, pure ESM. +// +// Exports: buildAircraftModel() -> { +// group, // THREE.Group, nose along +X +// animate(state, inputs, dt), // drive control surfaces/prop/gear +// cockpitOffset(), // [x, y, z] pilot eye in body frame +// getDimensions(), // { length, height, width } (m) +// } + +import * as THREE from '../vendor/three.module.min.js'; +import { cfg } from './config.js'; + +const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v); + +// --------------------------------------------------------------------------- +// Small geometry builders +// --------------------------------------------------------------------------- + +// Full-span wing/stabilizer planform (in body X–Y plane, span along +Y), +// extruded ±thick/2 along Z. Taper starts at kinkFrac·span. The leading edge +// sits at x = 0 and the CHORD RUNS AFT (toward −X, the tail): trailing edge at +// −cRoot (root) / −cTip (tip). NOTE: body +X is the NOSE, so the chord must +// extend toward −X — a +X chord renders the wing backwards, parking the +// flaps/ailerons on the leading edge (the bug this file once shipped). +function planformGeometry(halfSpan, cRoot, cTip, kinkFrac, thick) { + const s = halfSpan; + const ky = kinkFrac * s; + const shp = new THREE.Shape(); + shp.moveTo(0, -s); + shp.lineTo(0, s); + shp.lineTo(-cTip, s); + shp.lineTo(-cRoot, ky); + shp.lineTo(-cRoot, -ky); + shp.lineTo(-cTip, -s); + shp.closePath(); + const geo = new THREE.ExtrudeGeometry(shp, { depth: thick, bevelEnabled: false }); + geo.translate(0, 0, -thick / 2); + return geo; +} + +// Lift both wingtips by `lift` m (dihedral). `lift` negative => tips up (−Z). +function liftTips(geo, halfSpan, lift) { + const p = geo.attributes.position; + const s = halfSpan; + for (let i = 0; i < p.count; i++) { + p.setZ(i, p.getZ(i) - lift * Math.abs(p.getY(i)) / s); + } + geo.computeVertexNormals(); + return geo; +} + +// Vertical fin/rudder: profile in the X–Z plane (sx = aft distance, sy = +// height, root at sy=0 going UP to negative sy), extruded ±thick/2 along +Y. +function verticalPrism(profile, thick) { + const shp = new THREE.Shape(); + shp.moveTo(profile[0][0], profile[0][1]); + for (let i = 1; i < profile.length; i++) shp.lineTo(profile[i][0], profile[i][1]); + shp.closePath(); + const geo = new THREE.ExtrudeGeometry(shp, { depth: thick, bevelEnabled: false }); + geo.rotateX(Math.PI / 2); // shape y (height) -> world Z; extrusion -> world Y + geo.translate(0, thick / 2, 0); + geo.computeVertexNormals(); + return geo; +} + +// Thin hinged surface (box) with its hinged edge at local x = 0 and its free +// end extending FORWARD (+X) — the original convention (superseded by the +// AFT variant below for wing/stab control surfaces). +function hingedSurface(cord, span, thick) { + const geo = new THREE.BoxGeometry(cord, span, thick); + geo.translate(cord / 2, 0, 0); + return geo; +} + +// Thin hinged surface whose free (trailing) end extends AFT (−X): hinge at +// the wing/stab trailing edge, panel sweeping back toward the tail — like a +// real flap or elevator. A positive rotation.y then deflects the free end +// DOWN (+Z) — see animate(). +function hingedSurfaceAft(cord, span, thick) { + const geo = new THREE.BoxGeometry(cord, span, thick); + geo.translate(-cord / 2, 0, 0); + return geo; +} + +// --------------------------------------------------------------------------- +// Model assembly +// --------------------------------------------------------------------------- + +export function buildAircraftModel() { + const group = new THREE.Group(); + + // animated-state holder + part refs (filled as parts are built below) + const model = { + elevator: null, rudder: null, + flapS: null, flapP: null, ailS: null, ailP: null, + propGroup: null, gears: [], + s: { elev: 0, ail: 0, rud: 0, flap: 0, gearT: 0, propA: 0 }, + }; + + // --- shared materials --------------------------------------------------- + const paint = new THREE.MeshStandardMaterial({ color: 0xe8edf2, roughness: 0.72, metalness: 0.05 }); + const accent = new THREE.MeshStandardMaterial({ color: 0xb5302a, roughness: 0.68, metalness: 0.05 }); + const cowl = new THREE.MeshStandardMaterial({ color: 0x39424b, roughness: 0.55, metalness: 0.35 }); + const metal = new THREE.MeshStandardMaterial({ color: 0xb9c1c8, roughness: 0.30, metalness: 0.92 }); + const bladeMat = new THREE.MeshStandardMaterial({ color: 0x1c2024, roughness: 0.35, metalness: 0.85 }); + const rubber = new THREE.MeshStandardMaterial({ color: 0x14161a, roughness: 0.95, metalness: 0.0 }); + const glass = new THREE.MeshStandardMaterial({ + color: 0x0e1a26, roughness: 0.10, metalness: 0.9, + transparent: true, opacity: 0.5, + }); + const lensMat = new THREE.MeshStandardMaterial({ + color: 0x111111, emissive: 0xfff6d8, emissiveIntensity: 6, roughness: 0.4, + }); + + const add = (geo, mat, x, y, z, shadow) => { + const m = new THREE.Mesh(geo, mat); + m.position.set(x, y, z); + if (shadow) { m.castShadow = true; m.receiveShadow = true; } + group.add(m); + return m; + }; + + // --- fuselage: lathe profile (radius, axial), nose at +Y then → +X ------ + { + const pts = [ + new THREE.Vector2(0.16, -3.50), + new THREE.Vector2(0.30, -3.00), + new THREE.Vector2(0.46, -2.20), + new THREE.Vector2(0.56, -1.20), + new THREE.Vector2(0.60, 0.00), + new THREE.Vector2(0.62, 1.60), + new THREE.Vector2(0.56, 2.80), + new THREE.Vector2(0.44, 3.45), + new THREE.Vector2(0.18, 3.68), + ]; + const geo = new THREE.LatheGeometry(pts, 22); + geo.rotateZ(-Math.PI / 2); // lathe +Y -> +X (nose forward) + geo.computeVertexNormals(); + add(geo, paint, 0, 0, 0, true); + + // tail cone (apex aft, radius matches fuselage tail base) + const tc = new THREE.ConeGeometry(0.17, 0.55, 16); + tc.rotateZ(Math.PI / 2); + tc.computeVertexNormals(); + add(tc, paint, -3.775, 0, 0, true); + + // engine cowl band (slightly proud of fuselage — no z-fight) + const cowlGeo = new THREE.CylinderGeometry(0.615, 0.615, 0.55, 22); + cowlGeo.rotateZ(-Math.PI / 2); + cowlGeo.computeVertexNormals(); + add(cowlGeo, cowl, 3.18, 0, 0); + } + + // --- canopy (glass dome on top, z = -Z is up) ---------------------------- + { + const geo = new THREE.SphereGeometry(0.42, 16, 8); + geo.scale(1.15, 0.62, 0.78); + geo.computeVertexNormals(); + add(geo, glass, 0.86, 0, -0.30); + } + + // --- main wing (span = cfg.b from config, low-wing at belly level) ------- + // Leading edge at x = 0.65; chord runs AFT, so the root trailing edge lands + // at x = 0.65 − 1.95 = −1.30 (behind the CG, as on a real aircraft). + { + const s = cfg.b / 2; + const geo = planformGeometry(s, 1.95, 0.95, 0.35, 0.16); + liftTips(geo, s, 0.10); + add(geo, paint, 0.65, 0, 0.62, true); + + // red wingtip caps (mid-chord at each wingtip) + const tip = new THREE.BoxGeometry(0.38, 0.055, 0.19); + add(tip, accent, 0.25, s - 0.03, 0.52); + add(tip, accent, 0.25, -(s - 0.03), 0.52); + } + + // --- flaps (hinged at the wing TRAILING edge, sweeping AFT; both deflect + // down together). z = 0.74 hangs just below the wing's lower face (~0.70) + // so they read as attached to the TE, not embedded in the slab. ---------- + const flapGeo = hingedSurfaceAft(0.45, 1.15, 0.045); + model.flapS = add(flapGeo, paint, -1.30, 0.575, 0.74, true); + model.flapP = add(flapGeo.clone(), paint, -1.30, -0.575, 0.74, true); + + // --- ailerons (hinged at wing TE, sweeping AFT; starboard TE-up for + // positive input → roll right) -------------------------------------------- + const ailGeo = hingedSurfaceAft(0.42, 2.0, 0.045); + model.ailS = add(ailGeo, paint, -1.24, 2.05, 0.74, true); + model.ailP = add(ailGeo.clone(), paint, -1.24, -2.05, 0.74, true); + + // --- tail: horizontal stabilizer + elevator ------------------------------ + // Stab leading edge at x = −2.20, chord AFT → trailing edge at −3.08. + let stabTE; + { + const geo = planformGeometry(1.9, 0.88, 0.55, 0.5, 0.07); + liftTips(geo, 1.9, 0.02); + add(geo, paint, -2.20, 0, -0.10, true); + stabTE = -2.20 - 0.88; // trailing edge x of the stabilizer (−3.08) + + const elevGeo = hingedSurfaceAft(0.32, 4.0, 0.06); + model.elevator = add(elevGeo, paint, stabTE, 0, -0.10, true); + + // --- vertical fin + rudder --------------------------------------------- + const finGeo = verticalPrism([[0, 0], [-0.12, -1.0], [0.43, -1.0], [0.90, 0]], 0.08); + add(finGeo, paint, -2.35, 0, -0.30, true); + + const rudGeo = verticalPrism([[0, 0], [0, -0.95], [0.26, -0.95], [0.26, 0]], 0.05); + model.rudder = add(rudGeo, accent, -1.45, 0, -0.30); + } + + // --- propeller (blades + hub + spinner, whole assembly spins) ------------ + const propGroup = new THREE.Group(); + propGroup.position.set(3.66, 0, 0); + { + const hub = new THREE.CylinderGeometry(0.075, 0.075, 0.16, 10); + hub.rotateZ(-Math.PI / 2); + hub.computeVertexNormals(); + const hubMesh = new THREE.Mesh(hub, bladeMat); + propGroup.add(hubMesh); + + const bladeGeo = new THREE.BoxGeometry(0.10, 0.86, 0.18); + for (let k = 0; k < 3; k++) { + const b = new THREE.Mesh(bladeGeo, bladeMat); + b.position.y = 0.50; + b.rotation.x = (k * 2 * Math.PI) / 3; + b.castShadow = true; + propGroup.add(b); + } + + const spin = new THREE.ConeGeometry(0.19, 0.30, 18); + spin.rotateZ(-Math.PI / 2); + spin.computeVertexNormals(); + const spinner = new THREE.Mesh(spin, metal); + propGroup.add(spinner); + } + group.add(propGroup); + model.propGroup = propGroup; + + // --- landing gear (retractable) ------------------------------------------ + const gearDefs = makeGear(group); + // data-driven refs for animate + model.gears = gearDefs.map((d) => ({ + group: d.group, + qDown: new THREE.Quaternion(), + qUp: d.qUp, + downPos: new THREE.Vector3(d.down[0], d.down[1], d.down[2]), + upPos: new THREE.Vector3(d.up[0], d.up[1], d.up[2]), + qTmp: new THREE.Quaternion(), + })); + + // --- landing light (subtle) ---------------------------------------------- + { + const lens = new THREE.Mesh(new THREE.BoxGeometry(0.09, 0.045, 0.06), lensMat); + lens.position.set(1.02, -2.0, 0.50); + group.add(lens); + const light = new THREE.PointLight(0xfff1cf, 25, 45, 1.7); + light.position.set(1.0, -2.1, 0.42); + group.add(light); + } + + // ------------------------------------------------------------------------- + // Frame driver + // ------------------------------------------------------------------------- + + function animate(state, inputs, dt) { + const d = Number.isFinite(dt) && dt > 0 ? Math.min(dt, 0.1) : 0; + const kS = d ? 1 - Math.exp(-d * 12.0) : 1; // surfaces: fast smoothing + const kG = d ? 1 - Math.exp(-d * 3.2) : 1; // gear: ~1 s full travel + + const st = state || {}; + const m = model.s; + + if (inputs) { + const i = inputs; + const v = (x, lo, hi) => clamp(typeof x === 'number' && Number.isFinite(x) ? x : 0, lo, hi); + m.elev = m.elev + (v(i.elevator, -1, 1) * 0.42 - m.elev) * kS; + m.ail = m.ail + (v(i.aileron, -1, 1) * 0.35 - m.ail) * kS; + m.rud = m.rud + (v(i.rudder, -1, 1) * 0.44 - m.rud) * kS; + m.flap = m.flap + (v(i.flaps, 0, 1) * 0.55 - m.flap) * kS; + const gearTarget = i.gear === true ? 0 : 1; + m.gearT = m.gearT + (gearTarget - m.gearT) * kG; + } else { + // inputs undefined: leave surfaces where they are (freeze), prop only + } + + // Control surfaces — every free ("trailing") end now swings AFT (local + // −X). A positive rotation.y deflects the aft end DOWN (+Z): R_y(θ) maps + // the point (−1,0,0) to z' = +sinθ. + // Elevator: nose-up command (positive elevator) needs TE UP (−Z) → −θ. + if (model.elevator) model.elevator.rotation.y = -m.elev; + // Rudder (vertical hinge, unchanged geometry): positive rudder (yaw + // right) → trailing edge to starboard (+Y). + if (model.rudder) model.rudder.rotation.z = m.rud; + // Ailerons: positive input → starboard TE up / port TE down → roll right. + model.ailS.rotation.y = -m.ail; + model.ailP.rotation.y = m.ail; + // Flaps: both trailing edges down. + model.flapS.rotation.y = m.flap; + model.flapP.rotation.y = m.flap; + + // landing gear: slerp + position lerp into the fuselage + for (const g of model.gears) { + g.qTmp.slerpQuaternions(g.qDown, g.qUp, m.gearT); + g.group.quaternion.copy(g.qTmp); + g.group.position.set( + g.downPos.x + (g.upPos.x - g.downPos.x) * m.gearT, + g.downPos.y + (g.upPos.y - g.downPos.y) * m.gearT, + g.downPos.z + (g.upPos.z - g.downPos.z) * m.gearT + ); + } + + // propeller: rad/s = rpm01 · (2600/60) · 2π (SPEC formula) + const rpm = clamp(typeof st.rpm === 'number' && Number.isFinite(st.rpm) ? st.rpm : 0, 0, 1); + if (d) m.propA += d * rpm * (cfg.propRpmMax / 60) * 2 * Math.PI; + model.propGroup.rotation.x = m.propA; + } + + // helper to build the three gear assemblies + their retract data + function makeGear(parent) { + const defs = []; + const buildStrut = (rTop, rBot, len, y, z, extraMat) => { + const sg = new THREE.CylinderGeometry(rTop, rBot, len, 10); + sg.rotateX(Math.PI / 2); // cylinder +Y axis -> +Z (down) + sg.computeVertexNormals(); + const strut = new THREE.Mesh(sg, extraMat || paint); + strut.position.set(0, y, z); + strut.castShadow = true; + return strut; + }; + const buildWheel = (r, wd, z) => { + const wg = new THREE.CylinderGeometry(r, r, wd, 14); + const wheel = new THREE.Mesh(wg, rubber); + wheel.position.set(0, 0, z); + wheel.castShadow = true; + return wheel; + }; + + // main gear: right (+Y) and left (−Y), fold inward into the belly. + // Wheel bottom lands at 0.01 + 0.98 + 0.16 = 1.15 m ≈ cfg.wheelH (1.15). + for (const side of [1, -1]) { + const g = new THREE.Group(); + g.position.set(0.55, 0.85 * side, 0.01); + g.add(buildStrut(0.035, 0.045, 0.85, 0, 0.5)); + g.add(buildWheel(0.16, 0.11, 0.98)); // wheel bottom z = 1.15 ≈ cfg.wheelH + parent.add(g); + defs.push({ + group: g, + down: [0.55, 0.85 * side, 0.01], + up: [0.42, 0.28 * side, -0.15], + qUp: new THREE.Quaternion().setFromAxisAngle( + new THREE.Vector3(1, 0, 0), 1.50 * side), + }); + } + // tailwheel: folds aft into the tailcone + { + const g = new THREE.Group(); + g.position.set(-3.05, 0, 0.15); + g.add(buildStrut(0.022, 0.026, 0.5, 0, 0.3)); + g.add(buildWheel(0.09, 0.08, 0.55)); + parent.add(g); + defs.push({ + group: g, + down: [-3.05, 0, 0.15], + up: [-3.28, 0, 0.08], + qUp: new THREE.Quaternion().setFromAxisAngle( + new THREE.Vector3(0, 1, 0), -1.50), + }); + } + return defs; + } + + function cockpitOffset() { + // pilot eye, body frame (x fwd, y starboard, z down) + return [0.9, 0.0, -0.5]; + } + + function getDimensions() { + return { length: 7.9, height: 2.5, width: cfg.b }; + } + + return { group, animate, cockpitOffset, getDimensions }; +} \ No newline at end of file diff --git a/src/audio.js b/src/audio.js new file mode 100644 index 0000000..7652040 --- /dev/null +++ b/src/audio.js @@ -0,0 +1,296 @@ +// src/audio.js — Procedural WebAudio sound for the flight sim. +// +// No audio files: everything is synthesized from oscillators + filtered +// noise. The node graph is created ONCE inside start() (which must be called +// from a user gesture, e.g. the "click to start" handler) and then kept +// static — afterwards only AudioParams (frequencies / gains) are modulated +// with setTargetAtTime / exponential ramps, so there are no clicks and no +// per-frame node churn. +// +// Every public method is a safe no-op before start() (and never throws). +// +// engine : sawtooth (600 + 2600·rpm) Hz + sine sub at 0.5× +// + white noise → lowpass (400 + 2500·rpm) Hz, +// all through one gain ∝ throttle with an idle floor. +// wind : white noise → bandpass (300 + 1800·min(1, V/80)) Hz, +// gain = min(1, V/70). +// stall : 7 Hz LFO amplitude-modulating a lowpassed-noise gain while +// setStall(true) → rhythmic buffet. +// touchdown : 90 → 40 Hz sine sweep + lowpassed noise burst, decaying +// over ~0.4 s. +// +// Noise buffers come from a seeded PRNG (no Math.random anywhere), which is +// a deliberate bonus: this module is cosmetic audio, but staying random-free +// keeps the whole codebase deterministic and QA-friendly. + +// Tiny deterministic PRNG (mulberry32) for the noise buffers. +function mulberry32(seed) { + let a = seed >>> 0; + return function () { + a = (a + 0x6D2B79F5) >>> 0; + let t = a; + t = Math.imul(t ^ (t >>> 15), t | 1); + t ^= t + Math.imul(t ^ (t >>> 7), t | 61); + return ((t ^ (t >>> 14)) >>> 0) / 4294967296; + }; +} + +// Mono white-noise buffer of `seconds` from a fixed seed. +function makeNoiseBuffer(ctx, seconds, seed) { + const len = Math.max(1, Math.floor(ctx.sampleRate * seconds)); + const buf = ctx.createBuffer(1, len, ctx.sampleRate); + const data = buf.getChannelData(0); + const rnd = mulberry32(seed); + for (let i = 0; i < len; i++) data[i] = rnd() * 2 - 1; + return buf; +} + +// A looping white-noise source node (each branch gets its own source so the +// graph stays static; they share the same underlying buffer). +function makeLoopNode(ctx, buffer) { + const src = ctx.createBufferSource(); + src.buffer = buffer; + src.loop = true; + src.start(0); + return src; +} + +export function createAudio() { + let ctx = null; + let master = null; + let noiseBuf = null; + + // Engine branch + let engOsc = null; // sawtooth fundamental + let engSub = null; // sine sub-oscillator at 0.5× + let engNoise = null; // noise → lowpass + let engLP = null; + let engGain = null; + + // Wind branch + let windSrc = null; + let windBP = null; + let windGain = null; + + // Stall buffet branch + let stallSrc = null; + let stallLP = null; + let stallGain = null; + let lfoOsc = null; + let lfoGain = null; + + // Touchdown thump branch (permanent graph, gain ~0 until triggered) + let thumpOsc = null; + let thumpOscGain = null; + let thumpSrc = null; + let thumpLP = null; + let thumpGain = null; + + let muted = false; + + // True while a live context exists. A context the browser closed (state + // 'closed') is NOT usable: AudioParams throw InvalidStateError, and the + // setters below run every frame from main.js — an unguarded throw there + // would kill the whole animation loop, so every public method no-ops on it. + function live() { + return ctx !== null && ctx.state !== 'closed'; + } + + function buildGraph() { + const now = ctx.currentTime; + + master = ctx.createGain(); + master.gain.setValueAtTime(muted ? 0 : 1, now); + master.connect(ctx.destination); + + noiseBuf = makeNoiseBuffer(ctx, 2.0, 0x5EED); + + // ---- Engine: saw + sub + filtered noise → engGain → master ---- + engOsc = ctx.createOscillator(); + engOsc.type = 'sawtooth'; + engOsc.frequency.setValueAtTime(600, now); + + engSub = ctx.createOscillator(); + engSub.type = 'sine'; + engSub.frequency.setValueAtTime(300, now); + + engNoise = makeLoopNode(ctx, noiseBuf); + engLP = ctx.createBiquadFilter(); + engLP.type = 'lowpass'; + engLP.frequency.setValueAtTime(400, now); + engLP.Q.setValueAtTime(0.7, now); + + engGain = ctx.createGain(); + engGain.gain.setValueAtTime(0, now); + + const engOscG = ctx.createGain(); + engOscG.gain.value = 0.20; + const engSubG = ctx.createGain(); + engSubG.gain.value = 0.45; + const engNoiseG = ctx.createGain(); + engNoiseG.gain.value = 0.14; + + engOsc.connect(engOscG).connect(engGain); + engSub.connect(engSubG).connect(engGain); + engNoise.connect(engLP).connect(engNoiseG).connect(engGain); + engGain.connect(master); + engOsc.start(now); + engSub.start(now); + + // ---- Wind: noise → bandpass → windGain → master ---- + windSrc = makeLoopNode(ctx, noiseBuf); + windBP = ctx.createBiquadFilter(); + windBP.type = 'bandpass'; + windBP.frequency.setValueAtTime(300, now); + windBP.Q.setValueAtTime(0.6, now); + windGain = ctx.createGain(); + windGain.gain.setValueAtTime(0, now); + windSrc.connect(windBP).connect(windGain).connect(master); + + // ---- Stall buffet: noise → lowpass → stallGain, AM by 7 Hz LFO ---- + stallSrc = makeLoopNode(ctx, noiseBuf); + stallLP = ctx.createBiquadFilter(); + stallLP.type = 'lowpass'; + stallLP.frequency.setValueAtTime(95, now); + stallLP.Q.setValueAtTime(1.4, now); + stallGain = ctx.createGain(); + stallGain.gain.setValueAtTime(0, now); + stallSrc.connect(stallLP).connect(stallGain).connect(master); + + lfoOsc = ctx.createOscillator(); + lfoOsc.type = 'sine'; + lfoOsc.frequency.setValueAtTime(7.0, now); + lfoGain = ctx.createGain(); + lfoGain.gain.setValueAtTime(0, now); + lfoOsc.connect(lfoGain); + lfoGain.connect(stallGain.gain); // ±depth modulation of the buffet gain + lfoOsc.start(now); + + // ---- Touchdown thump: sine sweep + noise burst, silent until played ---- + thumpOsc = ctx.createOscillator(); + thumpOsc.type = 'sine'; + thumpOsc.frequency.setValueAtTime(40, now); + thumpOscGain = ctx.createGain(); + thumpOscGain.gain.setValueAtTime(0, now); + + thumpSrc = makeLoopNode(ctx, noiseBuf); + thumpLP = ctx.createBiquadFilter(); + thumpLP.type = 'lowpass'; + thumpLP.frequency.setValueAtTime(260, now); + thumpGain = ctx.createGain(); + thumpGain.gain.setValueAtTime(0, now); + + thumpOsc.connect(thumpOscGain).connect(master); + thumpSrc.connect(thumpLP).connect(thumpGain).connect(master); + thumpOsc.start(now); + } + + /** + * Create/resume the AudioContext and build the (one-time) node graph. + * Safe to call repeatedly: first call builds, later calls just resume a + * suspended context (e.g. after the browser suspends an inaudible tab). + * Must first be called from a user gesture. Never throws. + */ + function start() { + if (!ctx) { + try { + const AC = typeof window !== 'undefined' + ? (window.AudioContext || window.webkitAudioContext) + : null; + if (!AC) return; + ctx = new AC(); + buildGraph(); + } catch (err) { + ctx = null; + return; + } + } + if (ctx.state === 'suspended') { + const p = ctx.resume(); + if (p && typeof p.catch === 'function') p.catch(() => {}); + } + } + + /** + * rpm01 / throttle in 0..1 (clamped). Saw + sub + noise all keyed to rpm; + * their shared gain is proportional to throttle with an idle floor so the + * engine never goes completely silent at zero throttle (engine idles on). + */ + function setEngine(rpm01, throttle) { + if (!live()) return; + const r = Math.min(1, Math.max(0, rpm01)); + const t = Math.min(1, Math.max(0, throttle)); + const now = ctx.currentTime; + + const sawF = 600 + 2600 * r; + engOsc.frequency.setTargetAtTime(sawF, now, 0.09); + engSub.frequency.setTargetAtTime(sawF * 0.5, now, 0.09); + engLP.frequency.setTargetAtTime(400 + 2500 * r, now, 0.09); + + const g = 0.15 + 0.85 * t; // idle floor at zero throttle + engGain.gain.setTargetAtTime(g, now, 0.08); + } + + /** airspeedMps in m/s; bandpass frequency and gain both follow airspeed. */ + function setWind(airspeedMps) { + if (!live()) return; + const v = Math.max(0, airspeedMps); + const now = ctx.currentTime; + windBP.frequency.setTargetAtTime( + 300 + 1800 * Math.min(1, v / 80), now, 0.12); + windGain.gain.setTargetAtTime(Math.min(1, v / 70), now, 0.12); + } + + /** on=true: rhythmic buffet pulses; on=false: fade the buffet out. */ + function setStall(on) { + if (!live()) return; + const now = ctx.currentTime; + stallGain.gain.setTargetAtTime(on ? 0.4 : 0, now, 0.05); + lfoGain.gain.setTargetAtTime(on ? 0.32 : 0, now, 0.05); + } + + /** One low thump: 90 → 40 Hz sine sweep + noise burst, ~0.4 s decay. */ + function touchdown() { + if (!live()) return; + const now = ctx.currentTime; + + thumpOsc.frequency.cancelScheduledValues(now); + thumpOsc.frequency.setValueAtTime(90, now); + thumpOsc.frequency.exponentialRampToValueAtTime(40, now + 0.18); + + thumpOscGain.gain.cancelScheduledValues(now); + thumpOscGain.gain.setValueAtTime(0.0001, now); + thumpOscGain.gain.exponentialRampToValueAtTime(0.9, now + 0.015); + thumpOscGain.gain.exponentialRampToValueAtTime(0.0001, now + 0.42); + + thumpGain.gain.cancelScheduledValues(now); + thumpGain.gain.setValueAtTime(0.0001, now); + thumpGain.gain.exponentialRampToValueAtTime(0.5, now + 0.01); + thumpGain.gain.exponentialRampToValueAtTime(0.0001, now + 0.40); + } + + /** Ramp master gain to 0 (mute) or back to 1 — no click, state remembered. */ + function setMuted(m) { + muted = !!m; + if (!live()) return; + master.gain.setTargetAtTime(muted ? 0 : 1, ctx.currentTime, 0.03); + } + + /** Close the context and drop every node reference (start() rebuilds). */ + function dispose() { + if (ctx) { + try { + const p = ctx.close(); + if (p && typeof p.catch === 'function') p.catch(() => {}); + } catch (err) { /* never throw */ } + } + ctx = null; + master = engOsc = engSub = engNoise = engLP = engGain = null; + windSrc = windBP = windGain = null; + stallSrc = stallLP = stallGain = lfoOsc = lfoGain = null; + thumpOsc = thumpOscGain = thumpSrc = thumpLP = thumpGain = null; + noiseBuf = null; + } + + return { start, setEngine, setWind, setStall, touchdown, setMuted, dispose }; +} \ No newline at end of file diff --git a/src/config.js b/src/config.js new file mode 100644 index 0000000..b0237f8 --- /dev/null +++ b/src/config.js @@ -0,0 +1,107 @@ +// Aircraft + atmosphere constants (SI). Pure module — Node-safe, no three.js, +// no DOM. Single source of truth for physics parameters. Do not edit. +export const cfg = { + // Mass & geometry + mass: 1200, // kg + S: 16.4, // wing area m^2 + b: 10.2, // wingspan m + cBar: 1.62, // mean aerodynamic chord m + AR: (10.2 * 10.2) / 16.4, // aspect ratio ≈ 6.34 + e: 0.8, // Oswald span efficiency + kInd: 1 / (Math.PI * ((10.2 * 10.2) / 16.4) * 0.8), // induced drag factor + g: 9.81, + + // Inertia (kg·m²), symmetric tensor [Ixx, Iyy, Izz, Ixz] + Ixx: 820, + Iyy: 3100, + Izz: 3300, + Ixz: 60, + + // Lift + CL0: 0.15, // zero-angle lift (wing incidence) + CLalpha: 5.3, // /rad lift slope + alphaCrit: 0.30, // rad ≈ 17.2° stall angle + CLmax: 1.55, + CLflat: 1.05, // post-stall flat plate CL regime + flapEff: 0.55, // ΔCL when flaps fully deployed + groundEff: 0.35, // ΔCL fraction near ground (h < 1.5·b) + + // Drag + CD0: 0.026, // parasite drag + dCD_flapsMid: 0.018, + dCD_flapsFull: 0.045, + dCD_gear: 0.022, + + // Pitching stability/control + Cm0: 0.02, + CmAlpha: -0.85, // static pitch stability (/rad, negative) + Cmδe: -0.95, // elevator effectiveness (/rad) + Cmq: -13.0, // pitch damping + + // Rolling stability/control + Clβ: -0.09, // dihedral effect (/rad) + Clδa: 0.32, // aileron effectiveness (/rad) + Clp: -0.50, // roll damping + Clδr: 0.02, // roll due to rudder (cross) + + // Yaw stability/control + Cnβ: 0.11, // directional stability (/rad, positive) + Cnδr: -0.11, // rudder effectiveness (/rad) + Cnδa: -0.04, // adverse yaw from ailerons + Cnr: -0.28, // yaw damping + + // Side force + CYβ: -0.85, + CYδr: 0.20, + + // Control surface limits (rad) + dE_max: 0.42, // ≈ 24° + dA_max: 0.35, // ≈ 20° + dR_max: 0.44, // ≈ 25° + + // Engine / propeller + Tmax: 2600, // N max thrust at sea level + engTau: 1.6, // rpm spool time constant (s) + rpmIdle: 0.24, + rpmMax: 1.0, + propD: 1.9, // m + propTorque: 0.055, // torque factor × Tmax·propD (opposes prop spin) + Iprop: 0.9, // kg·m² + propRpmMax: 2600, // rpm at rpm=1 + + // Fuel + fuelKg: 180, + fuelBurn: 0.055, // kg/s at full throttle & rpm + + // Ground / landing + wheelH: 1.15, // m, ground contact height of main gear + rollFriction: 0.045, // rolling resistance coefficient (off brakes) + brakeFriction: 0.16, // ×g decel cap when braking + maxTouchVz: 3.0, // m/s safe sink rate, gear down + maxTouchVzGearUp: 1.2, + crashPitchDeg: -25, // nose-down beyond this at impact → crash + crashRollDeg: 75, + steerGain: 0.6, // ground steering moment factor +}; + +export const atmo = { + rho0: 1.225, // kg/m³ sea level + T0: 288.15, // K + lapse: 0.0065, // K/m + R: 287.05, // J/(kg·K) +}; + +// ISA density as a function of altitude (m). Troposphere + lower stratosphere. +export function atmoDensity(h) { + const hClamp = Math.max(0, h); + if (hClamp < 11000) { + return 1.225 * Math.pow(1 - 2.25577e-5 * hClamp, 4.25588); + } + return 0.3639 * Math.exp((11000 - hClamp) / 6341.6); +} + +export const UNITS = { + ktsPerMps: 1.94384, + ftPerM: 3.28084, + fpmPerMps: 196.8504, +}; \ No newline at end of file diff --git a/src/controls.js b/src/controls.js new file mode 100644 index 0000000..9c68540 --- /dev/null +++ b/src/controls.js @@ -0,0 +1,405 @@ +// src/controls.js — keyboard flight controls. +// +// Turns keyboard presses into smoothed control inputs for physics, plus +// one-shot action events for the integrator (reset / camera / pause / flaps / +// gear / brakes / sound / debug). +// +// Behavior contract (see SPEC.md): +// - Sticks: W/S + ArrowUp/ArrowDown = elevator, A/D + ArrowLeft/ArrowRight = +// aileron, Q/E = rudder. Digital targets are slewed toward the actual +// values at ~1.6 full-range per second (frame-rate independent — uses +// wall-clock time inside getInputs()). +// - Throttle: Shift = up, Ctrl = down. Digital trim stepping: every keydown +// INCLUDING auto-repeat adds one step (auto-repeat is deliberately allowed), +// then the value slews at ~0.4 full-range per second. Releasing the key +// leaves throttle where it was stepped to. +// - Toggles: F cycles flaps 0 → 0.25 → 0.5 → 1 → 0, G gear, B brakes, +// C camera, R reset, P pause, D debug, S/Enter sound. Toggle/action keys +// ignore key auto-repeat via a pressed-state set and fire onAction() exactly +// once per physical press. D and S double as aileron-right / elevator-down +// hold axes (see the axis branch below). +// - Conventions: elevator > 0 nose up, aileron > 0 bank right, rudder > 0 +// yaw right (matches SPEC body frame). +// - Robustness: window blur / hidden tab releases every held key; arrows and +// space are preventDefault'ed so the page cannot scroll; Ctrl/Meta+handled +// keys are preventDefault'ed so browser accelerators (Ctrl+R reload, Ctrl+P +// print, Ctrl+S save) do not fire while flying; nothing in this module +// throws. +// +// Browser-side module by design (DOM/events are its job). Importing it in Node +// is side-effect free (all window/document access happens inside attachInput), +// which keeps `node --check` and import tests happy. + +// ---- static tables --------------------------------------------------------- + +const FLAP_POSITIONS = Object.freeze([0, 0.25, 0.5, 1]); + +const DEFAULT_OPTS = Object.freeze({ + stickSlew: 1.6, // full-range per second (elevator / aileron / rudder) + throttleSlew: 0.4, // full-range per second (throttle) + throttleStep: 0.05, // throttle change per Shift/Ctrl keydown (repeat counts) + // Spawn checklist from SPEC: gear down, flaps 25%, throttle 0, brakes on. + initial: Object.freeze({ throttle: 0, flaps: 0.25, gear: true, brakes: true }), +}); + +// e.key (lowercased) -> action. +// NOTE: 's' is deliberately mapped to the elevator axis (WASD = elevator per +// SPEC) AND doubles as the sound toggle — the sound half is handled inside the +// axis branch so the key both holds the elevator down and toggles sound once +// per press. Enter is the pure sound toggle. +const KEY_ACTION = { + w: 'elevUp', s: 'elevDown', + a: 'ailLeft', d: 'ailRight', + q: 'rudLeft', e: 'rudRight', + arrowup: 'elevUp', arrowdown: 'elevDown', + arrowleft: 'ailLeft', arrowright: 'ailRight', + shift: 'thrUp', control: 'thrDown', + f: 'flaps', g: 'gear', b: 'brakes', + c: 'camera', r: 'reset', p: 'pause', + enter: 'sound', + ' ': 'space', +}; + +const AXIS_ACTIONS = new Set([ + 'elevUp', 'elevDown', 'ailLeft', 'ailRight', 'rudLeft', 'rudRight', +]); + +/** For the help panel on the start screen. Must match KEY_ACTION exactly. */ +export const KEY_BINDINGS = [ + { key: 'W / S', label: 'Elevator — pitch up / down' }, + { key: 'A / D', label: 'Aileron — bank left / right' }, + { key: '↑ / ↓', label: 'Elevator (arrow keys)' }, + { key: '← / →', label: 'Aileron (arrow keys)' }, + { key: 'Q / E', label: 'Rudder — yaw left / right' }, + { key: 'Shift / Ctrl', label: 'Throttle up / down' }, + { key: 'F', label: 'Flaps 0 → 25% → 50% → 100%' }, + { key: 'G', label: 'Gear up / down' }, + { key: 'B', label: 'Brakes on / off' }, + { key: 'C', label: 'Camera view' }, + { key: 'R', label: 'Reset flight' }, + { key: 'P', label: 'Pause' }, + { key: 'D', label: 'Debug overlay' }, + { key: 'S / Enter', label: 'Sound on / off' }, +]; + +// ---- small helpers --------------------------------------------------------- + +const EPS = 1e-9; // snap sub-epsilon float noise at the clamping limits + +function clamp01(v) { + return v <= 0 + EPS ? 0 : v >= 1 - EPS ? 1 : v; +} + +function clampAxis(v) { + return v <= -1 + EPS ? -1 : v >= 1 - EPS ? 1 : v; +} + +function fin(v, fallback) { + return typeof v === 'number' && Number.isFinite(v) ? v : fallback; +} + +function limit(v, fallback, min, max) { + const f = fin(v, fallback); + return f < min ? min : f > max ? max : f; +} + +function snapFlaps(v) { + let best = FLAP_POSITIONS[0]; + let bestD = Infinity; + for (const p of FLAP_POSITIONS) { + const d = Math.abs(p - v); + if (d < bestD) { bestD = d; best = p; } + } + return best; +} + +function freshHeld() { + return { + elevUp: false, elevDown: false, + ailLeft: false, ailRight: false, + rudLeft: false, rudRight: false, + }; +} + +function nowMs() { + return (typeof performance !== 'undefined' && typeof performance.now === 'function') + ? performance.now() + : Date.now(); +} + +// ---- attachInput ----------------------------------------------------------- + +/** + * Attach keyboard controls. `canvas` is accepted for API symmetry (all + * listeners are window/document scoped, so the canvas needs no focus); an + * extra canvas blur listener is attached anyway for robustness. + * + * opts (all optional): + * stickSlew number sticks full-range slew rate /s (default 1.6) + * throttleSlew number throttle full-range slew rate /s (default 0.4) + * throttleStep number throttle step per keydown (default 0.05) + * initial { throttle, flaps, gear, brakes } spawn/toggle configuration + * (default: throttle 0, flaps 0.25, gear true, brakes true — + * matches the SPEC spawn checklist) + */ +export function attachInput(canvas, opts) { + const src = (opts && typeof opts === 'object') ? opts : {}; + const init = (src.initial && typeof src.initial === 'object') ? src.initial : {}; + const state = { + opts: { + stickSlew: limit(src.stickSlew, DEFAULT_OPTS.stickSlew, 0.05, 10), + throttleSlew: limit(src.throttleSlew, DEFAULT_OPTS.throttleSlew, 0.01, 5), + throttleStep: limit(src.throttleStep, DEFAULT_OPTS.throttleStep, 0.001, 0.5), + initial: { + throttle: clamp01(fin(init.throttle, DEFAULT_OPTS.initial.throttle)), + flaps: snapFlaps(fin(init.flaps, DEFAULT_OPTS.initial.flaps)), + gear: init.gear === undefined ? DEFAULT_OPTS.initial.gear : !!init.gear, + brakes: init.brakes === undefined ? DEFAULT_OPTS.initial.brakes : !!init.brakes, + }, + }, + held: freshHeld(), + targets: { elevator: 0, aileron: 0, rudder: 0 }, + cur: { elevator: 0, aileron: 0, rudder: 0, throttle: 0 }, + throttleTarget: 0, + flaps: DEFAULT_OPTS.initial.flaps, + gear: DEFAULT_OPTS.initial.gear, + brakes: DEFAULT_OPTS.initial.brakes, + pressed: new Set(), + lastT: nowMs(), // slew clock epoch; handled new in getInputs + actionCb: null, + disposed: false, + }; + + // Apply the initial configuration after pumping out targets/state. + state.throttleTarget = state.opts.initial.throttle; + state.cur.throttle = state.opts.initial.throttle; + state.flaps = state.opts.initial.flaps; + state.gear = state.opts.initial.gear; + state.brakes = state.opts.initial.brakes; + + function fireAction(action) { + try { + if (state.actionCb) state.actionCb(action); + } catch (err) { + // Callback errors must never break input handling. + } + } + + function recomputeTargets() { + const h = state.held; + state.targets.elevator = (h.elevUp ? 1 : 0) + (h.elevDown ? -1 : 0); + state.targets.aileron = (h.ailLeft ? -1 : 0) + (h.ailRight ? 1 : 0); + state.targets.rudder = (h.rudLeft ? -1 : 0) + (h.rudRight ? 1 : 0); + } + + function applyToggle(hand) { + switch (hand) { + case 'flaps': { + const i = FLAP_POSITIONS.indexOf(state.flaps); + state.flaps = FLAP_POSITIONS[(i + 1) % FLAP_POSITIONS.length]; + fireAction('flaps'); + break; + } + case 'gear': + state.gear = !state.gear; + fireAction('gear'); + break; + case 'brakes': + state.brakes = !state.brakes; + fireAction('brakes'); + break; + case 'camera': fireAction('camera'); break; + case 'reset': fireAction('reset'); break; + case 'pause': fireAction('pause'); break; + case 'debug': fireAction('debug'); break; + case 'sound': fireAction('sound'); break; + default: break; + } + } + + function onKeyDown(e) { + try { + if (state.disposed) return; + const k = (e.key || '').toLowerCase(); + const hand = KEY_ACTION[k]; + if (hand === 'space') { + if (e.preventDefault) e.preventDefault(); // stop page scroll + return; + } + if (!hand) return; + // Block browser accelerators (Ctrl+R reload, Ctrl+P print, Ctrl+S save) + // and page scrolling (letters trigger quick-find in some browsers). + if ((e.ctrlKey || e.metaKey) || k.length === 1 || k.indexOf('arrow') === 0) { + if (e.preventDefault) e.preventDefault(); + } + if (hand === 'thrUp' || hand === 'thrDown') { + // Digital trim: EVERY keydown counts, auto-repeat intentionally allowed. + const dir = hand === 'thrUp' ? 1 : -1; + state.throttleTarget = clamp01(state.throttleTarget + dir * state.opts.throttleStep); + return; + } + if (AXIS_ACTIONS.has(hand)) { + state.held[hand] = true; + recomputeTargets(); + // 's' is both elevator-down AND the sound toggle (SPEC keymap); + // 'd' is both aileron-right AND the debug toggle — the toggle half + // fires once per physical press, the axis stays held. + if (k === 's' && !state.pressed.has('s')) { + state.pressed.add('s'); + fireAction('sound'); + } + if (k === 'd' && !state.pressed.has('d')) { + state.pressed.add('d'); + fireAction('debug'); + } + return; + } + // Momentary toggle/action keys: ignore auto-repeat via the pressed set. + if (state.pressed.has(k)) return; + state.pressed.add(k); + applyToggle(hand); + } catch (err) { + // never throw + } + } + + function onKeyUp(e) { + try { + if (state.disposed) return; + const k = (e.key || '').toLowerCase(); + const hand = KEY_ACTION[k]; + state.pressed.delete(k); + if (hand && AXIS_ACTIONS.has(hand)) { + state.held[hand] = false; + recomputeTargets(); + } + // Throttle keeps its stepped value on key release (not a hold key). + } catch (err) { + // never throw + } + } + + function releaseAll() { + state.pressed.clear(); + state.held = freshHeld(); + recomputeTargets(); + } + + function onBlur() { + try { + releaseAll(); + } catch (err) { + // never throw + } + } + + function onVisibilityChange() { + try { + if (document.hidden) releaseAll(); + } catch (err) { + // never throw + } + } + + const listeners = []; + function add(target, type, fn) { + try { + if (target && typeof target.addEventListener === 'function') { + target.addEventListener(type, fn); + listeners.push([target, type, fn]); + } + } catch (err) { + // never throw + } + } + + add(window, 'keydown', onKeyDown); + add(window, 'keyup', onKeyUp); + add(window, 'blur', onBlur); + add(document, 'visibilitychange', onVisibilityChange); + if (canvas) add(canvas, 'blur', onBlur); + + function slewTo(cur, tgt, maxDelta) { + const delta = tgt - cur; + if (Math.abs(delta) <= maxDelta) return tgt; + return cur + (delta > 0 ? maxDelta : -maxDelta); + } + + function getInputs() { + try { + const now = nowMs(); + // Belt-and-braces: if the clock epoch was never set (should not happen + // because attachInput seeds it), seed it now. + if (state.lastT < 0) state.lastT = now; + // Clamp dt so a long pause (hidden tab, breakpoint, clock reset) cannot + // teleport the smoothed values; 0.1 s is plenty for a smooth catch-up. + const dt = Math.min(0.1, Math.max(0, (now - state.lastT) / 1000)); + state.lastT = now; + const o = state.opts; + state.cur.elevator = slewTo(state.cur.elevator, state.targets.elevator, o.stickSlew * dt); + state.cur.aileron = slewTo(state.cur.aileron, state.targets.aileron, o.stickSlew * dt); + state.cur.rudder = slewTo(state.cur.rudder, state.targets.rudder, o.stickSlew * dt); + state.cur.throttle = slewTo(state.cur.throttle, state.throttleTarget, o.throttleSlew * dt); + return { + elevator: clampAxis(state.cur.elevator), + aileron: clampAxis(state.cur.aileron), + rudder: clampAxis(state.cur.rudder), + throttle: clamp01(state.cur.throttle), + flaps: state.flaps, + gear: state.gear, + brakes: state.brakes, + }; + } catch (err) { + // never throw — return the last known values if anything goes wrong + return { + elevator: clampAxis(state.cur.elevator), + aileron: clampAxis(state.cur.aileron), + rudder: clampAxis(state.cur.rudder), + throttle: clamp01(state.cur.throttle), + flaps: state.flaps, + gear: state.gear, + brakes: state.brakes, + }; + } + } + + function reset() { + // Zero every continuous input... + state.held = freshHeld(); + state.targets = { elevator: 0, aileron: 0, rudder: 0 }; + state.cur = { elevator: 0, aileron: 0, rudder: 0, throttle: 0 }; + state.throttleTarget = 0; + state.pressed.clear(); + // The slew clock is deliberately NOT reset: the next getInputs() diff will + // be tiny (and the 0.1 s dt clamp covers any pause), so nothing jumps. + // ...and restore toggles to the configured initial state (default = SPEC + // spawn: flaps 25%, gear down, brakes on). Pass opts.initial to change. + state.flaps = state.opts.initial.flaps; + state.gear = state.opts.initial.gear; + state.brakes = state.opts.initial.brakes; + } + + function dispose() { + if (state.disposed) return; + state.disposed = true; + releaseAll(); + for (let i = 0; i < listeners.length; i++) { + const [target, type, fn] = listeners[i]; + try { + if (target && typeof target.removeEventListener === 'function') { + target.removeEventListener(type, fn); + } + } catch (err) { + // never throw + } + } + listeners.length = 0; + state.actionCb = null; + } + + function onAction(cb) { + state.actionCb = typeof cb === 'function' ? cb : null; + } + + return { getInputs, reset, dispose, onAction }; +} \ No newline at end of file diff --git a/src/instruments.js b/src/instruments.js new file mode 100644 index 0000000..c030ba3 --- /dev/null +++ b/src/instruments.js @@ -0,0 +1,311 @@ +// src/instruments.js — DOM instrument overlay (HUD). +// +// Browser module (DOM is its job). Implements the SPEC contract: +// createInstruments(rootEl) -> { update(data), message(text, kind), +// clearMessage(), debug(lines), reset() } +// +// All overlay DOM is created inside #hud using ONLY the classes declared in +// css/style.css (that file's header documents the exact contract). No inline +// styles except: static per-tick layout offsets set once at build time, and +// per-frame dynamic transforms (horizon pitch/roll, tape scrolls, VSI bar). +// +// Per-frame cost discipline (SPEC: "keep writes cheap"): +// * every frame : horizon transform, tape transforms (cached to 0.5 px), +// VSI bar translate +// * on threshold : numeric readouts (kts ≥ 1, ft ≥ 1, fpm ≥ 25), bar widths +// (≥ 1%), lamp/stall/message class toggles (state-change only) +// +// Instrument ranges: +// airspeed tape 0–260 kts, ticks/10, labels/20, 2.0 px per kt +// altimeter tape 0–10000 ft, ticks/50, labels/500, 2.0 px per ft +// heading tape 0–359°, ticks/5, major labels/15 (3 periods for wrap) +// VSI ±2000 fpm full scale +// horizon pitch scale 2.5 px/°, bank rotate(−bankDeg) per CSS hint; +// note the sign: a 90° pitch-up should fully hide the ground +// half, so pitch displacement is clamped to ±80 px (340 px +// horizon in a 210 px mask). + +const clamp = (v, lo, hi) => (v < lo ? lo : v > hi ? hi : v); + +// ---- scale/layout constants ------------------------------------------------- + +const HZ_PX_PER_DEG = 2.5; +const HZ_MAX_PX = 80; + +const AS_MIN_KTS = 0, AS_MAX_KTS = 260, AS_PX_PER_KT = 2.0; +const AL_MIN_FT = 0, AL_MAX_FT = 10000, AL_PX_PER_FT = 2.0; +const HDG_STEP = 5, HDG_MAJOR = 15, HDG_PERIODS = 3; +const VSI_RANGE_FPM = 2000; + +// Thresholds for text/bar updates (avoid DOM churn every frame). +const TH_KTS = 1, TH_FT = 1, TH_FPM = 25, TH_PCT = 1, TH_KG = 1; + +function el(tag, cls, parent) { + const e = document.createElement(tag); + if (cls) e.className = cls; + if (parent) parent.appendChild(e); + return e; +} + +export function createInstruments(rootEl) { + if (!rootEl) rootEl = document.body; + const root = rootEl; + + // ---- panels -------------------------------------------------------------- + + // Attitude indicator + airspeed share a left-hand column (above/ below), + // keeping the screen centre clear. See .hud-left-col in style.css. + const leftCol = el('div', 'hud-left-col', root); + const attitude = el('div', 'hud-attitude', leftCol); + const horizon = el('div', 'ai-horizon', attitude); + el('div', 'ai-sky', horizon); + el('div', 'ai-ground', horizon); + // pitch ladder: static lines 20° apart; they translate/rotate with the ball + for (let m = -20; m <= 20; m += 20) { + const line = el('div', 'ai-line', horizon); + const frac = 0.5 + m * (HZ_PX_PER_DEG / 340); // 340px horizon height + line.style.top = (frac * 100) + '%'; + } + const fixedSym = el('div', 'ai-fixed', attitude); + el('div', 'ai-symbol', fixedSym); + + // Airspeed (left column, under the attitude indicator) ---------------------- + const asPanel = el('div', 'hud-airspeed', leftCol); + const asNum = el('div', 'hud-num', asPanel); + el('small', null, asNum).textContent = 'KTS'; + const asVal = el('span', null, asNum); + const asTape = el('div', 'tape', asPanel); + const asTicks = []; + for (let v = AS_MIN_KTS; v <= AS_MAX_KTS; v += 10) { + const t = el('div', 'tick', asTape); + t.textContent = v % 20 === 0 ? String(v) : '·'; + // static anchor: value v sits at tapeH/2 + v·pxPer from the tape top + t.style.top = (110 + v * AS_PX_PER_KT) + 'px'; + asTicks.push(t); + } + + // Altimeter + VSI (right) --------------------------------------------------- + const alPanel = el('div', 'hud-altitude', root); + const alNum = el('div', 'hud-num', alPanel); + el('small', null, alNum).textContent = 'ALT FT'; + const alVal = el('span', null, alNum); + const alTape = el('div', 'tape', alPanel); + const alTicks = []; + for (let v = AL_MIN_FT; v <= AL_MAX_FT; v += 50) { + const t = el('div', 'tick', alTape); + t.textContent = v % 500 === 0 ? String(v) : '·'; + t.style.top = (110 + v * AL_PX_PER_FT) + 'px'; + alTicks.push(t); + } + const vsi = el('div', 'hud-vsi', alPanel); + const vsiFill = el('div', 'hud-vsi-fill', vsi); + + // Heading tape (bottom centre) ---------------------------------------------- + const hdgPanel = el('div', 'hud-heading', root); + const hdgNum = el('div', 'hud-num', hdgPanel); + el('small', null, hdgNum).textContent = 'HDG'; + const hdgVal = el('span', null, hdgNum); + const hdgTape = el('div', 'tape', hdgPanel); + const bug = el('div', 'bug', hdgTape); + const hdgTicks = []; + for (let p = 0; p < HDG_PERIODS; p++) { + for (let h = 0; h < 360; h += HDG_STEP) { + const t = el('div', 'tick', hdgTape); + if (h % HDG_MAJOR === 0) { + t.className = 'tick major'; + t.textContent = String(h % 360); + } else { + t.textContent = '·'; + } + t.style.left = (((p * 360 + h) / 360) * 100) + '%'; + hdgTicks.push(t); + } + } + + // Engine panel (bottom left) -------------------------------------------------- + const engPanel = el('div', 'hud-engine', root); + function barRow(labelText, throttled) { + const row = el('div', 'bar-row', engPanel); + const lbl = el('span', null, row); + lbl.textContent = labelText; + const bar = el('div', 'bar', row); + const fill = el('div', throttled ? 'bar-fill throttle' : 'bar-fill', bar); + const val = el('span', null, row); + return { row, lbl, fill, val }; + } + const rpmRow = barRow('RPM', false); + const thrRow = barRow('THR', true); + const fuelRow = barRow('FUEL', false); + + // Lamps (bottom right) -------------------------------------------------------- + const lamps = el('div', 'hud-lamps', root); + function lamp(label, variant) { + const L = el('div', variant ? 'lamp ' + variant : 'lamp', lamps); + L.textContent = label; + return L; + } + const lampFlap = lamp('FLAPS', null); + const lampGear = lamp('GEAR', 'lamp--gear'); + const lampBrake = lamp('BRAKES', 'lamp--brakes'); + const lampStall = lamp('STALL', 'lamp--stall'); + + // Stall warning card (centre) --------------------------------------------------- + const stallCard = el('div', 'hud-stall', root); + stallCard.textContent = 'STALL'; + + // Message banner (top centre) ----------------------------------------------------- + const msgEl = el('div', 'hud-message', root); + + // Debug panel (top left) ---------------------------------------------------------- + const dbgEl = el('div', 'hud-debug', root); + const dbgLines = []; + + // ---- per-frame cached state ------------------------------------------------------- + const last = { + kts: -Infinity, ft: -Infinity, fpm: -Infinity, + hdg: -Infinity, rpm: -Infinity, thr: -Infinity, fuel: -Infinity, + asOffset: NaN, alOffset: NaN, hdgOffset: NaN, vz: NaN, vy: NaN, + }; + let vsiH = 0, hdgW = 0; + const asH = 220, alH = 220; // .tape heights from style.css (px) + + /** Text update helper: only touch the DOM when |new − old| ≥ threshold. */ + function maybeText(node, value, rounded, key, th) { + if (Math.abs(value - last[key]) < th) return; + last[key] = value; + node.textContent = rounded; + } + + function buildDebug(lines) { + if (dbgLines.length === 0) return; + for (let i = 0; i < dbgLines.length; i++) { + const line = dbgLines[i]; + const src = lines[i] || ''; + // wrap numeric tokens in (pair lines gain a spacing ::after) + const html = src.replace(/(-?\d+(?:\.\d+)?%?)/g, '$1'); + const pairs = (html.match(//g) || []).length; + line.className = pairs > 1 ? 'line pair' : 'line'; + line.innerHTML = html; + } + } + + // ---- public API ----------------------------------------------------------------- + + function update(data) { + if (!data) return; + const d = data; + + // Attitude: translateY(pitchPx) rotate(−bankDeg) — CSS-documented contract. + const px = clamp(d.pitchDeg * HZ_PX_PER_DEG, -HZ_MAX_PX, HZ_MAX_PX); + horizon.style.transform = + 'translateY(' + px.toFixed(1) + 'px) rotate(' + (-d.bankDeg).toFixed(1) + 'deg)'; + + // Airspeed tape + readout. + const kts = clamp(d.airspeedKts, AS_MIN_KTS, AS_MAX_KTS); + maybeText(asVal, kts, String(Math.round(kts)), 'kts', TH_KTS); + const asOff = Math.round(kts * AS_PX_PER_KT); + if (asOff !== last.asOffset) { + last.asOffset = asOff; + const dy = 'translateY(' + (-asOff) + 'px)'; + for (let i = 0; i < asTicks.length; i++) asTicks[i].style.transform = dy; + } + + // Altimeter tape + readout; VSI bar. + const ft = clamp(d.altFt, AL_MIN_FT, AL_MAX_FT); + maybeText(alVal, ft, String(Math.round(ft)), 'ft', TH_FT); + const alOff = Math.round(ft * AL_PX_PER_FT); + if (alOff !== last.alOffset) { + last.alOffset = alOff; + const dy = 'translateY(' + (-alOff) + 'px)'; + for (let i = 0; i < alTicks.length; i++) alTicks[i].style.transform = dy; + } + if (vsiH <= 0) vsiH = vsi.clientHeight || 220; + const yf = clamp(d.vsFpm / VSI_RANGE_FPM, -1, 1); + const y = (vsiH / 2 - 1) - yf * (vsiH / 2 - 2); + const yInt = Math.round(y); + if (yInt !== last.vz) { + last.vz = yInt; + vsiFill.style.transform = 'translateY(' + yInt + 'px)'; + } + + // Heading tape + readout. The fixed lubber line (.bug) sits at the tape's + // CENTER (50%), so the tick for the current heading must be translated to + // screen-x W/2: tick h sits at (p*360+h)/360*W; shifting by (hdg+180)/360*W + // puts tick h=hdg at W/2 (verified by hand). Without the −180 the pointer + // marks hdg+180 (the reciprocal heading) instead. + let hdg = d.headingDeg || 0; + hdg = ((hdg % 360) + 360) % 360; + if (hdgW <= 0) hdgW = hdgTape.clientWidth || 310; + const off = Math.round((hdg + 180) * (hdgW / 360)); + if (off !== last.hdgOffset) { + last.hdgOffset = off; + const dx = 'translateX(' + (-off) + 'px)'; + for (let i = 0; i < hdgTicks.length; i++) hdgTicks[i].style.transform = dx; + } + maybeText(hdgVal, hdg, String(Math.round(hdg)), 'hdg', 0.5); + + // Engine bars + fuel. + const rpmPct = Math.round(d.rpm * 100); + const thrPct = Math.round(d.throttle * 100); + if (rpmPct !== last.rpm) { + last.rpm = rpmPct; + rpmRow.fill.style.width = rpmPct + '%'; + rpmRow.val.textContent = rpmPct + '%'; + } + if (thrPct !== last.thr) { + last.thr = thrPct; + thrRow.fill.style.width = thrPct + '%'; + thrRow.val.textContent = thrPct + '%'; + } + const fuelKg = d.fuelKg; + if (Math.abs(fuelKg - last.fuel) >= TH_KG || last.fuel === -Infinity) { + const cap = 180; // cfg.fuelKg (display only) + const fpct = clamp(Math.round((fuelKg / cap) * 100), 0, 100); + fuelRow.fill.style.width = fpct + '%'; + fuelRow.val.textContent = fuelKg.toFixed(0) + ' kg'; + last.fuel = fuelKg; + } + + // Lamps: toggle only on change. + const setLamp = (L, on) => { if (!!on !== (L.classList.contains('on'))) L.classList.toggle('on', !!on); }; + setLamp(lampFlap, d.flapsPos > 0); + setLamp(lampGear, !!d.gearDown); + setLamp(lampBrake, !!d.brakes); + setLamp(lampStall, !!d.stall); + setLamp(stallCard, !!d.stall); + } + + function message(text, kind) { + msgEl.textContent = text || ''; + msgEl.className = 'hud-message visible' + + (kind ? ' ' + kind : ''); + } + + function clearMessage() { + msgEl.className = msgEl.className.replace(/\s*visible/, ''); + } + + function debug(lines) { + if (!lines) { + dbgEl.classList.remove('visible'); + return; + } + if (dbgLines.length === 0) { + for (let i = 0; i < 5; i++) dbgLines.push(el('div', 'line', dbgEl)); + dbgEl.classList.add('visible'); + } + buildDebug(lines); + } + + function reset() { + clearMessage(); + dbgEl.classList.remove('visible'); + stallCard.classList.remove('on'); + lampStall.classList.remove('on'); + // force full refresh on the next update + last.kts = last.ft = last.fpm = last.hdg = last.rpm = last.thr = last.fuel = -Infinity; + last.asOffset = last.alOffset = last.hdgOffset = last.vz = NaN; + } + + return { update, message, clearMessage, debug, reset }; +} \ No newline at end of file diff --git a/src/main.js b/src/main.js new file mode 100644 index 0000000..9977c2c --- /dev/null +++ b/src/main.js @@ -0,0 +1,355 @@ +// src/main.js — integrator module: game loop, cameras, audio/HUD wiring. +// +// Owns: renderer/scene/camera bootstrap, fixed-timestep physics driver +// (1/120 s, real-dt clamped to 0.05, max 8 steps/frame), three camera modes +// (chase / cockpit / orbit), crash→auto-reset, landed message + thump, +// pause/reset/debug keys, audio parameter feed, HUD update, resize handling. +// +// Pure browser entry point. Depends on the module contracts in SPEC.md: +// physics.js : createAircraft, resetAircraft, step, getInstrumentData, +// getAeroSummary +// controls.js : attachInput(canvas, opts) -> { getInputs, reset, dispose, +// onAction } +// aircraft-model : buildAircraftModel() -> { group, animate, cockpitOffset } +// terrain.js : buildEnvironment(scene) -> { update, groundHeight, dispose } +// instruments.js : createInstruments(rootEl) -> { update, message, +// clearMessage, debug, reset } (DOM class contract in style.css) +// audio.js : createAudio() -> { start, setEngine, setWind, setStall, +// touchdown, setMuted, dispose } + +import * as THREE from '../vendor/three.module.min.js'; +import { WORLD } from './world.js'; +import { + createAircraft, resetAircraft, step, + getInstrumentData, getAeroSummary, +} from './physics.js'; +import { attachInput } from './controls.js'; +import { buildAircraftModel } from './aircraft-model.js'; +import { buildEnvironment } from './terrain.js'; +import { createInstruments } from './instruments.js'; +import { createAudio } from './audio.js'; + +// --------------------------------------------------------------------------- +// Tunables +// --------------------------------------------------------------------------- +const FIXED_DT = 1 / 120; // physics substep the caller guarantees +const MAX_STEPS_PER_FRAME = 8; +const MAX_FRAME_DT = 0.05; // clamp real dt (seconds) per frame +const CRASH_RESET_DELAY = 2.5; // s, auto reset after a crash +const LANDED_MSG_DURATION = 3.5; // s, LANDED banner lifetime + +const CAMERA_MODES = ['CHASE', 'COCKPIT', 'ORBIT']; + +// Chase offset in BODY frame: 8 m aft of the c.g., 2.2 m above centreline. +// (SPEC suggests ~[-8, 4, 0]; pure side view hides the nose-line, so we stay +// on the centreline and look slightly ahead of the nose instead.) +const CHASE_OFFSET = new THREE.Vector3(-8, 0, -2.2); +const CHASE_SMOOTH = 6.0; // 1/s lerp rate for chase position +const ORBIT_RADIUS = 55; // m +const ORBIT_HEIGHT = 18; // m above the c.g. +const ORBIT_SPEED = 0.12; // rad/s auto spin +const ORBIT_SMOOTH = 4.0; // 1/s lerp rate for orbit position + +// Cockpit view fix: a three.js camera looks down its LOCAL −Z, while the +// aircraft body +X is forward. Copying the physics quaternion alone would aim +// the view along body −Z (aircraft up), i.e. straight out of the canopy. +// Compose with a −90° rotation about the body Y axis so the view axis −Z +// lands on body +X (forward): q_cam = q_plane ∘ R_y(−π/2). +// (x, y, z, w) — same handedness convention as Object3D.quaternion. +const COCKPIT_Q = new THREE.Quaternion(0, -Math.SQRT1_2, 0, Math.SQRT1_2); + +// --------------------------------------------------------------------------- +// Bootstrap +// --------------------------------------------------------------------------- +const canvas = document.getElementById('sim'); +const hudRoot = document.getElementById('hud'); +const overlay = document.getElementById('start-overlay'); + +const renderer = new THREE.WebGLRenderer({ antialias: true, canvas }); +renderer.setPixelRatio(Math.min(window.devicePixelRatio || 1, 2)); +renderer.setSize(window.innerWidth, window.innerHeight); + +const scene = new THREE.Scene(); +const camera = new THREE.PerspectiveCamera( + 60, window.innerWidth / window.innerHeight, 0.5, 30000 +); + +const env = buildEnvironment(scene); // shadows default off (cheap path) +const model = buildAircraftModel(); +scene.add(model.group); + +const instruments = createInstruments(hudRoot); +const audio = createAudio(); +const controls = attachInput(canvas, {}); + +// --------------------------------------------------------------------------- +// Simulation state +// --------------------------------------------------------------------------- +const aircraft = createAircraft(); + +let paused = false; +let debugOn = false; +let cameraMode = 0; // 0 chase, 1 cockpit, 2 orbit +let camSnap = true; // snap camera on first frame / mode switch +let crashTimer = 0; +let landedMsgTimer = 0; +let wasLanded = false; +let muted = false; +let started = false; +let fps = 60; +let orbitAngle = -Math.PI / 2; // start looking at the ship from its starboard +let orbitHeight = ORBIT_HEIGHT; + +// Per-frame scratch (no allocations in the loop). +const planePos = new THREE.Vector3(); +const planeQuat = new THREE.Quaternion(); // physics [w,x,y,z] -> (x,y,z,w) +const tmpV = new THREE.Vector3(); +const tmpV2 = new THREE.Vector3(); +const eyeTarget = new THREE.Vector3(); +const offVec = new THREE.Vector3(); + +// --------------------------------------------------------------------------- +// Helpers +// --------------------------------------------------------------------------- +function syncModel() { + const p = aircraft.pos, q = aircraft.quat; + planePos.set(p[0], p[1], p[2]); + planeQuat.set(q[1], q[2], q[3], q[0]); // [w,x,y,z] -> (x,y,z,w) + model.group.position.copy(planePos); + model.group.quaternion.copy(planeQuat); +} + +function resetFlight() { + resetAircraft(aircraft); + controls.reset(); + instruments.reset(); + audio.setStall(false); + crashTimer = 0; + landedMsgTimer = 0; + wasLanded = false; +} + +function toggleSound() { + muted = !muted; + audio.setMuted(muted); +} + +function showDebugLines(data) { + if (!debugOn) { + instruments.debug(null); + return; + } + const s = getAeroSummary(aircraft); + instruments.debug([ + `RPM ${(aircraft.rpm * 100).toFixed(0)}% FPS ${fps.toFixed(0)}`, + `FUEL ${aircraft.fuelKg.toFixed(1)} kg`, + `ALPHA ${data.alphaDeg.toFixed(1)}° BETA ${data.betaDeg.toFixed(1)}°`, + `LIFT ${s.liftN.toFixed(0)} N DRAG ${s.dragN.toFixed(0)} N`, + `CL ${s.cl.toFixed(3)} CD ${s.cd.toFixed(3)} Q ${s.q.toFixed(1)} Pa`, + ]); +} + +function updateCamera(dt, data) { + // Chase / orbit: compute the desired eye position, then (unless snapping) + // lerp toward it; cockpit: hard-attach to the aircraft attitude. + if (cameraMode === 1) { + // --- cockpit --- + const off = model.cockpitOffset(); // [x, y, z] body frame + offVec.set(off[0], off[1], off[2]); + // g-load sway: positive g pushes the eye down (+Z body), negative g up. + const g = data.gLoad; + offVec.z += Math.max(-0.25, Math.min(0.25, (1 - g) * 0.10)); + eyeTarget.copy(offVec).applyQuaternion(planeQuat).add(planePos); + camera.position.copy(eyeTarget); + camera.quaternion.copy(planeQuat); + camera.quaternion.multiply(COCKPIT_Q); // aim view −Z along body +X (nose) + // cockpits need no snap logic — direct attach is already exact + camSnap = false; + return; + } + + if (cameraMode === 2) { + // --- orbit --- + orbitAngle += ORBIT_SPEED * dt; + const ca = Math.cos(orbitAngle), sa = Math.sin(orbitAngle); + eyeTarget.set( + planePos.x + ca * ORBIT_RADIUS, + planePos.y + orbitHeight, + planePos.z + sa * ORBIT_RADIUS + ); + const k = camSnap ? 1 : 1 - Math.exp(-ORBIT_SMOOTH * dt); + camera.position.lerp(eyeTarget, k); + tmpV.copy(planePos); // look at the ship + camera.lookAt(tmpV); + camSnap = false; + return; + } + + // --- chase --- + tmpV.copy(CHASE_OFFSET).applyQuaternion(planeQuat).add(planePos); + const k = camSnap ? 1 : 1 - Math.exp(-CHASE_SMOOTH * dt); + camera.position.lerp(tmpV, k); + // look slightly ahead of the nose so the horizon leads the frame + tmpV2.set(1, 0, 0).applyQuaternion(planeQuat).multiplyScalar(6).add(planePos); + camera.lookAt(tmpV2); + camSnap = false; +} + +// Drag-to-rotate for the orbit camera (canvas pointer events; HUD is +// pointer-events:none and the overlay is removed after start). +let orbitDragging = false; +let dragX = 0; +let dragY = 0; + +canvas.addEventListener('pointerdown', (e) => { + if (cameraMode !== 2) return; + orbitDragging = true; + dragX = e.clientX; + dragY = e.clientY; + try { canvas.setPointerCapture(e.pointerId); } catch (err) { /* no-op */ } +}); + +canvas.addEventListener('pointermove', (e) => { + if (!orbitDragging) return; + orbitAngle += (e.clientX - dragX) * 0.006; + orbitHeight = Math.max(2, Math.min(60, orbitHeight + (e.clientY - dragY) * 0.03)); + dragX = e.clientX; + dragY = e.clientY; +}); + +function endDrag() { orbitDragging = false; } +canvas.addEventListener('pointerup', endDrag); +canvas.addEventListener('pointercancel', endDrag); + +// --------------------------------------------------------------------------- +// Actions from controls.js +// --------------------------------------------------------------------------- +controls.onAction((action) => { + switch (action) { + case 'reset': + resetFlight(); + break; + case 'pause': + paused = !paused; + break; + case 'camera': + cameraMode = (cameraMode + 1) % CAMERA_MODES.length; + camSnap = true; + break; + case 'debug': + debugOn = !debugOn; + break; + case 'sound': + toggleSound(); + break; + // 'flaps' / 'gear' / 'brakes' need no side effect here: physics reads + // the toggles straight from the inputs object each step. + default: + break; + } +}); + +// --------------------------------------------------------------------------- +// Start overlay +// --------------------------------------------------------------------------- +function start() { + if (started) return; + started = true; + // A pre-start S/Enter keypress can toggle the mute flag before the graph + // exists (Enter on the focused START button fires both the sound action and + // this click). Always begin the flight audible — the first deliberate + // S/Enter press after start is then the user's real choice. + muted = false; + audio.setMuted(false); + audio.start(); // user gesture — must be inside the click + overlay.classList.add('hidden'); + try { canvas.focus(); } catch (err) { /* no-op */ } +} +overlay.addEventListener('click', start); + +// --------------------------------------------------------------------------- +// Resize +// --------------------------------------------------------------------------- +function onResize() { + const w = window.innerWidth; + const h = window.innerHeight; + camera.aspect = w / h; + camera.updateProjectionMatrix(); + renderer.setSize(w, h); +} +window.addEventListener('resize', onResize); + +// --------------------------------------------------------------------------- +// Fixed-timestep game loop +// --------------------------------------------------------------------------- +let acc = 0; +let lastT = performance.now(); + +function frame(now) { + requestAnimationFrame(frame); + + const realDt = Math.min(MAX_FRAME_DT, Math.max(0.0001, (now - lastT) / 1000)); + lastT = now; + fps = fps * 0.95 + (1 / realDt) * 0.05; + + const inputs = controls.getInputs(); + + if (!paused) { + acc += realDt; + let n = 0; + while (acc >= FIXED_DT && n < MAX_STEPS_PER_FRAME) { + step(aircraft, inputs, FIXED_DT); + acc -= FIXED_DT; + n++; + } + if (n === MAX_STEPS_PER_FRAME) acc = 0; // drop backlog (dt clamp makes rare) + syncModel(); + model.animate(aircraft, inputs, realDt); + } else { + syncModel(); // keep nav lights/parts synced + } + + const data = getInstrumentData(aircraft); + + // -- crash → red banner + auto reset -------------------------------------- + if (data.crashed && crashTimer <= 0) { + instruments.message('CRASH', 'crash'); + crashTimer = CRASH_RESET_DELAY; + } + if (crashTimer > 0) { + crashTimer -= realDt; + if (crashTimer <= 0) resetFlight(); + } + + // -- landed → banner + touchdown thump (one-shot edge) --------------------- + if (data.landed && !wasLanded) { + instruments.message('LANDED', 'info'); + audio.touchdown(); + landedMsgTimer = LANDED_MSG_DURATION; + } + wasLanded = data.landed; + if (landedMsgTimer > 0) { + landedMsgTimer -= realDt; + if (landedMsgTimer <= 0) instruments.clearMessage(); + } + + // -- cameras --------------------------------------------------------------- + updateCamera(realDt, data); + env.update(camera.position, realDt); + + // -- audio feed (safe no-ops before audio.start()) ------------------------- + // After a crash the engine is dead: silence it instead of looping the + // pre-crash rpm drone (physics freezes the engine params when crashed). + const engineLive = !aircraft.crashed; + audio.setEngine(engineLive ? aircraft.rpm : 0, engineLive ? aircraft.throttle : 0); + audio.setWind(data.airspeedMps); + audio.setStall(data.stall); + + // -- HUD -------------------------------------------------------------------- + instruments.update(data); + showDebugLines(data); + + renderer.render(scene, camera); +} + +requestAnimationFrame(frame); \ No newline at end of file diff --git a/src/physics.js b/src/physics.js new file mode 100644 index 0000000..6e5c54e --- /dev/null +++ b/src/physics.js @@ -0,0 +1,548 @@ +// src/physics.js — 6-DOF rigid-body flight model. +// Pure ESM, Node-safe (no DOM, no three.js). Implements SPEC §"physics model +// spec". Deterministic: no randomness anywhere. +// +// Conventions (SPEC, coords section): +// world : +Y up, +X east, +Z south (north = −Z) +// body : +X forward (nose), +Y starboard, +Z down +// quat : [w,x,y,z], body→world rotation (v_world = R(q)·v_body), matches +// three.js Object3D.quaternion (main.js copies q[1..3],q[0]). +// p/q/r : roll right / pitch up / yaw right (positive about body +X/+Y/+Z) +// inputs : elevator>0 nose-up, aileron>0 bank right, rudder>0 yaw right +// +// Sign notes (kept internally consistent, documented here): +// * Config Cmδe = −0.95, Cnδr = −0.11 are the standard "positive deflection +// (TE-down / TE-throws-left) → negative moment" derivatives for an aft +// tail. The control INPUT is the stick (elevator>0 means nose-up, rudder>0 +// means yaw-right), so the physical deflections are δe = −elev·dE_max and +// δr = −rudder·dR_max. Aileron uses δa = +aileron·dA_max (Clδa > 0). +// * Engine torque about +X is negative (opposes prop spin → rolls left), +// matching config.propTorque "opposes prop spin". Gyro moment is −ω×H. +// * SPAWN_QUAT below deviates from the literal value printed in SPEC (which +// produces a 90°-banked spawn); this value is the unique quaternion that +// satisfies the SPEC's own body-frame + heading-0-north + wings-level +// definitions (verified against three.js r160). + +import { cfg, atmo, atmoDensity, UNITS } from './config.js'; +import { getGroundHeight, WORLD } from './world.js'; + +const SUBSTEP = 1 / 240; // internal integration step (s) +const MAX_DT = 0.1; // defensive cap on a single step() call +const V_DAMP = 1.0; // m/s floor for the (·/(2V)) damping quotients +const V_FORCE = 0.5; // m/s floor for vel/V unit-vector quotients +const RAD2DEG = 180 / Math.PI; + +// Spawn attitude: heading 0 (north), wings level. physics [w,x,y,z] = [0.5,0.5,0.5,−0.5] +// maps body +X→(0,0,−1), +Y→(1,0,0), +Z→(0,−1,0). See header note. +const SPAWN_QUAT = [0.5, 0.5, 0.5, -0.5]; + +const NEUTRAL_INPUTS = Object.freeze({ + elevator: 0, aileron: 0, rudder: 0, throttle: 0, + flaps: 0.25, gear: true, brakes: true, +}); + +function clamp(v, lo, hi) { return v < lo ? lo : v > hi ? hi : v; } +function clamp01(v) { return v < 0 ? 0 : v > 1 ? 1 : v; } + +// ---- quaternion helpers (physics order [w,x,y,z]) -------------------------- + +function qMul(a, b) { + const [w1, x1, y1, z1] = a; + const [w2, x2, y2, z2] = b; + return [ + w1 * w2 - x1 * x2 - y1 * y2 - z1 * z2, + w1 * x2 + x1 * w2 + y1 * z2 - z1 * y2, + w1 * y2 - x1 * z2 + y1 * w2 + z1 * x2, + w1 * z2 + x1 * y2 - y1 * x2 + z1 * w2, + ]; +} + +function qInv(q) { return [q[0], -q[1], -q[2], -q[3]]; } + +function qNorm(q) { + const l = Math.sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]); + if (!(l > 0)) return [1, 0, 0, 0]; + const k = 1 / l; + return [q[0] * k, q[1] * k, q[2] * k, q[3] * k]; +} + +/** Rotate a vector by quaternion q (body → world). */ +function qvRot(q, v) { + const [w, x, y, z] = q; + const [vx, vy, vz] = v; + const tx = 2 * (y * vz - z * vy); + const ty = 2 * (z * vx - x * vz); + const tz = 2 * (x * vy - y * vx); + return [ + vx + w * tx + (y * tz - z * ty), + vy + w * ty + (z * tx - x * tz), + vz + w * tz + (x * ty - y * tx), + ]; +} + +/** Rotate a vector by the inverse of q (world → body). */ +function qvInv(q, v) { return qvRot(qInv(q), v); } + +// ---- attitude -------------------------------------------------------------- + +function getAttitude(q) { + const nose = qvRot(q, [1, 0, 0]); + const star = qvRot(q, [0, 1, 0]); + const down = qvRot(q, [0, 0, 1]); // body +Z (belly) in world + let headingDeg = Math.atan2(nose[0], -nose[2]) * RAD2DEG; // clockwise from north + if (headingDeg < 0) headingDeg += 360; + const pitchDeg = Math.asin(clamp(nose[1], -1, 1)) * RAD2DEG; + const bankDeg = Math.atan2(-star[1], -down[1]) * RAD2DEG; // + = right wing down + return { headingDeg, pitchDeg, bankDeg, inverted: down[1] > 0 }; +} + +// ---- inertia ----------------------------------------------------------------- + +// Inertia tensor (symmetric, aircraft convention: off-diagonal −Ixz). +// I = [[Ixx, 0, −Ixz], [0, Iyy, 0], [−Ixz, 0, Izz]] +function angAccel(w, M) { + const { Ixx, Iyy, Izz, Ixz } = cfg; + const hx = Ixx * w[0] - Ixz * w[2]; + const hy = Iyy * w[1]; + const hz = -Ixz * w[0] + Izz * w[2]; + const cx = w[1] * hz - w[2] * hy; // ω × (I·ω) + const cy = w[2] * hx - w[0] * hz; + const cz = w[0] * hy - w[1] * hx; + const tx = M[0] - cx; + const ty = M[1] - cy; + const tz = M[2] - cz; + const det = Ixx * Izz - Ixz * Ixz; + return [ + (Izz * tx + Ixz * tz) / det, + ty / Iyy, + (Ixz * tx + Ixx * tz) / det, + ]; +} + +// ---- aerodynamics ------------------------------------------------------------- + +/** + * Evaluate aero + engine forces/moments for the current state. + * Returns body-frame force F (aero + thrust), moment M (aero + prop torque + + * gyro), and the coefficient set used by step() and the summary functions. + */ +function aeroEval(a, ctrl, V, rho) { + const vx = a.vel[0], vy = a.vel[1], vz = a.vel[2]; + + // Angles of attack / sideslip. + // NOTE: SPEC writes α = atan2(−vel.z, vel.x), but with the "+Z down" body + // frame and CLalpha>0 the physically correct stability-axis angle is + // α = atan2(vel.z, vel.x) (positive α = nose up into the flow = positive + // lift). The SPEC sign yields negative lift for a nose-up climb, which + // inverts the whole longitudinal model (verified empirically: the trim + // equilibrium diverges). Corrected here; see file header. + const alpha = Math.atan2(vz, vx); + const beta = V > V_DAMP ? Math.asin(clamp(vy / V, -1, 1)) : 0; + const qbar = 0.5 * rho * V * V; + const stall = Math.abs(alpha) > cfg.alphaCrit; + + // Physical control deflections (rad) — see file header sign notes. + const de = -clamp(ctrl.elevator, -1, 1) * cfg.dE_max; + const da = clamp(ctrl.aileron, -1, 1) * cfg.dA_max; + const dr = -clamp(ctrl.rudder, -1, 1) * cfg.dR_max; + + // --- lift curve with smooth (continuous) stall blend ---------------------- + // Linear CL up to |α| = aSat (where it equals CLmax), then smoothstep-blend + // to CLmax at α_crit, then exponential decay toward the flat-plate regime. + const linCl = cfg.CL0 + cfg.CLalpha * alpha; + const aAbs = Math.abs(alpha); + const aSat = (cfg.CLmax - cfg.CL0) / cfg.CLalpha; // ≈ 0.264 rad < αcrit + const sCLmax = Math.sign(alpha) * cfg.CLmax; + let clBase; + if (aAbs <= aSat) { + clBase = linCl; + } else if (aAbs <= cfg.alphaCrit) { + const t = (aAbs - aSat) / (cfg.alphaCrit - aSat); + const s = t * t * (3 - 2 * t); + clBase = linCl + (sCLmax - linCl) * s; + } else { + clBase = sCLmax * Math.exp(-(aAbs - cfg.alphaCrit) / 0.35); + } + + // Flaps + deterministic ground effect. + const gH = getGroundHeight(a.pos[0], a.pos[2]); + const hAGL = a.pos[1] - gH; + const geFrac = clamp01(1 - hAGL / (1.5 * cfg.b)); + const cl = clBase + cfg.flapEff * a.flaps + clBase * cfg.groundEff * geFrac; + + // --- drag ------------------------------------------------------------------ + const flapCd = a.flaps <= 0.25 + ? cfg.dCD_flapsMid * (a.flaps / 0.25) + : cfg.dCD_flapsMid + (cfg.dCD_flapsFull - cfg.dCD_flapsMid) * ((a.flaps - 0.25) / 0.75); + const flatPlate = 1.15 * clamp01((aAbs - cfg.alphaCrit) / 0.45); + const cd = cfg.CD0 + cfg.kInd * cl * cl + flapCd + (a.gearDown ? cfg.dCD_gear : 0) + flatPlate; + + // --- side force ------------------------------------------------------------- + const cy = cfg.CYβ * beta + cfg.CYδr * dr; + const sideN = qbar * cfg.S * cy; + + // --- moments (rad conventions; damping quotients protected at low V) -------- + const vD = Math.max(V, V_DAMP); + const p = a.angVel[0], q = a.angVel[1], r = a.angVel[2]; + const Cm = cfg.Cm0 + cfg.CmAlpha * alpha + cfg.Cmδe * de + cfg.Cmq * (q * cfg.cBar / (2 * vD)); + const Cl = cfg.Clβ * beta + cfg.Clδa * da + cfg.Clp * (p * cfg.b / (2 * vD)) + cfg.Clδr * dr; + const Cn = cfg.Cnβ * beta + cfg.Cnδr * dr + cfg.Cnδa * da + cfg.Cnr * (r * cfg.b / (2 * vD)); + const Maero = [ + qbar * cfg.S * cfg.b * Cl, + qbar * cfg.S * cfg.cBar * Cm, + qbar * cfg.S * cfg.b * Cn, + ]; + + // --- engine: thrust, prop torque (rolls left), gyro precession --------------- + const rpm = a.rpm; + const denRatio = Math.pow(rho / atmo.rho0, 0.7); + const engineLive = a.engineOn && rpm > 0; + const T = engineLive ? cfg.Tmax * rpm * denRatio : 0; + const engMx = engineLive ? -cfg.propTorque * cfg.Tmax * cfg.propD * rpm : 0; + const Hx = engineLive ? cfg.Iprop * (rpm * cfg.propRpmMax * (2 * Math.PI / 60)) : 0; + const Mgyro = [0, -r * Hx, q * Hx]; // −ω × H, H = Iprop·ω_prop·[1,0,0] + + // --- resultant force: lift ⊥ velocity (x-z plane), drag along −v ------------ + const vxz = Math.hypot(vx, vz); + let liftDir = [0, 0, -1]; // guard: pure vertical flight + if (vxz > 1e-6) { + const inv = 1 / vxz; + liftDir = [vz * inv, 0, -vx * inv]; // up = −ẑ rotated by α about +Y + } + const L = qbar * cfg.S * cl; // signed coefficient → signed lift + const D = qbar * cfg.S * cd; + const vScale = 1 / Math.max(V, V_FORCE); // avoid 0/0 at rest + const F = [ + L * liftDir[0] - D * vx * vScale + T, + L * liftDir[1] - D * vy * vScale + sideN, + L * liftDir[2] - D * vz * vScale, + ]; + const M = [Maero[0] + engMx + Mgyro[0], Maero[1] + Mgyro[1], Maero[2] + Mgyro[2]]; + + // Load factor along body up (−ẑ); ≈ 1 in steady level flight. + const gLoad = -(F[2]) / (cfg.mass * cfg.g); + + return { alpha, beta, qbar, cl, cd, cy, stall, F, M, gLoad }; +} + +// ---- engine spool + fuel ------------------------------------------------------ + +function engineAndFuel(a, ctrl, h) { + const live = a.fuelKg > 0; + const target = live ? Math.max(cfg.rpmIdle, clamp(ctrl.throttle, 0, 1)) : 0; + a.rpm += (target - a.rpm) * (h / cfg.engTau); + if (a.rpm < 0) a.rpm = 0; + a.engineOn = live && a.rpm > 0.005; + if (live) { + a.fuelKg = Math.max(0, a.fuelKg - cfg.fuelBurn * a.rpm * clamp(ctrl.throttle, 0, 1) * h); + if (a.fuelKg <= 0) { a.engineOn = false; a.rpm = 0; } + } +} + +// ---- ground handling ------------------------------------------------------------ + +// Main gears fore/aft of the CG (body x) and their wheel-bottom height. +// Taildragger config: main gear + tailwheel (no nose gear in the model). +const GEAR_MAIN = [0.55, 0, cfg.wheelH]; // wheel bottom, body coords +const GEAR_TAIL = [-3.0, 0, 0.88]; + +/** World-Y offsets of main and tail gear bottoms relative to the CG. */ +function gearOffsetsY(q) { + return { + mainY: qvRot(q, GEAR_MAIN)[1], + tailY: qvRot(q, GEAR_TAIL)[1], + }; +} + +function integrateGround(a, ctrl, h, aeroUpY) { + const gH = getGroundHeight(a.pos[0], a.pos[2]); + const touchY = gH + cfg.wheelH; + if (a.pos[1] > touchY) { + a.groundContact = false; + a.landed = false; // airborne again → not landed (was sticky) + return; + } + const wasAirborne = !a.groundContact; + a.groundContact = true; + + const vW = qvRot(a.quat, a.vel); + const sink = -vW[1]; + + // Crash classification only on the airborne → contact transition. + if (wasAirborne && !a.crashed) { + const att = getAttitude(a.quat); + const maxVz = a.gearDown ? cfg.maxTouchVz : cfg.maxTouchVzGearUp; + const attCrash = att.inverted || Math.abs(att.bankDeg) > cfg.crashRollDeg || + att.pitchDeg < cfg.crashPitchDeg; + if (attCrash || sink > maxVz) { + a.crashed = true; + a.impactSpeed = Math.max(a.impactSpeed, sink); + } + } + + // Three-point gear geometry: the CG rests on the LOWEST gear; nose-up + // rotation lifts the CG off the mains (tail down → CG rises), which the + // elevator must buy with real work. Prevents ground rotation to a stall. + const { mainY, tailY } = gearOffsetsY(a.quat); + const contY = gH - Math.min(mainY, tailY); + + // Liftoff: when aero+thrust vertical force beats weight, release the + // vertical clamp so the aircraft can climb away (the classic rotate). + const liftOff = !a.crashed && aeroUpY > cfg.mass * cfg.g && vW[1] >= -0.5; + + if (a.pos[1] < contY) a.pos[1] = contY; + if (liftOff) { + // leave vertical velocity intact → airplane leaves the ground + } else { + vW[1] = 0; + } + const vH = Math.hypot(vW[0], vW[2]); + + // Rolling friction (brakes ×3) — also bleeds speed after a crash settle. + if (vH > 1e-6) { + const mu = a.brakes ? 3 * cfg.rollFriction : cfg.rollFriction; + const dv = Math.min(mu * cfg.g * h, vH); + vW[0] -= (vW[0] / vH) * dv; + vW[2] -= (vW[2] / vH) * dv; + } else { + vW[0] = 0; + vW[2] = 0; + } + + // Ground steering: yaw moment ∝ rudder · speed (SPEC). + if (!a.crashed) { + // The main gear physically resists banking on the ground. Damp roll and + // pull the bank attitude back toward wings-level (PD), so prop torque + // does not roll the airframe over while taxiing. Pitch and yaw stay + // free for rotation/steering. + const bankNow = Math.atan2(-qvRot(a.quat, [0, 1, 0])[1], -qvRot(a.quat, [0, 0, 1])[1]); + const pTarget = -bankNow * 4; // /s, restore toward level + const k = 1 - Math.exp(-h * 8); + a.angVel[0] += (pTarget - a.angVel[0]) * k; + // Tail resting on the ground blocks further nose-up rotation (taildragger + // three-point); likewise the main gear blocks nothing nose-down here. + if (tailY < mainY - 0.02 && a.angVel[1] > 0) a.angVel[1] = 0; + const vH2 = Math.hypot(vW[0], vW[2]); + if (vH2 > 0.5) { + const steerM = cfg.steerGain * clamp(ctrl.rudder, -1, 1) * Math.min(vH2, 20) * + (cfg.mass * cfg.g * cfg.cBar) / 10; + a.angVel[2] += (steerM / cfg.Izz) * h; + } + } + + a.vel = qvInv(a.quat, vW); + a.landed = !a.crashed && a.airTime > 0.5; +} + +// ---- single substep ---------------------------------------------------------------- + +function substep(a, ctrl, h) { + const rho = atmoDensity(a.pos[1]); + const V = Math.hypot(a.vel[0], a.vel[1], a.vel[2]); + + if (!a.crashed) { + const e = aeroEval(a, ctrl, V, rho); + // gravity in body frame + const gB = qvInv(a.quat, [0, -cfg.g, 0]); + // Rotating-frame (body) acceleration: a_body = F/m + g − ω×v + // (transport theorem; without −ω×v the world velocity would rotate with + // the airframe and the aircraft could never stall in a pull-up). + const wxv = [ + a.angVel[1] * a.vel[2] - a.angVel[2] * a.vel[1], + a.angVel[2] * a.vel[0] - a.angVel[0] * a.vel[2], + a.angVel[0] * a.vel[1] - a.angVel[1] * a.vel[0], + ]; + a.vel[0] += (e.F[0] + gB[0] * cfg.mass) * (h / cfg.mass) - wxv[0] * h; + a.vel[1] += (e.F[1] + gB[1] * cfg.mass) * (h / cfg.mass) - wxv[1] * h; + a.vel[2] += (e.F[2] + gB[2] * cfg.mass) * (h / cfg.mass) - wxv[2] * h; + + const acc = angAccel(a.angVel, e.M); + a.angVel[0] += acc[0] * h; + a.angVel[1] += acc[1] * h; + a.angVel[2] += acc[2] * h; + + engineAndFuel(a, ctrl, h); + a._aero = e; // cached for instrument/summary callbacks within this step + } else { + // crashed: gravity + gentle settle (controls frozen). + const gB = qvInv(a.quat, [0, -cfg.g, 0]); + const wxv = [ + a.angVel[1] * a.vel[2] - a.angVel[2] * a.vel[1], + a.angVel[2] * a.vel[0] - a.angVel[0] * a.vel[2], + a.angVel[0] * a.vel[1] - a.angVel[1] * a.vel[0], + ]; + a.vel[0] += gB[0] * h - wxv[0] * h; + a.vel[1] += gB[1] * h - wxv[1] * h; + a.vel[2] += gB[2] * h - wxv[2] * h; + a.angVel[0] *= 1 - 0.5 * h; // mild damping so the wreck settles + a.angVel[1] *= 1 - 0.5 * h; + a.angVel[2] *= 1 - 0.5 * h; + } + + // Integrate quaternion (q̇ = ½·q⊗ω_q with ω_q = body rates [0,p,q,r]; + // left-multiplication form would require world-frame ω) and normalize. + const wq = [0, a.angVel[0], a.angVel[1], a.angVel[2]]; + const dq = qMul(a.quat, wq); + a.quat = qNorm([ + a.quat[0] + dq[0] * h * 0.5, + a.quat[1] + dq[1] * h * 0.5, + a.quat[2] + dq[2] * h * 0.5, + a.quat[3] + dq[3] * h * 0.5, + ]); + + // Position from world velocity. + const vW = qvRot(a.quat, a.vel); + a.pos[0] += vW[0] * h; + a.pos[1] += vW[1] * h; + a.pos[2] += vW[2] * h; + + // Vertical (world-Y) aero+thrust force for the liftoff release test. + const aeroUpY = a.crashed ? 0 : qvRot(a.quat, a._aero ? a._aero.F : [0, 0, 0])[1]; + integrateGround(a, ctrl, h, aeroUpY); + + if (a.groundContact) a.groundTime += h; + else a.airTime += h; +} + +// ---- public API ------------------------------------------------------------------ + +export function createAircraft() { + const sx = WORLD.spawn.x; + const sz = WORLD.spawn.z; + const sy = getGroundHeight(sx, sz) + cfg.wheelH; + return { + pos: [sx, sy, sz], + quat: [...SPAWN_QUAT], + vel: [0, 0, 0], + angVel: [0, 0, 0], + throttle: 0, + rpm: cfg.rpmIdle, + flaps: 0.25, + gearDown: true, + brakes: true, + fuelKg: cfg.fuelKg, + engineOn: true, + crashed: false, + landed: false, + groundContact: true, + groundTime: 0, + airTime: 0, + impactSpeed: 0, + spawnPos: [sx, sy, sz], + spawnQuat: [...SPAWN_QUAT], + _in: { ...NEUTRAL_INPUTS }, + _aero: null, + }; +} + +export function resetAircraft(a) { + a.pos[0] = a.spawnPos[0]; a.pos[1] = a.spawnPos[1]; a.pos[2] = a.spawnPos[2]; + a.quat[0] = a.spawnQuat[0]; a.quat[1] = a.spawnQuat[1]; + a.quat[2] = a.spawnQuat[2]; a.quat[3] = a.spawnQuat[3]; + a.vel[0] = 0; a.vel[1] = 0; a.vel[2] = 0; + a.angVel[0] = 0; a.angVel[1] = 0; a.angVel[2] = 0; + a.throttle = 0; + a.rpm = cfg.rpmIdle; + a.flaps = 0.25; + a.gearDown = true; + a.brakes = true; + a.fuelKg = cfg.fuelKg; + a.engineOn = true; + a.crashed = false; + a.landed = false; + a.groundContact = true; + a.groundTime = 0; + a.airTime = 0; + a.impactSpeed = 0; + a._in = { ...NEUTRAL_INPUTS }; + a._aero = null; +} + +/** + * Advance the simulation. dt must be ≤ 1/120 (caller guarantee); internally + * the step is substepped to ≤ 1/240. Deterministic. + */ +export function step(aircraft, inputs, dt) { + if (!(dt > 0)) return; + const d = Math.min(dt, MAX_DT); + const n = Math.max(1, Math.ceil(d / SUBSTEP)); + const h = d / n; + + const ctrl = inputs && typeof inputs === 'object' ? inputs : NEUTRAL_INPUTS; + // Copy the (single) control snapshot into state for instruments/summary; + // sanitize so a NaN/±Infinity in the caller's inputs cannot poison the sim. + const fnum = (v, dflt) => (typeof v === 'number' && Number.isFinite(v)) ? v : dflt; + aircraft._in = { + elevator: fnum(ctrl.elevator, 0), + aileron: fnum(ctrl.aileron, 0), + rudder: fnum(ctrl.rudder, 0), + throttle: Math.max(0, Math.min(1, fnum(ctrl.throttle, 0))), + flaps: Math.max(0, Math.min(1, fnum(ctrl.flaps, aircraft.flaps))), + gear: ctrl.gear === undefined ? aircraft.gearDown : !!ctrl.gear, + brakes: ctrl.brakes === undefined ? aircraft.brakes : !!ctrl.brakes, + }; + // Gear/flaps/brakes are inputs-driven state (undefined = keep current). + aircraft.gearDown = aircraft._in.gear; + aircraft.flaps = aircraft._in.flaps; + aircraft.brakes = aircraft._in.brakes; + aircraft.throttle = aircraft._in.throttle; + + for (let i = 0; i < n; i++) substep(aircraft, aircraft._in, h); +} + +export function getAeroSummary(aircraft) { + const V = Math.hypot(aircraft.vel[0], aircraft.vel[1], aircraft.vel[2]); + const rho = atmoDensity(aircraft.pos[1]); + const e = aeroEval(aircraft, aircraft._in || NEUTRAL_INPUTS, V, rho); + return { + alpha: e.alpha, + beta: e.beta, + q: e.qbar, + liftN: e.qbar * cfg.S * e.cl, // signed: negative = lift directed downward + dragN: e.qbar * cfg.S * e.cd, // magnitude opposing motion + sideN: e.qbar * cfg.S * e.cy, // signed along +Y (starboard) + cl: e.cl, + cd: e.cd, + stall: e.stall, + vtas: V, + }; +} + +export function getInstrumentData(aircraft) { + const V = Math.hypot(aircraft.vel[0], aircraft.vel[1], aircraft.vel[2]); + const rho = atmoDensity(aircraft.pos[1]); + const e = aeroEval(aircraft, aircraft._in || NEUTRAL_INPUTS, V, rho); + const vW = qvRot(aircraft.quat, aircraft.vel); + const att = getAttitude(aircraft.quat); + return { + airspeedMps: V, + airspeedKts: V * UNITS.ktsPerMps, + altM: aircraft.pos[1], + altFt: aircraft.pos[1] * UNITS.ftPerM, + vsMps: vW[1], + vsFpm: vW[1] * UNITS.fpmPerMps, + headingDeg: att.headingDeg, + pitchDeg: att.pitchDeg, + bankDeg: att.bankDeg, + rollRateDps: aircraft.angVel[0] * RAD2DEG, + pitchRateDps: aircraft.angVel[1] * RAD2DEG, + yawRateDps: aircraft.angVel[2] * RAD2DEG, + alphaDeg: e.alpha * RAD2DEG, + betaDeg: e.beta * RAD2DEG, + gLoad: e.gLoad, + stall: e.stall, + engineOn: aircraft.engineOn, + rpm: aircraft.rpm, + throttle: aircraft.throttle, + flapsPos: aircraft.flaps, + gearDown: aircraft.gearDown, + brakes: aircraft.brakes, + fuelKg: aircraft.fuelKg, + groundContact: aircraft.groundContact, + landed: aircraft.landed, + crashed: aircraft.crashed, + onGround: aircraft.groundContact, + rolling: aircraft.groundContact && Math.hypot(vW[0], vW[2]) > 0.5, + airTimeS: aircraft.airTime, + }; +} \ No newline at end of file diff --git a/src/terrain.js b/src/terrain.js new file mode 100644 index 0000000..fac8bf2 --- /dev/null +++ b/src/terrain.js @@ -0,0 +1,416 @@ +// src/terrain.js — Environment agent module. +// Builds sky dome, sun/hemisphere lights, elevation-mapped ground, runway +// carpet, water and wrap-around clouds. Elevation sampling ALWAYS delegates to +// world.getGroundHeight (single source of truth — shared with physics). +// Rendering-only module: no physics, no state mutation of aircraft. +// +// exports: +// buildEnvironment(scene, opts?) -> { update(camPos, dt), groundHeight(x,z), dispose() } +// opts = { shadows: boolean } — when true: 4096px shadow map on the sun, +// ground receive+cast, runway receive+cast, water receive. The integrator +// must ALSO set renderer.shadowMap.enabled = true (and e.g. +// renderer.shadowMap.type = THREE.PCFSoftShadowMap); terrain.js cannot reach +// the renderer. Default false => zero shadow cost. + +import * as THREE from '../vendor/three.module.min.js'; +import { WORLD, getGroundHeight } from './world.js'; + +// --------------------------------------------------------------------------- +// Constants (SI) +// --------------------------------------------------------------------------- +const SIZE = WORLD.size; // 8000 m ground extent (square) +const SEGMENTS = 192; // ground grid resolution (per side) +const CLOUD_COUNT = 28; +const CLOUD_BOX = 6000; // m: cloud tile period in x/z +const CLOUD_Y_MIN = 350; // m +const CLOUD_Y_MAX = 800; // m +const SKY_RADIUS = 14000; // m: sky dome (beyond fog far) +const WATER_EXTENT = 16000; // m: water sheet half-extent*2 + +const SUN_DIR = [0.6, 0.75, 0.4]; // light shining FROM this direction +const SUN_DIST = 3000; // m: light position along SUN_DIR +const SUN_INTENSITY = 2.2; +const HEMI_INTENSITY = 0.55; + +const FOG_NEAR = 2000; // m +const FOG_FAR = 6500; // m + +// Palette authored in sRGB; THREE.Color converts to the working (linear) +// space on construction (color management is on by default in r160). +const C_SAND = new THREE.Color(0xd6c494); +const C_GRASS = new THREE.Color(0x6f9a45); +const C_ROCK = new THREE.Color(0x8b837a); +const C_SNOW = new THREE.Color(0xf2f5f8); +const C_ZENITH = new THREE.Color(0x2b6fb3); // upper-sky blue +const C_HORIZON = new THREE.Color(0xd2e0ec); // haze — matches scene fog +const C_BELOW = new THREE.Color(0xb3bfbd); // dome below the horizon line + +// --------------------------------------------------------------------------- +// Deterministic cosmetic PRNG (mulberry32, fixed seed). Cloud placement is +// static scenery, but keeping it deterministic honours SPEC rule 4 and makes +// every run look identical (stable screenshots, reproducible tests). +// --------------------------------------------------------------------------- +function mulberry32(seed) { + let a = seed >>> 0; + return function () { + a |= 0; + a = (a + 0x6d2b79f5) | 0; + let t = Math.imul(a ^ (a >>> 15), 1 | a); + t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t; + return ((t ^ (t >>> 14)) >>> 0) / 4294967296; + }; +} + +function smoothstep01(t) { + const u = Math.min(1, Math.max(0, t)); + return u * u * (3 - 2 * u); +} + +function makeCanvas(w, h) { + const cv = document.createElement('canvas'); + cv.width = w; + cv.height = h; + return cv; +} + +// --------------------------------------------------------------------------- +// Terrain colour by height (with narrow blend bands so zones don't band). +// Actual world maxima are ~107 m, so the rock->snow taper starts near 96 m to +// give the highest peaks snow caps; pure >120 snow never occurs on this map. +// --------------------------------------------------------------------------- +function colorForHeight(h, wx, wz, out) { + let col; + if (h < 2) { + col = C_SAND; + } else if (h < 8) { + col = C_SAND.clone().lerp(C_GRASS, smoothstep01((h - 2) / 6)); + } else if (h < 42) { + col = C_GRASS; + } else if (h < 52) { + col = C_GRASS.clone().lerp(C_ROCK, smoothstep01((h - 42) / 10)); + } else if (h < 96) { + col = C_ROCK; + } else { + col = C_ROCK.clone().lerp(C_SNOW, smoothstep01((h - 96) / 12)); + } + // deterministic mottle so big zones aren't dead-flat + const m = 1 + 0.09 * Math.sin(wx * 0.5236 + 1.7) * Math.cos(wz * 0.3142); + out.copy(col).multiplyScalar(Math.min(1.08, Math.max(0.92, m))); + return out; +} + +// --------------------------------------------------------------------------- +// Canvas textures +// --------------------------------------------------------------------------- +function makeRunwayTexture() { + const rw = WORLD.runway; + const W = 2048; + const H = 4096; + const cv = makeCanvas(W, H); + const ctx = cv.getContext('2d'); + const pxX = W / rw.width; // px per metre across (45.5) + const pxZ = H / rw.length; // px per metre along (2.05) + const cy = (zWorld) => H * (zWorld / rw.length + 0.5); // world z -> canvas y + + // asphalt base + ctx.fillStyle = '#4c4c50'; + ctx.fillRect(0, 0, W, H); + + // subtle deterministic wear bands + for (let i = 0; i < 40; i++) { + const z = -rw.length / 2 + i * (rw.length / 40); + ctx.fillStyle = (i * 7 + 3) % 13 === 0 ? 'rgba(0,0,0,0.10)' : 'rgba(255,255,255,0.035)'; + ctx.fillRect(0, cy(z), W, Math.max(1, pxZ * 3)); + } + + // solid white edge lines, ~1.2 m inboard of each edge + const edgeInset = pxX * 1.2; + const edgeW = Math.max(2, pxX * 0.35); + ctx.fillStyle = '#f2f2ea'; + ctx.fillRect(edgeInset, 0, edgeW, H); + ctx.fillRect(W - edgeInset - edgeW, 0, edgeW, H); + + // dashed centerline: 30 m on / 30 m off, 0.9 m wide + const half = W / 2; + const dashW = Math.max(2, pxX * 0.9); + for (let z = -rw.length / 2 + 45; z < rw.length / 2 - 45; z += 60) { + ctx.fillRect(half - dashW / 2, cy(z + 30), dashW, pxZ * 30); + } + + // threshold stripes at both ends (6 bars, 2.2 m on / 2.2 m off, 8 m in) + const barLen = Math.max(2, pxZ * 2.2); + for (let k = 0; k < 6; k++) { + for (const end of [1, -1]) { + const z0 = end * (rw.length / 2 - 8 - k * 4.4 - 2.2); + ctx.fillRect(edgeInset, cy(z0 + 2.2), W - 2 * edgeInset, barLen); + } + } + + // threshold numbers: '36' near north end, '18' near south end, painted + // upright for a pilot landing on that end (canvas top == world north). + ctx.font = 'bold 400px Arial, sans-serif'; + ctx.textAlign = 'center'; + ctx.textBaseline = 'middle'; + ctx.fillStyle = '#f2f2ea'; + ctx.fillText('36', half, cy(-rw.length / 2 + 95)); + ctx.fillText('18', half, cy(rw.length / 2 - 95)); + + const tex = new THREE.CanvasTexture(cv); + tex.colorSpace = THREE.SRGBColorSpace; + tex.anisotropy = 8; + return tex; +} + +function makeWaterTexture() { + const S = 256; + const cv = makeCanvas(S, S); + const ctx = cv.getContext('2d'); + ctx.fillStyle = '#3b6e92'; + ctx.fillRect(0, 0, S, S); + // deterministic ripple streaks (cosmetic) — tile repeats over the sheet + ctx.lineWidth = 1.5; + for (let i = 0; i < 22; i++) { + const y = (i / 22) * S; + ctx.strokeStyle = i % 3 === 0 + ? 'rgba(168,208,235,0.28)' + : 'rgba(12,40,66,0.18)'; + ctx.beginPath(); + for (let x = 0; x <= S; x += 8) { + const yy = y + Math.sin((x + i * 13) / 17) * 2.2; + if (x === 0) ctx.moveTo(x, yy); + else ctx.lineTo(x, yy); + } + ctx.stroke(); + } + const tex = new THREE.CanvasTexture(cv); + tex.colorSpace = THREE.SRGBColorSpace; + tex.wrapS = tex.wrapT = THREE.RepeatWrapping; + tex.repeat.set(8, 8); + tex.anisotropy = 4; + return tex; +} + +function makeCloudTexture() { + const S = 128; + const cv = makeCanvas(S, S); + const ctx = cv.getContext('2d'); + const g = ctx.createRadialGradient(S / 2, S / 2, S * 0.06, S / 2, S / 2, S / 2); + g.addColorStop(0, 'rgba(255,255,255,0.96)'); + g.addColorStop(0.5, 'rgba(255,255,255,0.55)'); + g.addColorStop(1, 'rgba(255,255,255,0)'); + ctx.fillStyle = g; + ctx.fillRect(0, 0, S, S); + const tex = new THREE.CanvasTexture(cv); + tex.colorSpace = THREE.SRGBColorSpace; + return tex; +} + +// --------------------------------------------------------------------------- +// Builders +// --------------------------------------------------------------------------- +function buildSky(scene) { + const geo = new THREE.SphereGeometry(SKY_RADIUS, 48, 32); + const pos = geo.attributes.position; + const n = pos.count; + const cols = new Float32Array(n * 3); + const tmp = new THREE.Color(); + for (let i = 0; i < n; i++) { + const ny = pos.getY(i) / SKY_RADIUS; // -1 bottom .. +1 top + if (ny <= 0) tmp.copy(C_BELOW).lerp(C_HORIZON, 1 + ny); + else tmp.copy(C_HORIZON).lerp(C_ZENITH, smoothstep01(ny)); + cols[i * 3] = tmp.r; + cols[i * 3 + 1] = tmp.g; + cols[i * 3 + 2] = tmp.b; + } + geo.setAttribute('color', new THREE.BufferAttribute(cols, 3)); + const mat = new THREE.MeshBasicMaterial({ + vertexColors: true, + side: THREE.BackSide, + fog: false, // sky must NOT be fogged (it is beyond fog far) + depthWrite: false, // drawn first, never occludes scene geometry + }); + const mesh = new THREE.Mesh(geo, mat); + mesh.renderOrder = -1; + scene.add(mesh); + return { mesh, geo, mat }; +} + +function buildGround(scene, shadows) { + const geo = new THREE.PlaneGeometry(SIZE, SIZE, SEGMENTS, SEGMENTS); + geo.rotateX(-Math.PI / 2); // now lies in the x-z plane (world +Y up) + const pos = geo.attributes.position; + const count = pos.count; + const cols = new Float32Array(count * 3); + const tmp = new THREE.Color(); + for (let i = 0; i < count; i++) { + const wx = pos.getX(i); + const wz = pos.getZ(i); + const h = getGroundHeight(wx, wz); + pos.setY(i, h); + colorForHeight(h, wx, wz, tmp); + cols[i * 3] = tmp.r; + cols[i * 3 + 1] = tmp.g; + cols[i * 3 + 2] = tmp.b; + } + geo.setAttribute('color', new THREE.BufferAttribute(cols, 3)); + geo.computeVertexNormals(); + const mat = new THREE.MeshStandardMaterial({ + vertexColors: true, + roughness: 1, + metalness: 0, + }); + const mesh = new THREE.Mesh(geo, mat); + mesh.receiveShadow = shadows; + mesh.castShadow = true; // spec: ground casts too (harmless when shadows off) + scene.add(mesh); + return { mesh, geo, mat }; +} + +function buildRunway(scene, shadows) { + const rw = WORLD.runway; + const geo = new THREE.PlaneGeometry(rw.width, rw.length, 1, 1); + geo.rotateX(-Math.PI / 2); + const tex = makeRunwayTexture(); + const mat = new THREE.MeshStandardMaterial({ + map: tex, + roughness: 0.92, + metalness: 0, + }); + const mesh = new THREE.Mesh(geo, mat); + mesh.position.set(rw.cx, 0.02, rw.cz); // 2 cm above the flattened terrain + mesh.receiveShadow = shadows; + mesh.castShadow = shadows; + scene.add(mesh); + return { mesh, geo, mat, tex }; +} + +function buildWater(scene, shadows) { + const geo = new THREE.PlaneGeometry(WATER_EXTENT, WATER_EXTENT, 1, 1); + geo.rotateX(-Math.PI / 2); + const tex = makeWaterTexture(); + const mat = new THREE.MeshStandardMaterial({ + map: tex, + color: 0xffffff, // blue comes from the baked texture + transparent: true, + opacity: 0.6, + roughness: 0.18, + metalness: 0.1, + depthWrite: false, // transparent sheet; avoids sorting artefacts + }); + const mesh = new THREE.Mesh(geo, mat); + mesh.position.y = WORLD.waterLevel; // -0.4 m + mesh.receiveShadow = shadows; + scene.add(mesh); + return { mesh, geo, mat, tex }; +} + +function buildClouds(scene) { + const tex = makeCloudTexture(); + const mat = new THREE.SpriteMaterial({ + map: tex, + transparent: true, + opacity: 0.85, + depthWrite: false, + }); + const rnd = mulberry32(0xc10d5eed); + const bases = []; + const sprites = []; + for (let i = 0; i < CLOUD_COUNT; i++) { + const s = new THREE.Sprite(mat); + const size = 170 + rnd() * 300; // 170..470 m + s.scale.set(size, size, 1); + s.position.set( + (rnd() - 0.5) * CLOUD_BOX, + CLOUD_Y_MIN + rnd() * (CLOUD_Y_MAX - CLOUD_Y_MIN), + (rnd() - 0.5) * CLOUD_BOX + ); + bases.push({ x: s.position.x, z: s.position.z }); + sprites.push(s); + scene.add(s); + } + return { tex, mat, bases, sprites }; +} + +// --------------------------------------------------------------------------- +// buildEnvironment +// --------------------------------------------------------------------------- +export function buildEnvironment(scene, opts = {}) { + const shadows = !!opts.shadows; + const prevFog = scene.fog; + const prevBg = scene.background; + + const sky = buildSky(scene); + const ground = buildGround(scene, shadows); + const runway = buildRunway(scene, shadows); + const water = buildWater(scene, shadows); + const clouds = buildClouds(scene); + + // ---- lights ---- + const sun = new THREE.DirectionalLight(0xfff1dc, SUN_INTENSITY); + const dl = Math.hypot(SUN_DIR[0], SUN_DIR[1], SUN_DIR[2]); + sun.position.set( + (SUN_DIR[0] / dl) * SUN_DIST, + (SUN_DIR[1] / dl) * SUN_DIST, + (SUN_DIR[2] / dl) * SUN_DIST + ); + if (shadows) { + sun.castShadow = true; + sun.shadow.mapSize.set(4096, 4096); + sun.shadow.camera.near = 100; + sun.shadow.camera.far = 8000; + const d = 5200; // covers the whole 8 km world + sun.shadow.camera.left = -d; + sun.shadow.camera.right = d; + sun.shadow.camera.top = d; + sun.shadow.camera.bottom = -d; + sun.shadow.bias = -0.0006; + sun.shadow.normalBias = 0.6; + } + scene.add(sun); + scene.add(sun.target); // keep shadow/light matrices updated + const hemi = new THREE.HemisphereLight(0x9fc0e4, 0x7d7560, HEMI_INTENSITY); + scene.add(hemi); + + // ---- fog + background (single haze colour, seamless with the sky dome) ---- + scene.fog = new THREE.Fog(C_HORIZON.clone(), FOG_NEAR, FOG_FAR); + scene.background = C_HORIZON.clone(); + + const recenterClouds = (camPos) => { + const { sprites, bases } = clouds; + for (let i = 0; i < sprites.length; i++) { + const b = bases[i]; + const sp = sprites[i]; + // wrap every cloud into the 6000 m tile centred on the camera + sp.position.x = b.x + Math.round((camPos.x - b.x) / CLOUD_BOX) * CLOUD_BOX; + sp.position.z = b.z + Math.round((camPos.z - b.z) / CLOUD_BOX) * CLOUD_BOX; + } + }; + + function update(camPos, dt) { + recenterClouds(camPos); + const d = Math.min(Math.max(dt, 0), 0.1); + if (d > 0) { + // slow drifting water texture (no allocations, numbers only) + water.tex.offset.x = (water.tex.offset.x + d * 0.004) % 1; + water.tex.offset.y = (water.tex.offset.y + d * 0.002) % 1; + } + } + + function dispose() { + scene.remove(sky.mesh, ground.mesh, runway.mesh, water.mesh, sun, sun.target, hemi); + for (const s of clouds.sprites) scene.remove(s); + sky.geo.dispose(); sky.mat.dispose(); + ground.geo.dispose(); ground.mat.dispose(); + runway.geo.dispose(); runway.mat.dispose(); runway.tex.dispose(); + water.geo.dispose(); water.mat.dispose(); water.tex.dispose(); + clouds.tex.dispose(); clouds.mat.dispose(); + scene.fog = prevFog; + scene.background = prevBg; + } + + return { + update, + groundHeight: (x, z) => getGroundHeight(x, z), + dispose, + }; +} \ No newline at end of file diff --git a/src/world.js b/src/world.js new file mode 100644 index 0000000..6c875d1 --- /dev/null +++ b/src/world.js @@ -0,0 +1,117 @@ +// Procedural world: deterministic height field + runway. Pure module — +// Node-safe, no three.js, no DOM. Single source of truth for ground height, +// used by BOTH terrain rendering and physics ground collision. + +export const WORLD = { + size: 8000, // world extent (m), -size/2..size/2 + waterLevel: -0.4, // m; runway sits at y = 0, water slightly below + runway: { + cx: 0, + cz: 0, // runway runs along Z at x = 0, centered at origin + length: 2000, // m + width: 45, // m + elev: 0, // m, flattened runway elevation + }, + spawn: { + x: 0, + z: 880, // south end of runway + headingDeg: 0, // facing north (-Z) + alt: 0, + }, + flattenMargin: 70, // m of blending outside runway rectangle +}; + +// ---- deterministic value noise ------------------------------------------- + +function clamp01(v) { + return v < 0 ? 0 : v > 1 ? 1 : v; +} + +function hash2(x, z) { + // 32-bit integer hash. Multiplicative pre-mix of x and z before the + // murmur-style finalizer so that SMALL integer cell indices (which is all a + // finite map window ever sees) still avalanche to a uniform 0..2^32 range. + let h = Math.imul(x | 0, 0x9E3779B1) ^ Math.imul(z | 0, 0x85EBCA77) ^ 0x7F4A7C15; + h = Math.imul(h ^ (h >>> 16), 2246822519); + h = Math.imul(h ^ (h >>> 13), 3266489917); + h ^= h >>> 16; + return (h >>> 0) / 4294967296; // 0..1 +} + +function smooth(t) { + return t * t * (3 - 2 * t); +} + +function noise2(x, z) { + const xi = Math.floor(x); + const zi = Math.floor(z); + const fx = x - xi; + const fz = z - zi; + const a = hash2(xi, zi); + const b = hash2(xi + 1, zi); + const c = hash2(xi, zi + 1); + const d = hash2(xi + 1, zi + 1); + const ux = smooth(fx); + const uz = smooth(fz); + return a + (b - a) * ux + (c - a) * uz + (a - b - c + d) * ux * uz; +} + +// Fractal value noise: broad rolling hills + mid hummocks + fine detail. +// Baseline +15 keeps most terrain above sea level with lakes in valleys. +function terrainNoise(x, z) { + const n1 = (noise2(x / 900, z / 900) - 0.5) * 150; // hilly backbone + const n2 = (noise2(x / 220, z / 220) - 0.5) * 40; // midsize hills + const n3 = (noise2(x / 55, z / 55) - 0.5) * 6; // fine detail + return 15 + n1 + n2 + n3; +} + +// ---- runway flattening ---------------------------------------------------- + +export function onRunway(x, z, margin = 0) { + const r = WORLD.runway; + const hw = r.width / 2 + margin; + const hl = r.length / 2 + margin; + return Math.abs(x - r.cx) <= hw && Math.abs(z - r.cz) <= hl; +} + +// Smooth blend factor 0 far outside runway, 1 inside (stays 1 on runway). +function runwayBlend(x, z) { + const r = WORLD.runway; + const m = WORLD.flattenMargin; + const dx = Math.abs(x - r.cx) - r.width / 2; + const dz = Math.abs(z - r.cz) - r.length / 2; + const tx = dx <= 0 ? 1 : 1 - smooth(Math.min(1, dx / m)); + const tz = dz <= 0 ? 1 : 1 - smooth(Math.min(1, dz / m)); + return Math.min(tx, tz); // rectangle overlap +} + +// Broad "airfield envelope" around the runway: terrain amplitude is +// suppressed near the strip so a takeoff roll that drifts off the runway +// can't slam into a hillside (the old world had ~40 m terrain 90 m off the +// runway — a drift-off crashed the aircraft). 1 = full terrain, 0 = flat. +function airfieldEnvelope(x, z) { + const r = WORLD.runway; + const dx = Math.max(0, Math.abs(x - r.cx) - r.width / 2); + const dz = Math.max(0, Math.abs(z - r.cz) - r.length / 2); + const dist = Math.hypot(dx, dz); + const flatR = 130; // fully flat within this distance of the runway edge + const rampR = 380; // terrain amplitude returns by this distance + return clamp01((dist - flatR) / (rampR - flatR)); +} + +/** Ground elevation at world (x, z). Deterministic, continuous. */ +export function getGroundHeight(x, z) { + const r = WORLD.runway; + const h = terrainNoise(x, z); + const t = runwayBlend(x, z); + const e = airfieldEnvelope(x, z); + // Blend terrain to runway elevation near the strip and fade the hills out + // under the airfield so approaches are gentle, not cliffs. + const scaled = h * e; + return r.elev + (scaled - r.elev) * (1 - t); +} + +/** Small helper for terrain coloring / physics extras. */ +export function isOnRunway(x, z, margin = 6) { + return onRunway(x, z, margin); +} \ No newline at end of file diff --git a/tests/model-geometry.mjs b/tests/model-geometry.mjs new file mode 100644 index 0000000..c0f96ee --- /dev/null +++ b/tests/model-geometry.mjs @@ -0,0 +1,74 @@ +// Geometry sanity: the wing/stab chords must run AFT (−X), and flaps/ +// ailerons/elevator must hinge at the actual trailing edges. Runs the vendored +// three.js in Node — no DOM needed. +import * as THREE from '../vendor/three.module.min.js'; +import { buildAircraftModel } from '../src/aircraft-model.js'; + +const { group, animate } = buildAircraftModel(); +const bbox = (m) => new THREE.Box3().setFromObject(m); // fresh Box3 per call + +let fail = 0; +const check = (name, cond, detail) => { + console.log((cond ? 'PASS' : 'FAIL') + ' ' + name + (detail ? ' (' + detail + ')' : '')); + if (!cond) fail++; +}; + +// Identify meshes by geometry parameters. +const meshes = []; +group.traverse((o) => { if (o.isMesh) meshes.push(o); }); +const byBox = (w, h, d) => meshes.filter((m) => { + const p = m.geometry.parameters; + return p && p.width === w && p.height === h && p.depth === d; +}); +const wing = meshes.find((m) => m.geometry.type === 'ExtrudeGeometry' && Math.abs(m.position.y) < 0.001 && m.position.x > 0 && m.position.z > 0.5); +const stab = meshes.find((m) => m.geometry.type === 'ExtrudeGeometry' && m.position.x < -2 && m.position.z > -0.2); +const flaps = byBox(0.45, 1.15, 0.045); +const ails = byBox(0.42, 2.0, 0.045); +const elevs = byBox(0.32, 4.0, 0.06); + +if (!wing || !stab) { console.log('FAIL could not locate wing/stab meshes'); process.exit(1); } +const wb = bbox(wing), sb = bbox(stab); + +console.log('wing bbox: x [' + wb.min.x.toFixed(2) + ', ' + wb.max.x.toFixed(2) + '] z [' + wb.min.z.toFixed(2) + ', ' + wb.max.z.toFixed(2) + ']'); +console.log('stab bbox: x [' + sb.min.x.toFixed(2) + ', ' + sb.max.x.toFixed(2) + ']'); + +check('wing chord runs AFT (LE x=0.65 > TE x≈−1.30)', Math.abs(wb.max.x - 0.65) < 0.02 && wb.min.x < -1.25, 'LE=' + wb.max.x.toFixed(2) + ' TE=' + wb.min.x.toFixed(2)); +const wingTE = wb.min.x; + +for (const f of flaps) { + const fb = bbox(f); + check('flap hinges at wing TE and sweeps AFT', Math.abs(fb.max.x - wingTE) < 0.03 && fb.min.x < fb.max.x - 0.4, + 'hinge=' + fb.max.x.toFixed(2) + ' aftEnd=' + fb.min.x.toFixed(2)); + check('flap sits behind the wing LEADING edge (not at the front!)', fb.max.x < wb.max.x - 1.5); +} +for (const a of ails) { + const ab = bbox(a); + check('aileron hinges at wing TE and sweeps AFT', ab.max.x > -1.35 && ab.max.x < -1.1 && ab.min.x < ab.max.x - 0.35, + 'hinge=' + ab.max.x.toFixed(2)); + check('aileron behind the wing LE', ab.max.x < wb.max.x - 1.5); +} +check('two flaps + two ailerons built', flaps.length === 2 && ails.length === 2, flaps.length + '/' + ails.length); + +const elev = elevs[0]; +if (elev) { + const eb = bbox(elev); + check('elevator hinges at stab TE (−3.08) and sweeps AFT', + Math.abs(eb.max.x - sb.min.x) < 0.03 && eb.min.x < eb.max.x - 0.25, + 'hinge=' + eb.max.x.toFixed(2) + ' stabTE=' + sb.min.x.toFixed(2)); +} + +// Deflection directions: drive animate() and read the sign of each surface. +const inputs = { elevator: 1, aileron: 1, rudder: 0.5, flaps: 1, gear: true, brakes: false }; +animate({ rpm: 0.5, flaps: 1, gearDown: true }, inputs, 0.1); +const find = (w, h, d) => byBox(w, h, d)[0]; +const elevMesh = find(0.32, 4.0, 0.06); +const flapMesh = find(0.45, 1.15, 0.045); +const ailS = ails.find((m) => m.position.y > 0); +const ailP = ails.find((m) => m.position.y < 0); +check('elevator TE UP on nose-up command (rotation.y < 0)', elevMesh.rotation.y < 0, elevMesh.rotation.y.toFixed(3)); +check('flaps TE DOWN when deployed (rotation.y > 0)', flapMesh.rotation.y > 0, flapMesh.rotation.y.toFixed(3)); +check('starboard aileron TE UP on positive input (rotation.y < 0)', ailS.rotation.y < 0, ailS.rotation.y.toFixed(3)); +check('port aileron TE DOWN on positive input (rotation.y > 0)', ailP.rotation.y > 0, ailP.rotation.y.toFixed(3)); + +console.log(fail === 0 ? '\nALL GEOMETRY CHECKS PASSED' : '\n' + fail + ' CHECK(S) FAILED'); +process.exit(fail === 0 ? 0 : 1); \ No newline at end of file diff --git a/tests/physics.test.mjs b/tests/physics.test.mjs new file mode 100644 index 0000000..f625a9e --- /dev/null +++ b/tests/physics.test.mjs @@ -0,0 +1,451 @@ +// tests/physics.test.mjs — deterministic unit tests for src/physics.js. +// Run: node --test tests/physics.test.mjs +// +// Covers the 7 required SPEC tests plus brutallly-honest extras: +// instrument completeness/ranges, 3000 m / 80% cruise envelope, rudder turn +// direction consistency, gear-up vs gear-down drag, monotonic fuel, and +// exact determinism across substep splits. + +import test from 'node:test'; +import assert from 'node:assert/strict'; + +import { + createAircraft, step, resetAircraft, + getInstrumentData, getAeroSummary, +} from '../src/physics.js'; +import { cfg, atmoDensity } from '../src/config.js'; +import { getGroundHeight, WORLD } from '../src/world.js'; + +const DT = 1 / 120; // caller-guaranteed fixed step (main.js FIXED_DT) +const KTS = 1.94384; + +// --------------------------------------------------------------------------- +// Helpers +// --------------------------------------------------------------------------- + +/** Quaternion [w,x,y,z]: level-north (heading 0, wings level) then pitch up. */ +export function levelNoseUpQuat(pitchRad) { + const qp = Math.cos(pitchRad / 2), sp = Math.sin(pitchRad / 2); + const LQ = [0.5, 0.5, 0.5, -0.5]; // level-north (validated vs three.js r160) + return [ + qp * LQ[0] - sp * LQ[1], + qp * LQ[1] + sp * LQ[0], + qp * LQ[2] + sp * LQ[3], + qp * LQ[3] - sp * LQ[2], + ]; +} + +/** + * Build a steady level-cruise state at `altM`: lift = weight, thrust = drag, + * zero pitching moment, zero rates (analytic trim). Returns the aircraft, the + * inputs snapshot that holds the trim, and the design cruise speed Vt. + */ +export function cruiseState(altM, throttle = 0.7) { + const rho = atmoDensity(altM); + const W = cfg.mass * cfg.g; + const alphaT = 0.010; // rad trim alpha (small positive AOA) + const CLt = cfg.CL0 + cfg.CLalpha * alphaT; + const Vt = Math.sqrt((2 * W) / (rho * cfg.S * CLt)); // L = W + const CDt = cfg.CD0 + cfg.kInd * CLt * CLt; + const Dt = 0.5 * rho * Vt * Vt * cfg.S * CDt; + const rpmNeeded = Dt / (cfg.Tmax * Math.pow(rho / 1.225, 0.7)); + const rpm = Math.max(throttle, rpmNeeded); // keep the engine spooled at set point + const deT = -(cfg.Cm0 + cfg.CmAlpha * alphaT) / cfg.Cmδe; // Cm = 0 at q̇=0 + const elevT = -deT / cfg.dE_max; // δe = −elev·dE_max (input is the stick) + assert.ok(rpm <= 1, `cruise rpm ${rpm} must not exceed 1`); + + const a = createAircraft(); + a.pos = [0, altM, 0]; + a.quat = levelNoseUpQuat(alphaT); + // Level flight at pitch αt: body velocity has downward-body component +V·sinαt. + a.vel = [Vt * Math.cos(alphaT), 0, Vt * Math.sin(alphaT)]; + a.rpm = rpm; + a.throttle = rpm; + a.flaps = 0; + a.gearDown = false; + a.brakes = false; + const inputs = { + elevator: elevT, aileron: 0, rudder: 0, throttle: rpm, + flaps: 0, gear: false, brakes: false, + }; + return { a, inputs, Vt }; +} + +function run(a, inputs, seconds, dt = DT) { + const n = Math.round(seconds / dt); + for (let i = 0; i < n; i++) step(a, inputs, dt); +} + +/** Unwrapped heading change (deg) over the run, monitoring each step. */ +function headingDrift(a, inputs, seconds) { + let unwrap = 0; + let prev = getInstrumentData(a).headingDeg; + for (let s = 0; s < Math.round(seconds); s++) { + run(a, inputs, 1); + const h = getInstrumentData(a).headingDeg; + unwrap += (h - prev + 540) % 360 - 180; + prev = h; + } + return unwrap; +} + +// --------------------------------------------------------------------------- +// 1. Trim / cruise: 1000 m, throttle 0.7, 20 s → airspeed within ±5% of the +// analytic design-cruise speed, and inside 120–180 kts. +// --------------------------------------------------------------------------- +test('trim/cruise holds design airspeed at 1000 m (70% throttle)', () => { + const { a, inputs, Vt } = cruiseState(1000, 0.7); + assert.ok(Vt * KTS >= 120 && Vt * KTS <= 180, + `design cruise ${(Vt * KTS).toFixed(0)} kts must be in 120-180 kts`); + run(a, inputs, 20); + const d = getInstrumentData(a); + assert.ok(Math.abs(d.airspeedMps - Vt) / Vt <= 0.05, + `airspeed ${d.airspeedMps.toFixed(1)} m/s vs cruise ${Vt.toFixed(1)} ` + + `(${(Math.abs(d.airspeedMps - Vt) / Vt * 100).toFixed(1)}%)`); + assert.ok(d.airspeedKts >= 120 && d.airspeedKts <= 180, + `airspeed ${d.airspeedKts.toFixed(0)} kts must be within 120-180 kts`); + // altitude should stay near the cruise level (no uncontrolled dive/climb) + assert.ok(Math.abs(d.altM - 1000) < 150, `altitude ${d.altM.toFixed(0)} m drifted`); +}); + +// --------------------------------------------------------------------------- +// 2. Stall: full up elevator, 30% throttle → α > α_crit within 25 s, stall +// flag true. +// --------------------------------------------------------------------------- +test('full up elevator at 30% throttle stalls within 25 s', () => { + const { a, inputs } = cruiseState(1000, 0.7); + const stall = { elevator: 1, aileron: 0, rudder: 0, throttle: 0.3, + flaps: 0, gear: false, brakes: false }; + let sawStall = false; + let maxAlpha = 0; + for (let s = 0; s < 25; s++) { + run(a, stall, 1); + const d = getInstrumentData(a); + maxAlpha = Math.max(maxAlpha, Math.abs(d.alphaDeg)); + if (d.stall) sawStall = true; + } + assert.ok(maxAlpha > cfg.alphaCrit * (180 / Math.PI), + `alpha never exceeded alpha_crit (max |alpha| ${maxAlpha.toFixed(1)}°)`); + assert.ok(sawStall, 'stall flag never became true within 25 s'); +}); + +// --------------------------------------------------------------------------- +// 3. Inverted sign: at α = −10° the lift coefficient (and lift force) is +// negative — lift points down. +// --------------------------------------------------------------------------- +test('inverted sign: CL < 0 at alpha = -10 deg (lift points down)', () => { + const a = createAircraft(); + a.pos = [0, 1000, 0]; + a.flaps = 0; + a.gearDown = false; + const V = 60; + const aN = -10 * Math.PI / 180; + a.vel = [V * Math.cos(aN), 0, V * Math.sin(aN)]; // vz > 0 → alpha = −10° + const s = getAeroSummary(a); + assert.ok(Math.abs(s.alpha - aN) < 1e-9, `alpha ${s.alpha} != -10 deg`); + assert.ok(s.cl < 0, `cl ${s.cl.toFixed(3)} must be negative at alpha=-10`); + assert.ok(s.liftN < 0, `liftN ${s.liftN.toFixed(0)} must point down`); + // mirror check: at +10° the sign flips + a.vel = [V * Math.cos(-aN), 0, V * Math.sin(-aN)]; + const s2 = getAeroSummary(a); + assert.ok(s2.cl > 0 && s2.liftN > 0, 'lift must be positive at alpha=+10'); +}); + +// --------------------------------------------------------------------------- +// 4. Ground stop: spawn on runway, gear down, brakes → rest in < 400 m and +// never sink below ground − 0.1. +// --------------------------------------------------------------------------- +test('braked ground stop from 30 m/s < 400 m, never below ground', () => { + const a = createAircraft(); // spawns on the runway, gear down, brakes on + a.rpm = 0; // dead-stick: brakes alone must stop the airframe + a.engineOn = false; + a.vel = [30, 0, 0]; // north-bound (body +X at heading 0 = world −Z) + const inputs = { elevator: 0, aileron: 0, rudder: 0, throttle: 0, + flaps: 0.25, gear: true, brakes: true }; + const groundAt = getGroundHeight(a.pos[0], a.pos[2]); + const start = [a.pos[0], a.pos[2]]; + let minY = Infinity; + for (let s = 0; s < 60; s++) { + run(a, inputs, 1); + minY = Math.min(minY, a.pos[1]); + } + const dist = Math.hypot(a.pos[0] - start[0], a.pos[2] - start[1]); + assert.ok(Math.hypot(...a.vel) < 0.05, `still moving: V=${Math.hypot(...a.vel)}`); + assert.ok(dist < 400, `stopping distance ${dist.toFixed(0)} m >= 400`); + assert.ok(minY >= groundAt - 0.1, `CG sank to ${minY.toFixed(3)} m`); +}); + +// --------------------------------------------------------------------------- +// 5. Heavy impact: vertical sink 8 m/s with gear up → crashed. +// --------------------------------------------------------------------------- +test('vertical impact at 8 m/s with gear up crashes', () => { + const a = createAircraft(); + a.pos = [0, cfg.wheelH + 2, WORLD.spawn.z]; + a.groundContact = false; + a.airTime = 1; + a.vel = [0, 0, 8]; // body +Z = world down at level attitude + a.gearDown = false; + const inputs = { elevator: 0, aileron: 0, rudder: 0, throttle: 0, + flaps: 0.25, gear: false, brakes: true }; + run(a, inputs, 1); + assert.ok(a.crashed, 'aircraft must crash on a hard gear-up impact'); + assert.ok(a.impactSpeed >= 7, + `impactSpeed ${a.impactSpeed.toFixed(2)} should be ~ the 8 m/s sink`); + // sanity: gear-down version of the same descent is survivable + const b = createAircraft(); + b.pos = [0, cfg.wheelH + 2, WORLD.spawn.z]; + b.groundContact = false; + b.airTime = 1; + b.vel = [0, 0, 8]; + b.gearDown = true; + const insB = { elevator: 0, aileron: 0, rudder: 0, throttle: 0, + flaps: 0.25, gear: true, brakes: true }; + run(b, insB, 1); + // 8 m/s > maxTouchVz (3) with gear down is also a crash by the SPEC rule — + // this is just a hard landing, allowed only ≤ 3 m/s. + assert.ok(b.crashed, '8 m/s still exceeds the gear-down 3 m/s limit'); +}); + +// --------------------------------------------------------------------------- +// 6. Quaternion unit norm after 2000 substeps. +// --------------------------------------------------------------------------- +test('quaternion stays unit-norm after 2000 substeps', () => { + const a = createAircraft(); + a.pos = [0, 1200, 0]; + a.flaps = 0; + a.gearDown = false; + a.angVel = [1.2, -0.8, 1.5]; + a.vel = [40, 5, -10]; + const inputs = { elevator: 0.7, aileron: -0.9, rudder: 0.4, throttle: 0.5, + flaps: 0, gear: false, brakes: false }; + for (let i = 0; i < 2000; i++) step(a, inputs, 1 / 240); + const n = Math.hypot(a.quat[0], a.quat[1], a.quat[2], a.quat[3]); + assert.ok(Math.abs(n - 1) <= 1e-6, `|q| = ${n} drifted by ${(n - 1).toExponential(2)}`); +}); + +// --------------------------------------------------------------------------- +// 7. Lateral symmetry: 3 s full roll right vs roll left → |bank| within 2%. +// (Engine off so prop torque/gyro asymmetry cannot bias the comparison.) +// --------------------------------------------------------------------------- +test('roll-right vs roll-left for 3 s give symmetric |bank| (≤2%)', () => { + function roll(sign) { + const a = createAircraft(); + a.pos = [0, 1500, 0]; + a.flaps = 0; + a.gearDown = false; + a.rpm = 0; + a.throttle = 0; + a.engineOn = false; + a.vel = [60, 0, 0]; + const inputs = { elevator: 0, aileron: sign, rudder: 0, throttle: 0, + flaps: 0, gear: false, brakes: false }; + run(a, inputs, 3); + return Math.abs(getInstrumentData(a).bankDeg); + } + const bR = roll(1); + const bL = roll(-1); + const base = Math.min(bR, bL); + assert.ok(base > 10, `roll was too weak (|bank| ${base.toFixed(1)}°)`); + assert.ok(Math.abs(bR - bL) / base <= 0.02, + `|bank| right ${bR.toFixed(1)}° vs left ${bL.toFixed(1)}° differ > 2%`); +}); + +// --------------------------------------------------------------------------- +// 8. getInstrumentData completeness + sane ranges (every SPEC field). +// --------------------------------------------------------------------------- +test('getInstrumentData returns every SPEC field with sane values', () => { + const required = [ + 'airspeedMps', 'airspeedKts', 'altM', 'altFt', 'vsMps', 'vsFpm', + 'headingDeg', 'pitchDeg', 'bankDeg', 'rollRateDps', 'pitchRateDps', 'yawRateDps', + 'alphaDeg', 'betaDeg', 'gLoad', 'stall', 'engineOn', 'rpm', 'throttle', + 'flapsPos', 'gearDown', 'brakes', 'fuelKg', 'groundContact', 'landed', + 'crashed', 'onGround', 'rolling', 'airTimeS', + ]; + // parked state + const parked = getInstrumentData(createAircraft()); + for (const k of required) { + assert.ok(k in parked, `missing field ${k}`); + assert.ok(Number.isFinite(parked[k]) || typeof parked[k] === 'boolean', + `non-finite ${k}`); + } + // airborne cruise state + const { a, inputs } = cruiseState(1000, 0.7); + run(a, inputs, 5); + const d = getInstrumentData(a); + for (const k of required) { + assert.ok(Number.isFinite(d[k]) || typeof d[k] === 'boolean', `${k} bad`); + } + assert.ok(d.airspeedKts > 100 && d.airspeedKts < 200, `airspeedKts ${d.airspeedKts}`); + assert.ok(d.altM > 900 && d.altM < 1100, `altM ${d.altM}`); + assert.ok(d.rpm >= 0 && d.rpm <= 1, `rpm ${d.rpm}`); + assert.ok(d.throttle >= 0 && d.throttle <= 1, `throttle ${d.throttle}`); + assert.ok(d.flapsPos >= 0 && d.flapsPos <= 1, `flapsPos ${d.flapsPos}`); + assert.ok(d.fuelKg > 0 && d.fuelKg <= cfg.fuelKg, `fuelKg ${d.fuelKg}`); + assert.ok(Math.abs(d.alphaDeg) < 45, `alphaDeg ${d.alphaDeg}`); + assert.ok(Math.abs(d.betaDeg) < 45, `betaDeg ${d.betaDeg}`); + assert.ok(d.gLoad > 0.5 && d.gLoad < 3, `gLoad ${d.gLoad}`); + assert.ok(d.engineOn === true, 'engine must be running in cruise'); + assert.ok(d.crashed === false && d.groundContact === false, 'must be airborne'); +}); + +// --------------------------------------------------------------------------- +// 9. Envelope: cruise at 3000 m @ 80% throttle for 30 s stays on-trim, +// never stalls, fuel depletes monotonically. +// --------------------------------------------------------------------------- +test('3000 m / 80% cruise stays within envelope (V, alt, no stall, fuel)', () => { + const { a, inputs, Vt } = cruiseState(3000, 0.8); + assert.ok(Vt * KTS >= 120 && Vt * KTS <= 180, `3000 m cruise ${Vt * KTS} kts`); + let minAlt = Infinity, maxAlt = -Infinity, stallSeen = false; + const fuel0 = a.fuelKg; + let prevFuel = fuel0; + for (let s = 0; s < 60; s++) { // 60 × 0.5 s = 30 s + run(a, inputs, 0.5); + const d = getInstrumentData(a); + minAlt = Math.min(minAlt, d.altM); + maxAlt = Math.max(maxAlt, d.altM); + if (d.stall) stallSeen = true; + assert.ok(d.fuelKg <= prevFuel + 1e-12, 'fuel must never increase'); + prevFuel = d.fuelKg; + } + const d = getInstrumentData(a); + assert.ok(Math.abs(d.airspeedMps - Vt) / Vt <= 0.05, + `airspeed ${d.airspeedMps.toFixed(1)} m/s vs ${Vt.toFixed(1)} m/s`); + assert.ok(Math.abs(maxAlt - 3000) <= 200 && Math.abs(3000 - minAlt) <= 200, + `altitude drifted to [${minAlt.toFixed(0)}, ${maxAlt.toFixed(0)}] m`); + assert.ok(!stallSeen, 'cruise must not stall'); + const consumed = fuel0 - a.fuelKg; + assert.ok(consumed > 0.8, + `fuel barely burned (${consumed.toFixed(2)} kg in 30 s @ 80%)`); +}); + +// --------------------------------------------------------------------------- +// 10. Rudder: full-ish right rudder for 5 s → consistent right turn +// (unwrapped heading advance, every second segment still right). +// --------------------------------------------------------------------------- +test('right rudder 5 s produces a consistent clockwise turn', () => { + const a = createAircraft(); + a.pos = [0, 1500, 0]; + a.flaps = 0; + a.gearDown = false; + a.rpm = 0; + a.throttle = 0; + a.engineOn = false; + a.vel = [60, 0, 0]; + const inputs = { elevator: 0, aileron: 0, rudder: 0.5, throttle: 0, + flaps: 0, gear: false, brakes: false }; + let unwrap = 0, prev = getInstrumentData(a).headingDeg; + const segments = []; + for (let s = 0; s < 5; s++) { + run(a, inputs, 1); + const h = getInstrumentData(a).headingDeg; + const dh = (h - prev + 540) % 360 - 180; + segments.push(dh); + unwrap += dh; + prev = h; + } + assert.ok(unwrap > 20, `right rudder must turn right (>20°), got ${unwrap.toFixed(1)}°`); + assert.ok(segments.every((d) => d >= -1), + `heading reversed mid-turn: ${segments.map((x) => x.toFixed(1)).join(', ')}`); + // mirror: left rudder must turn left + const b = createAircraft(); + b.pos = [0, 1500, 0]; + b.flaps = 0; b.gearDown = false; b.rpm = 0; b.throttle = 0; b.engineOn = false; + b.vel = [60, 0, 0]; + const insL = { elevator: 0, aileron: 0, rudder: -0.5, throttle: 0, + flaps: 0, gear: false, brakes: false }; + const dLeft = headingDrift(b, insL, 5); + assert.ok(dLeft < -20, `left rudder must turn left, got ${dLeft.toFixed(1)}°`); +}); + +// --------------------------------------------------------------------------- +// 11. Gear drag: at the same state, drag with gear down is measurably larger. +// --------------------------------------------------------------------------- +test('gear-down drag exceeds gear-up drag (>30%) at cruise speed', () => { + const mk = (gear) => { + const a = createAircraft(); + a.pos = [0, 1500, 0]; + a.flaps = 0; + a.gearDown = gear; + a.rpm = 0.3; a.throttle = 0.3; a.engineOn = true; + a.vel = [70, 0, 0]; + return a; + }; + const up = getAeroSummary(mk(false)); + const down = getAeroSummary(mk(true)); + assert.ok(down.dragN > up.dragN * 1.3, + `gear drag too small: up ${up.dragN.toFixed(0)} N vs down ${down.dragN.toFixed(0)} N`); + // gear drag also raises total CD measurably + assert.ok(down.cd > up.cd + cfg.dCD_gear * 0.5, + `CD delta too small: ${up.cd.toFixed(4)} -> ${down.cd.toFixed(4)}`); +}); + +// --------------------------------------------------------------------------- +// 12. Fuel depletes monotonically (and monotonically over a long cruise). +// --------------------------------------------------------------------------- +test('fuel depletes monotonically; enough burned in 120 s cruise', () => { + const { a, inputs } = cruiseState(1000, 0.7); + const fuel0 = a.fuelKg; + let prev = fuel0; + for (let i = 0; i < 240; i++) { // 2 s at 1/120 + step(a, inputs, 1 / 120); + assert.ok(a.fuelKg <= prev + 1e-12, `fuel increased at step ${i}`); + prev = a.fuelKg; + } + assert.ok(fuel0 - a.fuelKg > 0.05, + `only ${(fuel0 - a.fuelKg).toFixed(3)} kg burned in 2 s of cruise ` + + `(burn rate ${(cfg.fuelBurn * 0.7 * 0.7).toFixed(4)} kg/s)`); +}); + +// --------------------------------------------------------------------------- +// 13. Determinism: two runs split differently (1/120 vs 1/240 steps) produce +// bit-identical state; NaN/Infinity inputs cannot poison the sim. +// --------------------------------------------------------------------------- +test('deterministic across substep splits; NaN inputs are harmless', () => { + const mk = () => { + const a = createAircraft(); + a.pos = [0, 1200, 0]; + a.flaps = 0; a.gearDown = false; a.rpm = 0.5; a.throttle = 0.5; + a.vel = [50, 2, -3]; a.angVel = [0.1, -0.2, 0.3]; + return a; + }; + const inputs = { elevator: 0.2, aileron: 0.3, rudder: -0.1, throttle: 0.5, + flaps: 0, gear: false, brakes: false }; + const a1 = mk(), a2 = mk(); + for (let i = 0; i < 480; i++) step(a1, inputs, 1 / 240); + for (let i = 0; i < 240; i++) step(a2, inputs, 1 / 120); + for (const k of ['pos', 'vel', 'angVel', 'quat']) { + for (let j = 0; j < a1[k].length; j++) { + assert.ok(a1[k][j] === a2[k][j], + `${k}[${j}] differs: ${a1[k][j]} vs ${a2[k][j]}`); + } + } + // NaN inputs must not poison the state + const a3 = createAircraft(); + step(a3, { elevator: NaN, aileron: Infinity, rudder: NaN, throttle: NaN }, 1 / 120); + const d = getInstrumentData(a3); + assert.ok(Number.isFinite(d.pitchDeg) && Number.isFinite(d.bankDeg) && + Number.isFinite(d.airspeedMps), 'sim state must stay finite after bad inputs'); +}); + +// --------------------------------------------------------------------------- +// 14. resetAircraft: returns the aircraft to the spawn envelope (parked, +// level, on the runway, fuel restored). +// --------------------------------------------------------------------------- +test('resetAircraft restores spawn state exactly', () => { + const a = createAircraft(); + a.pos = [100, 2000, -500]; + a.vel = [40, 5, -3]; + a.angVel = [0.5, 0.2, -0.4]; + a.fuelKg = 3; + a.crashed = true; + a.airTime = 99; + resetAircraft(a); + const d = getInstrumentData(a); + assert.deepEqual(a.pos, a.spawnPos); + assert.deepEqual(a.quat, a.spawnQuat); + assert.ok(Math.hypot(...a.vel) === 0 && Math.hypot(...a.angVel) === 0); + assert.ok(a.fuelKg === cfg.fuelKg && a.crashed === false && a.airTime === 0); + assert.ok(d.groundContact === true); + assert.ok(Math.abs(d.bankDeg) < 1 && Math.abs(d.pitchDeg) < 1, + `reset attitude off: pitch ${d.pitchDeg} bank ${d.bankDeg}`); +}); \ No newline at end of file diff --git a/vendor/three.module.min.js b/vendor/three.module.min.js new file mode 100644 index 0000000..9807b61 --- /dev/null +++ b/vendor/three.module.min.js @@ -0,0 +1,6 @@ +/** + * @license + * Copyright 2010-2023 Three.js Authors + * SPDX-License-Identifier: MIT + */ +const 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ei).set(1.2249401,-.2249404,0,-.0420569,1.0420571,0,-.0196376,-.0786361,1.0982735),di={[Ye]:{transfer:Ke,primaries:Qe,toReference:t=>t,fromReference:t=>t},[qe]:{transfer:$e,primaries:Qe,toReference:t=>t.convertSRGBToLinear(),fromReference:t=>t.convertLinearToSRGB()},[Je]:{transfer:Ke,primaries:tn,toReference:t=>t.applyMatrix3(ui),fromReference:t=>t.applyMatrix3(hi)},[Ze]:{transfer:$e,primaries:tn,toReference:t=>t.convertSRGBToLinear().applyMatrix3(ui),fromReference:t=>t.applyMatrix3(hi).convertLinearToSRGB()}},pi=new Set([Ye,Je]),mi={enabled:!0,_workingColorSpace:Ye,get workingColorSpace(){return this._workingColorSpace},set workingColorSpace(t){if(!pi.has(t))throw new Error(`Unsupported working color space, "${t}".`);this._workingColorSpace=t},convert:function(t,e,n){if(!1===this.enabled||e===n||!e||!n)return t;const i=di[e].toReference;return(0,di[n].fromReference)(i(t))},fromWorkingColorSpace:function(t,e){return this.convert(t,this._workingColorSpace,e)},toWorkingColorSpace:function(t,e){return this.convert(t,e,this._workingColorSpace)},getPrimaries:function(t){return di[t].primaries},getTransfer:function(t){return t===je?Ke:di[t].transfer}};function fi(t){return t<.04045?.0773993808*t:Math.pow(.9478672986*t+.0521327014,2.4)}function gi(t){return t<.0031308?12.92*t:1.055*Math.pow(t,.41666)-.055}let _i;class vi{static getDataURL(t){if(/^data:/i.test(t.src))return t.src;if("undefined"==typeof HTMLCanvasElement)return t.src;let e;if(t instanceof HTMLCanvasElement)e=t;else{void 0===_i&&(_i=ai("canvas")),_i.width=t.width,_i.height=t.height;const n=_i.getContext("2d");t instanceof ImageData?n.putImageData(t,0,0):n.drawImage(t,0,0,t.width,t.height),e=_i}return e.width>2048||e.height>2048?(console.warn("THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons",t),e.toDataURL("image/jpeg",.6)):e.toDataURL("image/png")}static sRGBToLinear(t){if("undefined"!=typeof HTMLImageElement&&t instanceof HTMLImageElement||"undefined"!=typeof HTMLCanvasElement&&t instanceof HTMLCanvasElement||"undefined"!=typeof ImageBitmap&&t instanceof ImageBitmap){const e=ai("canvas");e.width=t.width,e.height=t.height;const n=e.getContext("2d");n.drawImage(t,0,0,t.width,t.height);const i=n.getImageData(0,0,t.width,t.height),r=i.data;for(let t=0;t0&&(n.userData=this.userData),e||(t.textures[this.uuid]=n),n}dispose(){this.dispatchEvent({type:"dispose"})}transformUv(t){if(this.mapping!==ot)return t;if(t.applyMatrix3(this.matrix),t.x<0||t.x>1)switch(this.wrapS){case pt:t.x=t.x-Math.floor(t.x);break;case mt:t.x=t.x<0?0:1;break;case ft:1===Math.abs(Math.floor(t.x)%2)?t.x=Math.ceil(t.x)-t.x:t.x=t.x-Math.floor(t.x)}if(t.y<0||t.y>1)switch(this.wrapT){case pt:t.y=t.y-Math.floor(t.y);break;case mt:t.y=t.y<0?0:1;break;case ft:1===Math.abs(Math.floor(t.y)%2)?t.y=Math.ceil(t.y)-t.y:t.y=t.y-Math.floor(t.y)}return this.flipY&&(t.y=1-t.y),t}set needsUpdate(t){!0===t&&(this.version++,this.source.needsUpdate=!0)}get encoding(){return ci("THREE.Texture: Property .encoding has been replaced by .colorSpace."),this.colorSpace===qe?Ve:He}set encoding(t){ci("THREE.Texture: Property .encoding has been replaced by .colorSpace."),this.colorSpace=t===Ve?qe:je}}bi.DEFAULT_IMAGE=null,bi.DEFAULT_MAPPING=ot,bi.DEFAULT_ANISOTROPY=1;class Ei{constructor(t=0,e=0,n=0,i=1){Ei.prototype.isVector4=!0,this.x=t,this.y=e,this.z=n,this.w=i}get width(){return this.z}set width(t){this.z=t}get height(){return this.w}set height(t){this.w=t}set(t,e,n,i){return this.x=t,this.y=e,this.z=n,this.w=i,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this.w=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setW(t){return this.w=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;case 3:this.w=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){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: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z,this.w)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this.w=void 0!==t.w?t.w:1,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this.w+=t.w,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this.w+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this.w=t.w+e.w,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this.w+=t.w*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this.w-=t.w,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this.w-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this.w=t.w-e.w,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this.w*=t.w,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this.w*=t,this}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=this.w,s=t.elements;return this.x=s[0]*e+s[4]*n+s[8]*i+s[12]*r,this.y=s[1]*e+s[5]*n+s[9]*i+s[13]*r,this.z=s[2]*e+s[6]*n+s[10]*i+s[14]*r,this.w=s[3]*e+s[7]*n+s[11]*i+s[15]*r,this}divideScalar(t){return this.multiplyScalar(1/t)}setAxisAngleFromQuaternion(t){this.w=2*Math.acos(t.w);const e=Math.sqrt(1-t.w*t.w);return e<1e-4?(this.x=1,this.y=0,this.z=0):(this.x=t.x/e,this.y=t.y/e,this.z=t.z/e),this}setAxisAngleFromRotationMatrix(t){let e,n,i,r;const s=.01,a=.1,o=t.elements,l=o[0],c=o[4],h=o[8],u=o[1],d=o[5],p=o[9],m=o[2],f=o[6],g=o[10];if(Math.abs(c-u)o&&t>_?t_?o=0?1:-1,i=1-e*e;if(i>Number.EPSILON){const r=Math.sqrt(i),s=Math.atan2(r,e*n);t=Math.sin(t*s)/r,a=Math.sin(a*s)/r}const r=a*n;if(o=o*t+u*r,l=l*t+d*r,c=c*t+p*r,h=h*t+m*r,t===1-a){const t=1/Math.sqrt(o*o+l*l+c*c+h*h);o*=t,l*=t,c*=t,h*=t}}t[e]=o,t[e+1]=l,t[e+2]=c,t[e+3]=h}static multiplyQuaternionsFlat(t,e,n,i,r,s){const a=n[i],o=n[i+1],l=n[i+2],c=n[i+3],h=r[s],u=r[s+1],d=r[s+2],p=r[s+3];return t[e]=a*p+c*h+o*d-l*u,t[e+1]=o*p+c*u+l*h-a*d,t[e+2]=l*p+c*d+a*u-o*h,t[e+3]=c*p-a*h-o*u-l*d,t}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get w(){return this._w}set w(t){this._w=t,this._onChangeCallback()}set(t,e,n,i){return this._x=t,this._y=e,this._z=n,this._w=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._w)}copy(t){return this._x=t.x,this._y=t.y,this._z=t.z,this._w=t.w,this._onChangeCallback(),this}setFromEuler(t,e=!0){const n=t._x,i=t._y,r=t._z,s=t._order,a=Math.cos,o=Math.sin,l=a(n/2),c=a(i/2),h=a(r/2),u=o(n/2),d=o(i/2),p=o(r/2);switch(s){case"XYZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"YXZ":this._x=u*c*h+l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"ZXY":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h-u*d*p;break;case"ZYX":this._x=u*c*h-l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h+u*d*p;break;case"YZX":this._x=u*c*h+l*d*p,this._y=l*d*h+u*c*p,this._z=l*c*p-u*d*h,this._w=l*c*h-u*d*p;break;case"XZY":this._x=u*c*h-l*d*p,this._y=l*d*h-u*c*p,this._z=l*c*p+u*d*h,this._w=l*c*h+u*d*p;break;default:console.warn("THREE.Quaternion: .setFromEuler() encountered an unknown order: "+s)}return!0===e&&this._onChangeCallback(),this}setFromAxisAngle(t,e){const n=e/2,i=Math.sin(n);return this._x=t.x*i,this._y=t.y*i,this._z=t.z*i,this._w=Math.cos(n),this._onChangeCallback(),this}setFromRotationMatrix(t){const e=t.elements,n=e[0],i=e[4],r=e[8],s=e[1],a=e[5],o=e[9],l=e[2],c=e[6],h=e[10],u=n+a+h;if(u>0){const t=.5/Math.sqrt(u+1);this._w=.25/t,this._x=(c-o)*t,this._y=(r-l)*t,this._z=(s-i)*t}else if(n>a&&n>h){const t=2*Math.sqrt(1+n-a-h);this._w=(c-o)/t,this._x=.25*t,this._y=(i+s)/t,this._z=(r+l)/t}else if(a>h){const t=2*Math.sqrt(1+a-n-h);this._w=(r-l)/t,this._x=(i+s)/t,this._y=.25*t,this._z=(o+c)/t}else{const t=2*Math.sqrt(1+h-n-a);this._w=(s-i)/t,this._x=(r+l)/t,this._y=(o+c)/t,this._z=.25*t}return this._onChangeCallback(),this}setFromUnitVectors(t,e){let n=t.dot(e)+1;return nMath.abs(t.z)?(this._x=-t.y,this._y=t.x,this._z=0,this._w=n):(this._x=0,this._y=-t.z,this._z=t.y,this._w=n)):(this._x=t.y*e.z-t.z*e.y,this._y=t.z*e.x-t.x*e.z,this._z=t.x*e.y-t.y*e.x,this._w=n),this.normalize()}angleTo(t){return 2*Math.acos(Math.abs(jn(this.dot(t),-1,1)))}rotateTowards(t,e){const n=this.angleTo(t);if(0===n)return this;const i=Math.min(1,e/n);return this.slerp(t,i),this}identity(){return this.set(0,0,0,1)}invert(){return this.conjugate()}conjugate(){return this._x*=-1,this._y*=-1,this._z*=-1,this._onChangeCallback(),this}dot(t){return this._x*t._x+this._y*t._y+this._z*t._z+this._w*t._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 t=this.length();return 0===t?(this._x=0,this._y=0,this._z=0,this._w=1):(t=1/t,this._x=this._x*t,this._y=this._y*t,this._z=this._z*t,this._w=this._w*t),this._onChangeCallback(),this}multiply(t){return this.multiplyQuaternions(this,t)}premultiply(t){return this.multiplyQuaternions(t,this)}multiplyQuaternions(t,e){const n=t._x,i=t._y,r=t._z,s=t._w,a=e._x,o=e._y,l=e._z,c=e._w;return this._x=n*c+s*a+i*l-r*o,this._y=i*c+s*o+r*a-n*l,this._z=r*c+s*l+n*o-i*a,this._w=s*c-n*a-i*o-r*l,this._onChangeCallback(),this}slerp(t,e){if(0===e)return this;if(1===e)return this.copy(t);const n=this._x,i=this._y,r=this._z,s=this._w;let a=s*t._w+n*t._x+i*t._y+r*t._z;if(a<0?(this._w=-t._w,this._x=-t._x,this._y=-t._y,this._z=-t._z,a=-a):this.copy(t),a>=1)return this._w=s,this._x=n,this._y=i,this._z=r,this;const o=1-a*a;if(o<=Number.EPSILON){const t=1-e;return this._w=t*s+e*this._w,this._x=t*n+e*this._x,this._y=t*i+e*this._y,this._z=t*r+e*this._z,this.normalize(),this}const l=Math.sqrt(o),c=Math.atan2(l,a),h=Math.sin((1-e)*c)/l,u=Math.sin(e*c)/l;return this._w=s*h+this._w*u,this._x=n*h+this._x*u,this._y=i*h+this._y*u,this._z=r*h+this._z*u,this._onChangeCallback(),this}slerpQuaternions(t,e,n){return this.copy(t).slerp(e,n)}random(){const t=Math.random(),e=Math.sqrt(1-t),n=Math.sqrt(t),i=2*Math.PI*Math.random(),r=2*Math.PI*Math.random();return this.set(e*Math.cos(i),n*Math.sin(r),n*Math.cos(r),e*Math.sin(i))}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._w===this._w}fromArray(t,e=0){return this._x=t[e],this._y=t[e+1],this._z=t[e+2],this._w=t[e+3],this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._w,t}fromBufferAttribute(t,e){return this._x=t.getX(e),this._y=t.getY(e),this._z=t.getZ(e),this._w=t.getW(e),this._onChangeCallback(),this}toJSON(){return this.toArray()}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._w}}class Ui{constructor(t=0,e=0,n=0){Ui.prototype.isVector3=!0,this.x=t,this.y=e,this.z=n}set(t,e,n){return void 0===n&&(n=this.z),this.x=t,this.y=e,this.z=n,this}setScalar(t){return this.x=t,this.y=t,this.z=t,this}setX(t){return this.x=t,this}setY(t){return this.y=t,this}setZ(t){return this.z=t,this}setComponent(t,e){switch(t){case 0:this.x=e;break;case 1:this.y=e;break;case 2:this.z=e;break;default:throw new Error("index is out of range: "+t)}return this}getComponent(t){switch(t){case 0:return this.x;case 1:return this.y;case 2:return this.z;default:throw new Error("index is out of range: "+t)}}clone(){return new this.constructor(this.x,this.y,this.z)}copy(t){return this.x=t.x,this.y=t.y,this.z=t.z,this}add(t){return this.x+=t.x,this.y+=t.y,this.z+=t.z,this}addScalar(t){return this.x+=t,this.y+=t,this.z+=t,this}addVectors(t,e){return this.x=t.x+e.x,this.y=t.y+e.y,this.z=t.z+e.z,this}addScaledVector(t,e){return this.x+=t.x*e,this.y+=t.y*e,this.z+=t.z*e,this}sub(t){return this.x-=t.x,this.y-=t.y,this.z-=t.z,this}subScalar(t){return this.x-=t,this.y-=t,this.z-=t,this}subVectors(t,e){return this.x=t.x-e.x,this.y=t.y-e.y,this.z=t.z-e.z,this}multiply(t){return this.x*=t.x,this.y*=t.y,this.z*=t.z,this}multiplyScalar(t){return this.x*=t,this.y*=t,this.z*=t,this}multiplyVectors(t,e){return this.x=t.x*e.x,this.y=t.y*e.y,this.z=t.z*e.z,this}applyEuler(t){return this.applyQuaternion(Di.setFromEuler(t))}applyAxisAngle(t,e){return this.applyQuaternion(Di.setFromAxisAngle(t,e))}applyMatrix3(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[3]*n+r[6]*i,this.y=r[1]*e+r[4]*n+r[7]*i,this.z=r[2]*e+r[5]*n+r[8]*i,this}applyNormalMatrix(t){return this.applyMatrix3(t).normalize()}applyMatrix4(t){const e=this.x,n=this.y,i=this.z,r=t.elements,s=1/(r[3]*e+r[7]*n+r[11]*i+r[15]);return this.x=(r[0]*e+r[4]*n+r[8]*i+r[12])*s,this.y=(r[1]*e+r[5]*n+r[9]*i+r[13])*s,this.z=(r[2]*e+r[6]*n+r[10]*i+r[14])*s,this}applyQuaternion(t){const e=this.x,n=this.y,i=this.z,r=t.x,s=t.y,a=t.z,o=t.w,l=2*(s*i-a*n),c=2*(a*e-r*i),h=2*(r*n-s*e);return this.x=e+o*l+s*h-a*c,this.y=n+o*c+a*l-r*h,this.z=i+o*h+r*c-s*l,this}project(t){return this.applyMatrix4(t.matrixWorldInverse).applyMatrix4(t.projectionMatrix)}unproject(t){return this.applyMatrix4(t.projectionMatrixInverse).applyMatrix4(t.matrixWorld)}transformDirection(t){const e=this.x,n=this.y,i=this.z,r=t.elements;return this.x=r[0]*e+r[4]*n+r[8]*i,this.y=r[1]*e+r[5]*n+r[9]*i,this.z=r[2]*e+r[6]*n+r[10]*i,this.normalize()}divide(t){return this.x/=t.x,this.y/=t.y,this.z/=t.z,this}divideScalar(t){return this.multiplyScalar(1/t)}min(t){return this.x=Math.min(this.x,t.x),this.y=Math.min(this.y,t.y),this.z=Math.min(this.z,t.z),this}max(t){return this.x=Math.max(this.x,t.x),this.y=Math.max(this.y,t.y),this.z=Math.max(this.z,t.z),this}clamp(t,e){return this.x=Math.max(t.x,Math.min(e.x,this.x)),this.y=Math.max(t.y,Math.min(e.y,this.y)),this.z=Math.max(t.z,Math.min(e.z,this.z)),this}clampScalar(t,e){return this.x=Math.max(t,Math.min(e,this.x)),this.y=Math.max(t,Math.min(e,this.y)),this.z=Math.max(t,Math.min(e,this.z)),this}clampLength(t,e){const n=this.length();return this.divideScalar(n||1).multiplyScalar(Math.max(t,Math.min(e,n)))}floor(){return this.x=Math.floor(this.x),this.y=Math.floor(this.y),this.z=Math.floor(this.z),this}ceil(){return this.x=Math.ceil(this.x),this.y=Math.ceil(this.y),this.z=Math.ceil(this.z),this}round(){return this.x=Math.round(this.x),this.y=Math.round(this.y),this.z=Math.round(this.z),this}roundToZero(){return this.x=Math.trunc(this.x),this.y=Math.trunc(this.y),this.z=Math.trunc(this.z),this}negate(){return this.x=-this.x,this.y=-this.y,this.z=-this.z,this}dot(t){return this.x*t.x+this.y*t.y+this.z*t.z}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(t){return this.normalize().multiplyScalar(t)}lerp(t,e){return this.x+=(t.x-this.x)*e,this.y+=(t.y-this.y)*e,this.z+=(t.z-this.z)*e,this}lerpVectors(t,e,n){return this.x=t.x+(e.x-t.x)*n,this.y=t.y+(e.y-t.y)*n,this.z=t.z+(e.z-t.z)*n,this}cross(t){return this.crossVectors(this,t)}crossVectors(t,e){const n=t.x,i=t.y,r=t.z,s=e.x,a=e.y,o=e.z;return this.x=i*o-r*a,this.y=r*s-n*o,this.z=n*a-i*s,this}projectOnVector(t){const e=t.lengthSq();if(0===e)return this.set(0,0,0);const n=t.dot(this)/e;return this.copy(t).multiplyScalar(n)}projectOnPlane(t){return Ni.copy(this).projectOnVector(t),this.sub(Ni)}reflect(t){return this.sub(Ni.copy(t).multiplyScalar(2*this.dot(t)))}angleTo(t){const e=Math.sqrt(this.lengthSq()*t.lengthSq());if(0===e)return Math.PI/2;const n=this.dot(t)/e;return Math.acos(jn(n,-1,1))}distanceTo(t){return Math.sqrt(this.distanceToSquared(t))}distanceToSquared(t){const e=this.x-t.x,n=this.y-t.y,i=this.z-t.z;return e*e+n*n+i*i}manhattanDistanceTo(t){return Math.abs(this.x-t.x)+Math.abs(this.y-t.y)+Math.abs(this.z-t.z)}setFromSpherical(t){return this.setFromSphericalCoords(t.radius,t.phi,t.theta)}setFromSphericalCoords(t,e,n){const i=Math.sin(e)*t;return this.x=i*Math.sin(n),this.y=Math.cos(e)*t,this.z=i*Math.cos(n),this}setFromCylindrical(t){return this.setFromCylindricalCoords(t.radius,t.theta,t.y)}setFromCylindricalCoords(t,e,n){return this.x=t*Math.sin(e),this.y=n,this.z=t*Math.cos(e),this}setFromMatrixPosition(t){const e=t.elements;return this.x=e[12],this.y=e[13],this.z=e[14],this}setFromMatrixScale(t){const e=this.setFromMatrixColumn(t,0).length(),n=this.setFromMatrixColumn(t,1).length(),i=this.setFromMatrixColumn(t,2).length();return this.x=e,this.y=n,this.z=i,this}setFromMatrixColumn(t,e){return this.fromArray(t.elements,4*e)}setFromMatrix3Column(t,e){return this.fromArray(t.elements,3*e)}setFromEuler(t){return this.x=t._x,this.y=t._y,this.z=t._z,this}setFromColor(t){return this.x=t.r,this.y=t.g,this.z=t.b,this}equals(t){return t.x===this.x&&t.y===this.y&&t.z===this.z}fromArray(t,e=0){return this.x=t[e],this.y=t[e+1],this.z=t[e+2],this}toArray(t=[],e=0){return t[e]=this.x,t[e+1]=this.y,t[e+2]=this.z,t}fromBufferAttribute(t,e){return this.x=t.getX(e),this.y=t.getY(e),this.z=t.getZ(e),this}random(){return this.x=Math.random(),this.y=Math.random(),this.z=Math.random(),this}randomDirection(){const t=2*(Math.random()-.5),e=Math.random()*Math.PI*2,n=Math.sqrt(1-t**2);return this.x=n*Math.cos(e),this.y=n*Math.sin(e),this.z=t,this}*[Symbol.iterator](){yield this.x,yield this.y,yield this.z}}const Ni=new Ui,Di=new Ii;class Oi{constructor(t=new Ui(1/0,1/0,1/0),e=new Ui(-1/0,-1/0,-1/0)){this.isBox3=!0,this.min=t,this.max=e}set(t,e){return this.min.copy(t),this.max.copy(e),this}setFromArray(t){this.makeEmpty();for(let e=0,n=t.length;ethis.max.x||t.ythis.max.y||t.zthis.max.z)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y&&this.min.z<=t.min.z&&t.max.z<=this.max.z}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y),(t.z-this.min.z)/(this.max.z-this.min.z))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y||t.max.zthis.max.z)}intersectsSphere(t){return this.clampPoint(t.center,Bi),Bi.distanceToSquared(t.center)<=t.radius*t.radius}intersectsPlane(t){let e,n;return t.normal.x>0?(e=t.normal.x*this.min.x,n=t.normal.x*this.max.x):(e=t.normal.x*this.max.x,n=t.normal.x*this.min.x),t.normal.y>0?(e+=t.normal.y*this.min.y,n+=t.normal.y*this.max.y):(e+=t.normal.y*this.max.y,n+=t.normal.y*this.min.y),t.normal.z>0?(e+=t.normal.z*this.min.z,n+=t.normal.z*this.max.z):(e+=t.normal.z*this.max.z,n+=t.normal.z*this.min.z),e<=-t.constant&&n>=-t.constant}intersectsTriangle(t){if(this.isEmpty())return!1;this.getCenter(ji),qi.subVectors(this.max,ji),Hi.subVectors(t.a,ji),Vi.subVectors(t.b,ji),ki.subVectors(t.c,ji),Gi.subVectors(Vi,Hi),Wi.subVectors(ki,Vi),Xi.subVectors(Hi,ki);let e=[0,-Gi.z,Gi.y,0,-Wi.z,Wi.y,0,-Xi.z,Xi.y,Gi.z,0,-Gi.x,Wi.z,0,-Wi.x,Xi.z,0,-Xi.x,-Gi.y,Gi.x,0,-Wi.y,Wi.x,0,-Xi.y,Xi.x,0];return!!Ji(e,Hi,Vi,ki,qi)&&(e=[1,0,0,0,1,0,0,0,1],!!Ji(e,Hi,Vi,ki,qi)&&(Yi.crossVectors(Gi,Wi),e=[Yi.x,Yi.y,Yi.z],Ji(e,Hi,Vi,ki,qi)))}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,Bi).distanceTo(t)}getBoundingSphere(t){return this.isEmpty()?t.makeEmpty():(this.getCenter(t.center),t.radius=.5*this.getSize(Bi).length()),t}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}applyMatrix4(t){return this.isEmpty()||(Fi[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(t),Fi[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(t),Fi[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(t),Fi[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(t),Fi[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(t),Fi[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(t),Fi[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(t),Fi[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(t),this.setFromPoints(Fi)),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const Fi=[new Ui,new Ui,new Ui,new Ui,new Ui,new Ui,new Ui,new Ui],Bi=new Ui,zi=new Oi,Hi=new Ui,Vi=new Ui,ki=new Ui,Gi=new Ui,Wi=new Ui,Xi=new Ui,ji=new Ui,qi=new Ui,Yi=new Ui,Zi=new Ui;function Ji(t,e,n,i,r){for(let s=0,a=t.length-3;s<=a;s+=3){Zi.fromArray(t,s);const a=r.x*Math.abs(Zi.x)+r.y*Math.abs(Zi.y)+r.z*Math.abs(Zi.z),o=e.dot(Zi),l=n.dot(Zi),c=i.dot(Zi);if(Math.max(-Math.max(o,l,c),Math.min(o,l,c))>a)return!1}return!0}const Ki=new Oi,$i=new Ui,Qi=new Ui;class tr{constructor(t=new Ui,e=-1){this.isSphere=!0,this.center=t,this.radius=e}set(t,e){return this.center.copy(t),this.radius=e,this}setFromPoints(t,e){const n=this.center;void 0!==e?n.copy(e):Ki.setFromPoints(t).getCenter(n);let i=0;for(let e=0,r=t.length;ethis.radius*this.radius&&(e.sub(this.center).normalize(),e.multiplyScalar(this.radius).add(this.center)),e}getBoundingBox(t){return this.isEmpty()?(t.makeEmpty(),t):(t.set(this.center,this.center),t.expandByScalar(this.radius),t)}applyMatrix4(t){return this.center.applyMatrix4(t),this.radius=this.radius*t.getMaxScaleOnAxis(),this}translate(t){return this.center.add(t),this}expandByPoint(t){if(this.isEmpty())return this.center.copy(t),this.radius=0,this;$i.subVectors(t,this.center);const e=$i.lengthSq();if(e>this.radius*this.radius){const t=Math.sqrt(e),n=.5*(t-this.radius);this.center.addScaledVector($i,n/t),this.radius+=n}return this}union(t){return t.isEmpty()?this:this.isEmpty()?(this.copy(t),this):(!0===this.center.equals(t.center)?this.radius=Math.max(this.radius,t.radius):(Qi.subVectors(t.center,this.center).setLength(t.radius),this.expandByPoint($i.copy(t.center).add(Qi)),this.expandByPoint($i.copy(t.center).sub(Qi))),this)}equals(t){return t.center.equals(this.center)&&t.radius===this.radius}clone(){return(new this.constructor).copy(this)}}const er=new Ui,nr=new Ui,ir=new Ui,rr=new Ui,sr=new Ui,ar=new Ui,or=new Ui;class lr{constructor(t=new Ui,e=new Ui(0,0,-1)){this.origin=t,this.direction=e}set(t,e){return this.origin.copy(t),this.direction.copy(e),this}copy(t){return this.origin.copy(t.origin),this.direction.copy(t.direction),this}at(t,e){return e.copy(this.origin).addScaledVector(this.direction,t)}lookAt(t){return this.direction.copy(t).sub(this.origin).normalize(),this}recast(t){return this.origin.copy(this.at(t,er)),this}closestPointToPoint(t,e){e.subVectors(t,this.origin);const n=e.dot(this.direction);return n<0?e.copy(this.origin):e.copy(this.origin).addScaledVector(this.direction,n)}distanceToPoint(t){return Math.sqrt(this.distanceSqToPoint(t))}distanceSqToPoint(t){const e=er.subVectors(t,this.origin).dot(this.direction);return e<0?this.origin.distanceToSquared(t):(er.copy(this.origin).addScaledVector(this.direction,e),er.distanceToSquared(t))}distanceSqToSegment(t,e,n,i){nr.copy(t).add(e).multiplyScalar(.5),ir.copy(e).sub(t).normalize(),rr.copy(this.origin).sub(nr);const r=.5*t.distanceTo(e),s=-this.direction.dot(ir),a=rr.dot(this.direction),o=-rr.dot(ir),l=rr.lengthSq(),c=Math.abs(1-s*s);let h,u,d,p;if(c>0)if(h=s*o-a,u=s*a-o,p=r*c,h>=0)if(u>=-p)if(u<=p){const t=1/c;h*=t,u*=t,d=h*(h+s*u+2*a)+u*(s*h+u+2*o)+l}else u=r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u=-r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;else u<=-p?(h=Math.max(0,-(-s*r+a)),u=h>0?-r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l):u<=p?(h=0,u=Math.min(Math.max(-r,-o),r),d=u*(u+2*o)+l):(h=Math.max(0,-(s*r+a)),u=h>0?r:Math.min(Math.max(-r,-o),r),d=-h*h+u*(u+2*o)+l);else u=s>0?-r:r,h=Math.max(0,-(s*u+a)),d=-h*h+u*(u+2*o)+l;return n&&n.copy(this.origin).addScaledVector(this.direction,h),i&&i.copy(nr).addScaledVector(ir,u),d}intersectSphere(t,e){er.subVectors(t.center,this.origin);const n=er.dot(this.direction),i=er.dot(er)-n*n,r=t.radius*t.radius;if(i>r)return null;const s=Math.sqrt(r-i),a=n-s,o=n+s;return o<0?null:a<0?this.at(o,e):this.at(a,e)}intersectsSphere(t){return this.distanceSqToPoint(t.center)<=t.radius*t.radius}distanceToPlane(t){const e=t.normal.dot(this.direction);if(0===e)return 0===t.distanceToPoint(this.origin)?0:null;const n=-(this.origin.dot(t.normal)+t.constant)/e;return n>=0?n:null}intersectPlane(t,e){const n=this.distanceToPlane(t);return null===n?null:this.at(n,e)}intersectsPlane(t){const e=t.distanceToPoint(this.origin);if(0===e)return!0;return t.normal.dot(this.direction)*e<0}intersectBox(t,e){let n,i,r,s,a,o;const l=1/this.direction.x,c=1/this.direction.y,h=1/this.direction.z,u=this.origin;return l>=0?(n=(t.min.x-u.x)*l,i=(t.max.x-u.x)*l):(n=(t.max.x-u.x)*l,i=(t.min.x-u.x)*l),c>=0?(r=(t.min.y-u.y)*c,s=(t.max.y-u.y)*c):(r=(t.max.y-u.y)*c,s=(t.min.y-u.y)*c),n>s||r>i?null:((r>n||isNaN(n))&&(n=r),(s=0?(a=(t.min.z-u.z)*h,o=(t.max.z-u.z)*h):(a=(t.max.z-u.z)*h,o=(t.min.z-u.z)*h),n>o||a>i?null:((a>n||n!=n)&&(n=a),(o=0?n:i,e)))}intersectsBox(t){return null!==this.intersectBox(t,er)}intersectTriangle(t,e,n,i,r){sr.subVectors(e,t),ar.subVectors(n,t),or.crossVectors(sr,ar);let s,a=this.direction.dot(or);if(a>0){if(i)return null;s=1}else{if(!(a<0))return null;s=-1,a=-a}rr.subVectors(this.origin,t);const o=s*this.direction.dot(ar.crossVectors(rr,ar));if(o<0)return null;const l=s*this.direction.dot(sr.cross(rr));if(l<0)return null;if(o+l>a)return null;const c=-s*rr.dot(or);return c<0?null:this.at(c/a,r)}applyMatrix4(t){return this.origin.applyMatrix4(t),this.direction.transformDirection(t),this}equals(t){return t.origin.equals(this.origin)&&t.direction.equals(this.direction)}clone(){return(new this.constructor).copy(this)}}class cr{constructor(t,e,n,i,r,s,a,o,l,c,h,u,d,p,m,f){cr.prototype.isMatrix4=!0,this.elements=[1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1],void 0!==t&&this.set(t,e,n,i,r,s,a,o,l,c,h,u,d,p,m,f)}set(t,e,n,i,r,s,a,o,l,c,h,u,d,p,m,f){const g=this.elements;return g[0]=t,g[4]=e,g[8]=n,g[12]=i,g[1]=r,g[5]=s,g[9]=a,g[13]=o,g[2]=l,g[6]=c,g[10]=h,g[14]=u,g[3]=d,g[7]=p,g[11]=m,g[15]=f,this}identity(){return this.set(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1),this}clone(){return(new cr).fromArray(this.elements)}copy(t){const e=this.elements,n=t.elements;return e[0]=n[0],e[1]=n[1],e[2]=n[2],e[3]=n[3],e[4]=n[4],e[5]=n[5],e[6]=n[6],e[7]=n[7],e[8]=n[8],e[9]=n[9],e[10]=n[10],e[11]=n[11],e[12]=n[12],e[13]=n[13],e[14]=n[14],e[15]=n[15],this}copyPosition(t){const e=this.elements,n=t.elements;return e[12]=n[12],e[13]=n[13],e[14]=n[14],this}setFromMatrix3(t){const e=t.elements;return this.set(e[0],e[3],e[6],0,e[1],e[4],e[7],0,e[2],e[5],e[8],0,0,0,0,1),this}extractBasis(t,e,n){return t.setFromMatrixColumn(this,0),e.setFromMatrixColumn(this,1),n.setFromMatrixColumn(this,2),this}makeBasis(t,e,n){return this.set(t.x,e.x,n.x,0,t.y,e.y,n.y,0,t.z,e.z,n.z,0,0,0,0,1),this}extractRotation(t){const e=this.elements,n=t.elements,i=1/hr.setFromMatrixColumn(t,0).length(),r=1/hr.setFromMatrixColumn(t,1).length(),s=1/hr.setFromMatrixColumn(t,2).length();return e[0]=n[0]*i,e[1]=n[1]*i,e[2]=n[2]*i,e[3]=0,e[4]=n[4]*r,e[5]=n[5]*r,e[6]=n[6]*r,e[7]=0,e[8]=n[8]*s,e[9]=n[9]*s,e[10]=n[10]*s,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromEuler(t){const e=this.elements,n=t.x,i=t.y,r=t.z,s=Math.cos(n),a=Math.sin(n),o=Math.cos(i),l=Math.sin(i),c=Math.cos(r),h=Math.sin(r);if("XYZ"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=-o*h,e[8]=l,e[1]=n+i*l,e[5]=t-r*l,e[9]=-a*o,e[2]=r-t*l,e[6]=i+n*l,e[10]=s*o}else if("YXZ"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t+r*a,e[4]=i*a-n,e[8]=s*l,e[1]=s*h,e[5]=s*c,e[9]=-a,e[2]=n*a-i,e[6]=r+t*a,e[10]=s*o}else if("ZXY"===t.order){const t=o*c,n=o*h,i=l*c,r=l*h;e[0]=t-r*a,e[4]=-s*h,e[8]=i+n*a,e[1]=n+i*a,e[5]=s*c,e[9]=r-t*a,e[2]=-s*l,e[6]=a,e[10]=s*o}else if("ZYX"===t.order){const t=s*c,n=s*h,i=a*c,r=a*h;e[0]=o*c,e[4]=i*l-n,e[8]=t*l+r,e[1]=o*h,e[5]=r*l+t,e[9]=n*l-i,e[2]=-l,e[6]=a*o,e[10]=s*o}else if("YZX"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=r-t*h,e[8]=i*h+n,e[1]=h,e[5]=s*c,e[9]=-a*c,e[2]=-l*c,e[6]=n*h+i,e[10]=t-r*h}else if("XZY"===t.order){const t=s*o,n=s*l,i=a*o,r=a*l;e[0]=o*c,e[4]=-h,e[8]=l*c,e[1]=t*h+r,e[5]=s*c,e[9]=n*h-i,e[2]=i*h-n,e[6]=a*c,e[10]=r*h+t}return e[3]=0,e[7]=0,e[11]=0,e[12]=0,e[13]=0,e[14]=0,e[15]=1,this}makeRotationFromQuaternion(t){return this.compose(dr,t,pr)}lookAt(t,e,n){const i=this.elements;return gr.subVectors(t,e),0===gr.lengthSq()&&(gr.z=1),gr.normalize(),mr.crossVectors(n,gr),0===mr.lengthSq()&&(1===Math.abs(n.z)?gr.x+=1e-4:gr.z+=1e-4,gr.normalize(),mr.crossVectors(n,gr)),mr.normalize(),fr.crossVectors(gr,mr),i[0]=mr.x,i[4]=fr.x,i[8]=gr.x,i[1]=mr.y,i[5]=fr.y,i[9]=gr.y,i[2]=mr.z,i[6]=fr.z,i[10]=gr.z,this}multiply(t){return this.multiplyMatrices(this,t)}premultiply(t){return this.multiplyMatrices(t,this)}multiplyMatrices(t,e){const n=t.elements,i=e.elements,r=this.elements,s=n[0],a=n[4],o=n[8],l=n[12],c=n[1],h=n[5],u=n[9],d=n[13],p=n[2],m=n[6],f=n[10],g=n[14],_=n[3],v=n[7],x=n[11],y=n[15],M=i[0],S=i[4],b=i[8],E=i[12],T=i[1],w=i[5],A=i[9],R=i[13],C=i[2],P=i[6],L=i[10],I=i[14],U=i[3],N=i[7],D=i[11],O=i[15];return r[0]=s*M+a*T+o*C+l*U,r[4]=s*S+a*w+o*P+l*N,r[8]=s*b+a*A+o*L+l*D,r[12]=s*E+a*R+o*I+l*O,r[1]=c*M+h*T+u*C+d*U,r[5]=c*S+h*w+u*P+d*N,r[9]=c*b+h*A+u*L+d*D,r[13]=c*E+h*R+u*I+d*O,r[2]=p*M+m*T+f*C+g*U,r[6]=p*S+m*w+f*P+g*N,r[10]=p*b+m*A+f*L+g*D,r[14]=p*E+m*R+f*I+g*O,r[3]=_*M+v*T+x*C+y*U,r[7]=_*S+v*w+x*P+y*N,r[11]=_*b+v*A+x*L+y*D,r[15]=_*E+v*R+x*I+y*O,this}multiplyScalar(t){const e=this.elements;return e[0]*=t,e[4]*=t,e[8]*=t,e[12]*=t,e[1]*=t,e[5]*=t,e[9]*=t,e[13]*=t,e[2]*=t,e[6]*=t,e[10]*=t,e[14]*=t,e[3]*=t,e[7]*=t,e[11]*=t,e[15]*=t,this}determinant(){const t=this.elements,e=t[0],n=t[4],i=t[8],r=t[12],s=t[1],a=t[5],o=t[9],l=t[13],c=t[2],h=t[6],u=t[10],d=t[14];return t[3]*(+r*o*h-i*l*h-r*a*u+n*l*u+i*a*d-n*o*d)+t[7]*(+e*o*d-e*l*u+r*s*u-i*s*d+i*l*c-r*o*c)+t[11]*(+e*l*h-e*a*d-r*s*h+n*s*d+r*a*c-n*l*c)+t[15]*(-i*a*c-e*o*h+e*a*u+i*s*h-n*s*u+n*o*c)}transpose(){const t=this.elements;let e;return e=t[1],t[1]=t[4],t[4]=e,e=t[2],t[2]=t[8],t[8]=e,e=t[6],t[6]=t[9],t[9]=e,e=t[3],t[3]=t[12],t[12]=e,e=t[7],t[7]=t[13],t[13]=e,e=t[11],t[11]=t[14],t[14]=e,this}setPosition(t,e,n){const i=this.elements;return t.isVector3?(i[12]=t.x,i[13]=t.y,i[14]=t.z):(i[12]=t,i[13]=e,i[14]=n),this}invert(){const t=this.elements,e=t[0],n=t[1],i=t[2],r=t[3],s=t[4],a=t[5],o=t[6],l=t[7],c=t[8],h=t[9],u=t[10],d=t[11],p=t[12],m=t[13],f=t[14],g=t[15],_=h*f*l-m*u*l+m*o*d-a*f*d-h*o*g+a*u*g,v=p*u*l-c*f*l-p*o*d+s*f*d+c*o*g-s*u*g,x=c*m*l-p*h*l+p*a*d-s*m*d-c*a*g+s*h*g,y=p*h*o-c*m*o-p*a*u+s*m*u+c*a*f-s*h*f,M=e*_+n*v+i*x+r*y;if(0===M)return this.set(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);const S=1/M;return t[0]=_*S,t[1]=(m*u*r-h*f*r-m*i*d+n*f*d+h*i*g-n*u*g)*S,t[2]=(a*f*r-m*o*r+m*i*l-n*f*l-a*i*g+n*o*g)*S,t[3]=(h*o*r-a*u*r-h*i*l+n*u*l+a*i*d-n*o*d)*S,t[4]=v*S,t[5]=(c*f*r-p*u*r+p*i*d-e*f*d-c*i*g+e*u*g)*S,t[6]=(p*o*r-s*f*r-p*i*l+e*f*l+s*i*g-e*o*g)*S,t[7]=(s*u*r-c*o*r+c*i*l-e*u*l-s*i*d+e*o*d)*S,t[8]=x*S,t[9]=(p*h*r-c*m*r-p*n*d+e*m*d+c*n*g-e*h*g)*S,t[10]=(s*m*r-p*a*r+p*n*l-e*m*l-s*n*g+e*a*g)*S,t[11]=(c*a*r-s*h*r-c*n*l+e*h*l+s*n*d-e*a*d)*S,t[12]=y*S,t[13]=(c*m*i-p*h*i+p*n*u-e*m*u-c*n*f+e*h*f)*S,t[14]=(p*a*i-s*m*i-p*n*o+e*m*o+s*n*f-e*a*f)*S,t[15]=(s*h*i-c*a*i+c*n*o-e*h*o-s*n*u+e*a*u)*S,this}scale(t){const e=this.elements,n=t.x,i=t.y,r=t.z;return e[0]*=n,e[4]*=i,e[8]*=r,e[1]*=n,e[5]*=i,e[9]*=r,e[2]*=n,e[6]*=i,e[10]*=r,e[3]*=n,e[7]*=i,e[11]*=r,this}getMaxScaleOnAxis(){const t=this.elements,e=t[0]*t[0]+t[1]*t[1]+t[2]*t[2],n=t[4]*t[4]+t[5]*t[5]+t[6]*t[6],i=t[8]*t[8]+t[9]*t[9]+t[10]*t[10];return Math.sqrt(Math.max(e,n,i))}makeTranslation(t,e,n){return t.isVector3?this.set(1,0,0,t.x,0,1,0,t.y,0,0,1,t.z,0,0,0,1):this.set(1,0,0,t,0,1,0,e,0,0,1,n,0,0,0,1),this}makeRotationX(t){const e=Math.cos(t),n=Math.sin(t);return this.set(1,0,0,0,0,e,-n,0,0,n,e,0,0,0,0,1),this}makeRotationY(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,0,n,0,0,1,0,0,-n,0,e,0,0,0,0,1),this}makeRotationZ(t){const e=Math.cos(t),n=Math.sin(t);return this.set(e,-n,0,0,n,e,0,0,0,0,1,0,0,0,0,1),this}makeRotationAxis(t,e){const n=Math.cos(e),i=Math.sin(e),r=1-n,s=t.x,a=t.y,o=t.z,l=r*s,c=r*a;return this.set(l*s+n,l*a-i*o,l*o+i*a,0,l*a+i*o,c*a+n,c*o-i*s,0,l*o-i*a,c*o+i*s,r*o*o+n,0,0,0,0,1),this}makeScale(t,e,n){return this.set(t,0,0,0,0,e,0,0,0,0,n,0,0,0,0,1),this}makeShear(t,e,n,i,r,s){return this.set(1,n,r,0,t,1,s,0,e,i,1,0,0,0,0,1),this}compose(t,e,n){const i=this.elements,r=e._x,s=e._y,a=e._z,o=e._w,l=r+r,c=s+s,h=a+a,u=r*l,d=r*c,p=r*h,m=s*c,f=s*h,g=a*h,_=o*l,v=o*c,x=o*h,y=n.x,M=n.y,S=n.z;return i[0]=(1-(m+g))*y,i[1]=(d+x)*y,i[2]=(p-v)*y,i[3]=0,i[4]=(d-x)*M,i[5]=(1-(u+g))*M,i[6]=(f+_)*M,i[7]=0,i[8]=(p+v)*S,i[9]=(f-_)*S,i[10]=(1-(u+m))*S,i[11]=0,i[12]=t.x,i[13]=t.y,i[14]=t.z,i[15]=1,this}decompose(t,e,n){const i=this.elements;let r=hr.set(i[0],i[1],i[2]).length();const s=hr.set(i[4],i[5],i[6]).length(),a=hr.set(i[8],i[9],i[10]).length();this.determinant()<0&&(r=-r),t.x=i[12],t.y=i[13],t.z=i[14],ur.copy(this);const o=1/r,l=1/s,c=1/a;return ur.elements[0]*=o,ur.elements[1]*=o,ur.elements[2]*=o,ur.elements[4]*=l,ur.elements[5]*=l,ur.elements[6]*=l,ur.elements[8]*=c,ur.elements[9]*=c,ur.elements[10]*=c,e.setFromRotationMatrix(ur),n.x=r,n.y=s,n.z=a,this}makePerspective(t,e,n,i,r,s,a=2e3){const o=this.elements,l=2*r/(e-t),c=2*r/(n-i),h=(e+t)/(e-t),u=(n+i)/(n-i);let d,p;if(a===Bn)d=-(s+r)/(s-r),p=-2*s*r/(s-r);else{if(a!==zn)throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: "+a);d=-s/(s-r),p=-s*r/(s-r)}return o[0]=l,o[4]=0,o[8]=h,o[12]=0,o[1]=0,o[5]=c,o[9]=u,o[13]=0,o[2]=0,o[6]=0,o[10]=d,o[14]=p,o[3]=0,o[7]=0,o[11]=-1,o[15]=0,this}makeOrthographic(t,e,n,i,r,s,a=2e3){const o=this.elements,l=1/(e-t),c=1/(n-i),h=1/(s-r),u=(e+t)*l,d=(n+i)*c;let p,m;if(a===Bn)p=(s+r)*h,m=-2*h;else{if(a!==zn)throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: "+a);p=r*h,m=-1*h}return o[0]=2*l,o[4]=0,o[8]=0,o[12]=-u,o[1]=0,o[5]=2*c,o[9]=0,o[13]=-d,o[2]=0,o[6]=0,o[10]=m,o[14]=-p,o[3]=0,o[7]=0,o[11]=0,o[15]=1,this}equals(t){const e=this.elements,n=t.elements;for(let t=0;t<16;t++)if(e[t]!==n[t])return!1;return!0}fromArray(t,e=0){for(let n=0;n<16;n++)this.elements[n]=t[n+e];return this}toArray(t=[],e=0){const n=this.elements;return t[e]=n[0],t[e+1]=n[1],t[e+2]=n[2],t[e+3]=n[3],t[e+4]=n[4],t[e+5]=n[5],t[e+6]=n[6],t[e+7]=n[7],t[e+8]=n[8],t[e+9]=n[9],t[e+10]=n[10],t[e+11]=n[11],t[e+12]=n[12],t[e+13]=n[13],t[e+14]=n[14],t[e+15]=n[15],t}}const hr=new Ui,ur=new cr,dr=new Ui(0,0,0),pr=new Ui(1,1,1),mr=new Ui,fr=new Ui,gr=new Ui,_r=new cr,vr=new Ii;class xr{constructor(t=0,e=0,n=0,i=xr.DEFAULT_ORDER){this.isEuler=!0,this._x=t,this._y=e,this._z=n,this._order=i}get x(){return this._x}set x(t){this._x=t,this._onChangeCallback()}get y(){return this._y}set y(t){this._y=t,this._onChangeCallback()}get z(){return this._z}set z(t){this._z=t,this._onChangeCallback()}get order(){return this._order}set order(t){this._order=t,this._onChangeCallback()}set(t,e,n,i=this._order){return this._x=t,this._y=e,this._z=n,this._order=i,this._onChangeCallback(),this}clone(){return new this.constructor(this._x,this._y,this._z,this._order)}copy(t){return this._x=t._x,this._y=t._y,this._z=t._z,this._order=t._order,this._onChangeCallback(),this}setFromRotationMatrix(t,e=this._order,n=!0){const i=t.elements,r=i[0],s=i[4],a=i[8],o=i[1],l=i[5],c=i[9],h=i[2],u=i[6],d=i[10];switch(e){case"XYZ":this._y=Math.asin(jn(a,-1,1)),Math.abs(a)<.9999999?(this._x=Math.atan2(-c,d),this._z=Math.atan2(-s,r)):(this._x=Math.atan2(u,l),this._z=0);break;case"YXZ":this._x=Math.asin(-jn(c,-1,1)),Math.abs(c)<.9999999?(this._y=Math.atan2(a,d),this._z=Math.atan2(o,l)):(this._y=Math.atan2(-h,r),this._z=0);break;case"ZXY":this._x=Math.asin(jn(u,-1,1)),Math.abs(u)<.9999999?(this._y=Math.atan2(-h,d),this._z=Math.atan2(-s,l)):(this._y=0,this._z=Math.atan2(o,r));break;case"ZYX":this._y=Math.asin(-jn(h,-1,1)),Math.abs(h)<.9999999?(this._x=Math.atan2(u,d),this._z=Math.atan2(o,r)):(this._x=0,this._z=Math.atan2(-s,l));break;case"YZX":this._z=Math.asin(jn(o,-1,1)),Math.abs(o)<.9999999?(this._x=Math.atan2(-c,l),this._y=Math.atan2(-h,r)):(this._x=0,this._y=Math.atan2(a,d));break;case"XZY":this._z=Math.asin(-jn(s,-1,1)),Math.abs(s)<.9999999?(this._x=Math.atan2(u,l),this._y=Math.atan2(a,r)):(this._x=Math.atan2(-c,d),this._y=0);break;default:console.warn("THREE.Euler: .setFromRotationMatrix() encountered an unknown order: "+e)}return this._order=e,!0===n&&this._onChangeCallback(),this}setFromQuaternion(t,e,n){return _r.makeRotationFromQuaternion(t),this.setFromRotationMatrix(_r,e,n)}setFromVector3(t,e=this._order){return this.set(t.x,t.y,t.z,e)}reorder(t){return vr.setFromEuler(this),this.setFromQuaternion(vr,t)}equals(t){return t._x===this._x&&t._y===this._y&&t._z===this._z&&t._order===this._order}fromArray(t){return this._x=t[0],this._y=t[1],this._z=t[2],void 0!==t[3]&&(this._order=t[3]),this._onChangeCallback(),this}toArray(t=[],e=0){return t[e]=this._x,t[e+1]=this._y,t[e+2]=this._z,t[e+3]=this._order,t}_onChange(t){return this._onChangeCallback=t,this}_onChangeCallback(){}*[Symbol.iterator](){yield this._x,yield this._y,yield this._z,yield this._order}}xr.DEFAULT_ORDER="XYZ";class yr{constructor(){this.mask=1}set(t){this.mask=(1<>>0}enable(t){this.mask|=1<1){for(let t=0;t1){for(let t=0;t0&&(i.userData=this.userData),i.layers=this.layers.mask,i.matrix=this.matrix.toArray(),i.up=this.up.toArray(),!1===this.matrixAutoUpdate&&(i.matrixAutoUpdate=!1),this.isInstancedMesh&&(i.type="InstancedMesh",i.count=this.count,i.instanceMatrix=this.instanceMatrix.toJSON(),null!==this.instanceColor&&(i.instanceColor=this.instanceColor.toJSON())),this.isBatchedMesh&&(i.type="BatchedMesh",i.perObjectFrustumCulled=this.perObjectFrustumCulled,i.sortObjects=this.sortObjects,i.drawRanges=this._drawRanges,i.reservedRanges=this._reservedRanges,i.visibility=this._visibility,i.active=this._active,i.bounds=this._bounds.map((t=>({boxInitialized:t.boxInitialized,boxMin:t.box.min.toArray(),boxMax:t.box.max.toArray(),sphereInitialized:t.sphereInitialized,sphereRadius:t.sphere.radius,sphereCenter:t.sphere.center.toArray()}))),i.maxGeometryCount=this._maxGeometryCount,i.maxVertexCount=this._maxVertexCount,i.maxIndexCount=this._maxIndexCount,i.geometryInitialized=this._geometryInitialized,i.geometryCount=this._geometryCount,i.matricesTexture=this._matricesTexture.toJSON(t),null!==this.boundingSphere&&(i.boundingSphere={center:i.boundingSphere.center.toArray(),radius:i.boundingSphere.radius}),null!==this.boundingBox&&(i.boundingBox={min:i.boundingBox.min.toArray(),max:i.boundingBox.max.toArray()})),this.isScene)this.background&&(this.background.isColor?i.background=this.background.toJSON():this.background.isTexture&&(i.background=this.background.toJSON(t).uuid)),this.environment&&this.environment.isTexture&&!0!==this.environment.isRenderTargetTexture&&(i.environment=this.environment.toJSON(t).uuid);else if(this.isMesh||this.isLine||this.isPoints){i.geometry=r(t.geometries,this.geometry);const e=this.geometry.parameters;if(void 0!==e&&void 0!==e.shapes){const n=e.shapes;if(Array.isArray(n))for(let e=0,i=n.length;e0){i.children=[];for(let e=0;e0){i.animations=[];for(let e=0;e0&&(n.geometries=e),i.length>0&&(n.materials=i),r.length>0&&(n.textures=r),a.length>0&&(n.images=a),o.length>0&&(n.shapes=o),l.length>0&&(n.skeletons=l),c.length>0&&(n.animations=c),h.length>0&&(n.nodes=h)}return n.object=i,n;function s(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}}clone(t){return(new this.constructor).copy(this,t)}copy(t,e=!0){if(this.name=t.name,this.up.copy(t.up),this.position.copy(t.position),this.rotation.order=t.rotation.order,this.quaternion.copy(t.quaternion),this.scale.copy(t.scale),this.matrix.copy(t.matrix),this.matrixWorld.copy(t.matrixWorld),this.matrixAutoUpdate=t.matrixAutoUpdate,this.matrixWorldAutoUpdate=t.matrixWorldAutoUpdate,this.matrixWorldNeedsUpdate=t.matrixWorldNeedsUpdate,this.layers.mask=t.layers.mask,this.visible=t.visible,this.castShadow=t.castShadow,this.receiveShadow=t.receiveShadow,this.frustumCulled=t.frustumCulled,this.renderOrder=t.renderOrder,this.animations=t.animations.slice(),this.userData=JSON.parse(JSON.stringify(t.userData)),!0===e)for(let e=0;e0?i.multiplyScalar(1/Math.sqrt(r)):i.set(0,0,0)}static getBarycoord(t,e,n,i,r){Dr.subVectors(i,e),Or.subVectors(n,e),Fr.subVectors(t,e);const s=Dr.dot(Dr),a=Dr.dot(Or),o=Dr.dot(Fr),l=Or.dot(Or),c=Or.dot(Fr),h=s*l-a*a;if(0===h)return r.set(0,0,0),null;const u=1/h,d=(l*o-a*c)*u,p=(s*c-a*o)*u;return r.set(1-d-p,p,d)}static containsPoint(t,e,n,i){return null!==this.getBarycoord(t,e,n,i,Br)&&(Br.x>=0&&Br.y>=0&&Br.x+Br.y<=1)}static getUV(t,e,n,i,r,s,a,o){return!1===Xr&&(console.warn("THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation()."),Xr=!0),this.getInterpolation(t,e,n,i,r,s,a,o)}static getInterpolation(t,e,n,i,r,s,a,o){return null===this.getBarycoord(t,e,n,i,Br)?(o.x=0,o.y=0,"z"in o&&(o.z=0),"w"in o&&(o.w=0),null):(o.setScalar(0),o.addScaledVector(r,Br.x),o.addScaledVector(s,Br.y),o.addScaledVector(a,Br.z),o)}static isFrontFacing(t,e,n,i){return Dr.subVectors(n,e),Or.subVectors(t,e),Dr.cross(Or).dot(i)<0}set(t,e,n){return this.a.copy(t),this.b.copy(e),this.c.copy(n),this}setFromPointsAndIndices(t,e,n,i){return this.a.copy(t[e]),this.b.copy(t[n]),this.c.copy(t[i]),this}setFromAttributeAndIndices(t,e,n,i){return this.a.fromBufferAttribute(t,e),this.b.fromBufferAttribute(t,n),this.c.fromBufferAttribute(t,i),this}clone(){return(new this.constructor).copy(this)}copy(t){return this.a.copy(t.a),this.b.copy(t.b),this.c.copy(t.c),this}getArea(){return Dr.subVectors(this.c,this.b),Or.subVectors(this.a,this.b),.5*Dr.cross(Or).length()}getMidpoint(t){return t.addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)}getNormal(t){return jr.getNormal(this.a,this.b,this.c,t)}getPlane(t){return t.setFromCoplanarPoints(this.a,this.b,this.c)}getBarycoord(t,e){return jr.getBarycoord(t,this.a,this.b,this.c,e)}getUV(t,e,n,i,r){return!1===Xr&&(console.warn("THREE.Triangle.getUV() has been renamed to THREE.Triangle.getInterpolation()."),Xr=!0),jr.getInterpolation(t,this.a,this.b,this.c,e,n,i,r)}getInterpolation(t,e,n,i,r){return jr.getInterpolation(t,this.a,this.b,this.c,e,n,i,r)}containsPoint(t){return jr.containsPoint(t,this.a,this.b,this.c)}isFrontFacing(t){return jr.isFrontFacing(this.a,this.b,this.c,t)}intersectsBox(t){return t.intersectsTriangle(this)}closestPointToPoint(t,e){const n=this.a,i=this.b,r=this.c;let s,a;zr.subVectors(i,n),Hr.subVectors(r,n),kr.subVectors(t,n);const o=zr.dot(kr),l=Hr.dot(kr);if(o<=0&&l<=0)return e.copy(n);Gr.subVectors(t,i);const c=zr.dot(Gr),h=Hr.dot(Gr);if(c>=0&&h<=c)return e.copy(i);const u=o*h-c*l;if(u<=0&&o>=0&&c<=0)return s=o/(o-c),e.copy(n).addScaledVector(zr,s);Wr.subVectors(t,r);const d=zr.dot(Wr),p=Hr.dot(Wr);if(p>=0&&d<=p)return e.copy(r);const m=d*l-o*p;if(m<=0&&l>=0&&p<=0)return a=l/(l-p),e.copy(n).addScaledVector(Hr,a);const f=c*p-d*h;if(f<=0&&h-c>=0&&d-p>=0)return Vr.subVectors(r,i),a=(h-c)/(h-c+(d-p)),e.copy(i).addScaledVector(Vr,a);const g=1/(f+m+u);return s=m*g,a=u*g,e.copy(n).addScaledVector(zr,s).addScaledVector(Hr,a)}equals(t){return t.a.equals(this.a)&&t.b.equals(this.b)&&t.c.equals(this.c)}}const qr={aliceblue:15792383,antiquewhite:16444375,aqua:65535,aquamarine:8388564,azure:15794175,beige:16119260,bisque:16770244,black:0,blanchedalmond:16772045,blue:255,blueviolet:9055202,brown:10824234,burlywood:14596231,cadetblue:6266528,chartreuse:8388352,chocolate:13789470,coral:16744272,cornflowerblue:6591981,cornsilk:16775388,crimson:14423100,cyan:65535,darkblue:139,darkcyan:35723,darkgoldenrod:12092939,darkgray:11119017,darkgreen:25600,darkgrey:11119017,darkkhaki:12433259,darkmagenta:9109643,darkolivegreen:5597999,darkorange:16747520,darkorchid:10040012,darkred:9109504,darksalmon:15308410,darkseagreen:9419919,darkslateblue:4734347,darkslategray:3100495,darkslategrey:3100495,darkturquoise:52945,darkviolet:9699539,deeppink:16716947,deepskyblue:49151,dimgray:6908265,dimgrey:6908265,dodgerblue:2003199,firebrick:11674146,floralwhite:16775920,forestgreen:2263842,fuchsia:16711935,gainsboro:14474460,ghostwhite:16316671,gold:16766720,goldenrod:14329120,gray:8421504,green:32768,greenyellow:11403055,grey:8421504,honeydew:15794160,hotpink:16738740,indianred:13458524,indigo:4915330,ivory:16777200,khaki:15787660,lavender:15132410,lavenderblush:16773365,lawngreen:8190976,lemonchiffon:16775885,lightblue:11393254,lightcoral:15761536,lightcyan:14745599,lightgoldenrodyellow:16448210,lightgray:13882323,lightgreen:9498256,lightgrey:13882323,lightpink:16758465,lightsalmon:16752762,lightseagreen:2142890,lightskyblue:8900346,lightslategray:7833753,lightslategrey:7833753,lightsteelblue:11584734,lightyellow:16777184,lime:65280,limegreen:3329330,linen:16445670,magenta:16711935,maroon:8388608,mediumaquamarine:6737322,mediumblue:205,mediumorchid:12211667,mediumpurple:9662683,mediumseagreen:3978097,mediumslateblue:8087790,mediumspringgreen:64154,mediumturquoise:4772300,mediumvioletred:13047173,midnightblue:1644912,mintcream:16121850,mistyrose:16770273,moccasin:16770229,navajowhite:16768685,navy:128,oldlace:16643558,olive:8421376,olivedrab:7048739,orange:16753920,orangered:16729344,orchid:14315734,palegoldenrod:15657130,palegreen:10025880,paleturquoise:11529966,palevioletred:14381203,papayawhip:16773077,peachpuff:16767673,peru:13468991,pink:16761035,plum:14524637,powderblue:11591910,purple:8388736,rebeccapurple:6697881,red:16711680,rosybrown:12357519,royalblue:4286945,saddlebrown:9127187,salmon:16416882,sandybrown:16032864,seagreen:3050327,seashell:16774638,sienna:10506797,silver:12632256,skyblue:8900331,slateblue:6970061,slategray:7372944,slategrey:7372944,snow:16775930,springgreen:65407,steelblue:4620980,tan:13808780,teal:32896,thistle:14204888,tomato:16737095,turquoise:4251856,violet:15631086,wheat:16113331,white:16777215,whitesmoke:16119285,yellow:16776960,yellowgreen:10145074},Yr={h:0,s:0,l:0},Zr={h:0,s:0,l:0};function Jr(t,e,n){return n<0&&(n+=1),n>1&&(n-=1),n<1/6?t+6*(e-t)*n:n<.5?e:n<2/3?t+6*(e-t)*(2/3-n):t}class Kr{constructor(t,e,n){return this.isColor=!0,this.r=1,this.g=1,this.b=1,this.set(t,e,n)}set(t,e,n){if(void 0===e&&void 0===n){const e=t;e&&e.isColor?this.copy(e):"number"==typeof e?this.setHex(e):"string"==typeof e&&this.setStyle(e)}else this.setRGB(t,e,n);return this}setScalar(t){return this.r=t,this.g=t,this.b=t,this}setHex(t,e=qe){return t=Math.floor(t),this.r=(t>>16&255)/255,this.g=(t>>8&255)/255,this.b=(255&t)/255,mi.toWorkingColorSpace(this,e),this}setRGB(t,e,n,i=mi.workingColorSpace){return this.r=t,this.g=e,this.b=n,mi.toWorkingColorSpace(this,i),this}setHSL(t,e,n,i=mi.workingColorSpace){if(t=qn(t,1),e=jn(e,0,1),n=jn(n,0,1),0===e)this.r=this.g=this.b=n;else{const i=n<=.5?n*(1+e):n+e-n*e,r=2*n-i;this.r=Jr(r,i,t+1/3),this.g=Jr(r,i,t),this.b=Jr(r,i,t-1/3)}return mi.toWorkingColorSpace(this,i),this}setStyle(t,e=qe){function n(e){void 0!==e&&parseFloat(e)<1&&console.warn("THREE.Color: Alpha component of "+t+" will be ignored.")}let i;if(i=/^(\w+)\(([^\)]*)\)/.exec(t)){let r;const s=i[1],a=i[2];switch(s){case"rgb":case"rgba":if(r=/^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return n(r[4]),this.setRGB(Math.min(255,parseInt(r[1],10))/255,Math.min(255,parseInt(r[2],10))/255,Math.min(255,parseInt(r[3],10))/255,e);if(r=/^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return n(r[4]),this.setRGB(Math.min(100,parseInt(r[1],10))/100,Math.min(100,parseInt(r[2],10))/100,Math.min(100,parseInt(r[3],10))/100,e);break;case"hsl":case"hsla":if(r=/^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(a))return n(r[4]),this.setHSL(parseFloat(r[1])/360,parseFloat(r[2])/100,parseFloat(r[3])/100,e);break;default:console.warn("THREE.Color: Unknown color model "+t)}}else if(i=/^\#([A-Fa-f\d]+)$/.exec(t)){const n=i[1],r=n.length;if(3===r)return this.setRGB(parseInt(n.charAt(0),16)/15,parseInt(n.charAt(1),16)/15,parseInt(n.charAt(2),16)/15,e);if(6===r)return this.setHex(parseInt(n,16),e);console.warn("THREE.Color: Invalid hex color "+t)}else if(t&&t.length>0)return this.setColorName(t,e);return this}setColorName(t,e=qe){const n=qr[t.toLowerCase()];return void 0!==n?this.setHex(n,e):console.warn("THREE.Color: Unknown color "+t),this}clone(){return new this.constructor(this.r,this.g,this.b)}copy(t){return this.r=t.r,this.g=t.g,this.b=t.b,this}copySRGBToLinear(t){return this.r=fi(t.r),this.g=fi(t.g),this.b=fi(t.b),this}copyLinearToSRGB(t){return this.r=gi(t.r),this.g=gi(t.g),this.b=gi(t.b),this}convertSRGBToLinear(){return this.copySRGBToLinear(this),this}convertLinearToSRGB(){return this.copyLinearToSRGB(this),this}getHex(t=qe){return mi.fromWorkingColorSpace($r.copy(this),t),65536*Math.round(jn(255*$r.r,0,255))+256*Math.round(jn(255*$r.g,0,255))+Math.round(jn(255*$r.b,0,255))}getHexString(t=qe){return("000000"+this.getHex(t).toString(16)).slice(-6)}getHSL(t,e=mi.workingColorSpace){mi.fromWorkingColorSpace($r.copy(this),e);const n=$r.r,i=$r.g,r=$r.b,s=Math.max(n,i,r),a=Math.min(n,i,r);let o,l;const c=(a+s)/2;if(a===s)o=0,l=0;else{const t=s-a;switch(l=c<=.5?t/(s+a):t/(2-s-a),s){case n:o=(i-r)/t+(i0!=t>0&&this.version++,this._alphaTest=t}onBuild(){}onBeforeRender(){}onBeforeCompile(){}customProgramCacheKey(){return this.onBeforeCompile.toString()}setValues(t){if(void 0!==t)for(const e in t){const n=t[e];if(void 0===n){console.warn(`THREE.Material: parameter '${e}' has value of undefined.`);continue}const i=this[e];void 0!==i?i&&i.isColor?i.set(n):i&&i.isVector3&&n&&n.isVector3?i.copy(n):this[e]=n:console.warn(`THREE.Material: '${e}' is not a property of THREE.${this.type}.`)}}toJSON(t){const e=void 0===t||"string"==typeof t;e&&(t={textures:{},images:{}});const n={metadata:{version:4.6,type:"Material",generator:"Material.toJSON"}};function i(t){const e=[];for(const n in t){const i=t[n];delete i.metadata,e.push(i)}return e}if(n.uuid=this.uuid,n.type=this.type,""!==this.name&&(n.name=this.name),this.color&&this.color.isColor&&(n.color=this.color.getHex()),void 0!==this.roughness&&(n.roughness=this.roughness),void 0!==this.metalness&&(n.metalness=this.metalness),void 0!==this.sheen&&(n.sheen=this.sheen),this.sheenColor&&this.sheenColor.isColor&&(n.sheenColor=this.sheenColor.getHex()),void 0!==this.sheenRoughness&&(n.sheenRoughness=this.sheenRoughness),this.emissive&&this.emissive.isColor&&(n.emissive=this.emissive.getHex()),this.emissiveIntensity&&1!==this.emissiveIntensity&&(n.emissiveIntensity=this.emissiveIntensity),this.specular&&this.specular.isColor&&(n.specular=this.specular.getHex()),void 0!==this.specularIntensity&&(n.specularIntensity=this.specularIntensity),this.specularColor&&this.specularColor.isColor&&(n.specularColor=this.specularColor.getHex()),void 0!==this.shininess&&(n.shininess=this.shininess),void 0!==this.clearcoat&&(n.clearcoat=this.clearcoat),void 0!==this.clearcoatRoughness&&(n.clearcoatRoughness=this.clearcoatRoughness),this.clearcoatMap&&this.clearcoatMap.isTexture&&(n.clearcoatMap=this.clearcoatMap.toJSON(t).uuid),this.clearcoatRoughnessMap&&this.clearcoatRoughnessMap.isTexture&&(n.clearcoatRoughnessMap=this.clearcoatRoughnessMap.toJSON(t).uuid),this.clearcoatNormalMap&&this.clearcoatNormalMap.isTexture&&(n.clearcoatNormalMap=this.clearcoatNormalMap.toJSON(t).uuid,n.clearcoatNormalScale=this.clearcoatNormalScale.toArray()),void 0!==this.iridescence&&(n.iridescence=this.iridescence),void 0!==this.iridescenceIOR&&(n.iridescenceIOR=this.iridescenceIOR),void 0!==this.iridescenceThicknessRange&&(n.iridescenceThicknessRange=this.iridescenceThicknessRange),this.iridescenceMap&&this.iridescenceMap.isTexture&&(n.iridescenceMap=this.iridescenceMap.toJSON(t).uuid),this.iridescenceThicknessMap&&this.iridescenceThicknessMap.isTexture&&(n.iridescenceThicknessMap=this.iridescenceThicknessMap.toJSON(t).uuid),void 0!==this.anisotropy&&(n.anisotropy=this.anisotropy),void 0!==this.anisotropyRotation&&(n.anisotropyRotation=this.anisotropyRotation),this.anisotropyMap&&this.anisotropyMap.isTexture&&(n.anisotropyMap=this.anisotropyMap.toJSON(t).uuid),this.map&&this.map.isTexture&&(n.map=this.map.toJSON(t).uuid),this.matcap&&this.matcap.isTexture&&(n.matcap=this.matcap.toJSON(t).uuid),this.alphaMap&&this.alphaMap.isTexture&&(n.alphaMap=this.alphaMap.toJSON(t).uuid),this.lightMap&&this.lightMap.isTexture&&(n.lightMap=this.lightMap.toJSON(t).uuid,n.lightMapIntensity=this.lightMapIntensity),this.aoMap&&this.aoMap.isTexture&&(n.aoMap=this.aoMap.toJSON(t).uuid,n.aoMapIntensity=this.aoMapIntensity),this.bumpMap&&this.bumpMap.isTexture&&(n.bumpMap=this.bumpMap.toJSON(t).uuid,n.bumpScale=this.bumpScale),this.normalMap&&this.normalMap.isTexture&&(n.normalMap=this.normalMap.toJSON(t).uuid,n.normalMapType=this.normalMapType,n.normalScale=this.normalScale.toArray()),this.displacementMap&&this.displacementMap.isTexture&&(n.displacementMap=this.displacementMap.toJSON(t).uuid,n.displacementScale=this.displacementScale,n.displacementBias=this.displacementBias),this.roughnessMap&&this.roughnessMap.isTexture&&(n.roughnessMap=this.roughnessMap.toJSON(t).uuid),this.metalnessMap&&this.metalnessMap.isTexture&&(n.metalnessMap=this.metalnessMap.toJSON(t).uuid),this.emissiveMap&&this.emissiveMap.isTexture&&(n.emissiveMap=this.emissiveMap.toJSON(t).uuid),this.specularMap&&this.specularMap.isTexture&&(n.specularMap=this.specularMap.toJSON(t).uuid),this.specularIntensityMap&&this.specularIntensityMap.isTexture&&(n.specularIntensityMap=this.specularIntensityMap.toJSON(t).uuid),this.specularColorMap&&this.specularColorMap.isTexture&&(n.specularColorMap=this.specularColorMap.toJSON(t).uuid),this.envMap&&this.envMap.isTexture&&(n.envMap=this.envMap.toJSON(t).uuid,void 0!==this.combine&&(n.combine=this.combine)),void 0!==this.envMapIntensity&&(n.envMapIntensity=this.envMapIntensity),void 0!==this.reflectivity&&(n.reflectivity=this.reflectivity),void 0!==this.refractionRatio&&(n.refractionRatio=this.refractionRatio),this.gradientMap&&this.gradientMap.isTexture&&(n.gradientMap=this.gradientMap.toJSON(t).uuid),void 0!==this.transmission&&(n.transmission=this.transmission),this.transmissionMap&&this.transmissionMap.isTexture&&(n.transmissionMap=this.transmissionMap.toJSON(t).uuid),void 0!==this.thickness&&(n.thickness=this.thickness),this.thicknessMap&&this.thicknessMap.isTexture&&(n.thicknessMap=this.thicknessMap.toJSON(t).uuid),void 0!==this.attenuationDistance&&this.attenuationDistance!==1/0&&(n.attenuationDistance=this.attenuationDistance),void 0!==this.attenuationColor&&(n.attenuationColor=this.attenuationColor.getHex()),void 0!==this.size&&(n.size=this.size),null!==this.shadowSide&&(n.shadowSide=this.shadowSide),void 0!==this.sizeAttenuation&&(n.sizeAttenuation=this.sizeAttenuation),1!==this.blending&&(n.blending=this.blending),this.side!==u&&(n.side=this.side),!0===this.vertexColors&&(n.vertexColors=!0),this.opacity<1&&(n.opacity=this.opacity),!0===this.transparent&&(n.transparent=!0),this.blendSrc!==P&&(n.blendSrc=this.blendSrc),this.blendDst!==L&&(n.blendDst=this.blendDst),this.blendEquation!==M&&(n.blendEquation=this.blendEquation),null!==this.blendSrcAlpha&&(n.blendSrcAlpha=this.blendSrcAlpha),null!==this.blendDstAlpha&&(n.blendDstAlpha=this.blendDstAlpha),null!==this.blendEquationAlpha&&(n.blendEquationAlpha=this.blendEquationAlpha),this.blendColor&&this.blendColor.isColor&&(n.blendColor=this.blendColor.getHex()),0!==this.blendAlpha&&(n.blendAlpha=this.blendAlpha),3!==this.depthFunc&&(n.depthFunc=this.depthFunc),!1===this.depthTest&&(n.depthTest=this.depthTest),!1===this.depthWrite&&(n.depthWrite=this.depthWrite),!1===this.colorWrite&&(n.colorWrite=this.colorWrite),255!==this.stencilWriteMask&&(n.stencilWriteMask=this.stencilWriteMask),519!==this.stencilFunc&&(n.stencilFunc=this.stencilFunc),0!==this.stencilRef&&(n.stencilRef=this.stencilRef),255!==this.stencilFuncMask&&(n.stencilFuncMask=this.stencilFuncMask),this.stencilFail!==nn&&(n.stencilFail=this.stencilFail),this.stencilZFail!==nn&&(n.stencilZFail=this.stencilZFail),this.stencilZPass!==nn&&(n.stencilZPass=this.stencilZPass),!0===this.stencilWrite&&(n.stencilWrite=this.stencilWrite),void 0!==this.rotation&&0!==this.rotation&&(n.rotation=this.rotation),!0===this.polygonOffset&&(n.polygonOffset=!0),0!==this.polygonOffsetFactor&&(n.polygonOffsetFactor=this.polygonOffsetFactor),0!==this.polygonOffsetUnits&&(n.polygonOffsetUnits=this.polygonOffsetUnits),void 0!==this.linewidth&&1!==this.linewidth&&(n.linewidth=this.linewidth),void 0!==this.dashSize&&(n.dashSize=this.dashSize),void 0!==this.gapSize&&(n.gapSize=this.gapSize),void 0!==this.scale&&(n.scale=this.scale),!0===this.dithering&&(n.dithering=!0),this.alphaTest>0&&(n.alphaTest=this.alphaTest),!0===this.alphaHash&&(n.alphaHash=!0),!0===this.alphaToCoverage&&(n.alphaToCoverage=!0),!0===this.premultipliedAlpha&&(n.premultipliedAlpha=!0),!0===this.forceSinglePass&&(n.forceSinglePass=!0),!0===this.wireframe&&(n.wireframe=!0),this.wireframeLinewidth>1&&(n.wireframeLinewidth=this.wireframeLinewidth),"round"!==this.wireframeLinecap&&(n.wireframeLinecap=this.wireframeLinecap),"round"!==this.wireframeLinejoin&&(n.wireframeLinejoin=this.wireframeLinejoin),!0===this.flatShading&&(n.flatShading=!0),!1===this.visible&&(n.visible=!1),!1===this.toneMapped&&(n.toneMapped=!1),!1===this.fog&&(n.fog=!1),Object.keys(this.userData).length>0&&(n.userData=this.userData),e){const e=i(t.textures),r=i(t.images);e.length>0&&(n.textures=e),r.length>0&&(n.images=r)}return n}clone(){return(new this.constructor).copy(this)}copy(t){this.name=t.name,this.blending=t.blending,this.side=t.side,this.vertexColors=t.vertexColors,this.opacity=t.opacity,this.transparent=t.transparent,this.blendSrc=t.blendSrc,this.blendDst=t.blendDst,this.blendEquation=t.blendEquation,this.blendSrcAlpha=t.blendSrcAlpha,this.blendDstAlpha=t.blendDstAlpha,this.blendEquationAlpha=t.blendEquationAlpha,this.blendColor.copy(t.blendColor),this.blendAlpha=t.blendAlpha,this.depthFunc=t.depthFunc,this.depthTest=t.depthTest,this.depthWrite=t.depthWrite,this.stencilWriteMask=t.stencilWriteMask,this.stencilFunc=t.stencilFunc,this.stencilRef=t.stencilRef,this.stencilFuncMask=t.stencilFuncMask,this.stencilFail=t.stencilFail,this.stencilZFail=t.stencilZFail,this.stencilZPass=t.stencilZPass,this.stencilWrite=t.stencilWrite;const e=t.clippingPlanes;let n=null;if(null!==e){const t=e.length;n=new Array(t);for(let i=0;i!==t;++i)n[i]=e[i].clone()}return this.clippingPlanes=n,this.clipIntersection=t.clipIntersection,this.clipShadows=t.clipShadows,this.shadowSide=t.shadowSide,this.colorWrite=t.colorWrite,this.precision=t.precision,this.polygonOffset=t.polygonOffset,this.polygonOffsetFactor=t.polygonOffsetFactor,this.polygonOffsetUnits=t.polygonOffsetUnits,this.dithering=t.dithering,this.alphaTest=t.alphaTest,this.alphaHash=t.alphaHash,this.alphaToCoverage=t.alphaToCoverage,this.premultipliedAlpha=t.premultipliedAlpha,this.forceSinglePass=t.forceSinglePass,this.visible=t.visible,this.toneMapped=t.toneMapped,this.userData=JSON.parse(JSON.stringify(t.userData)),this}dispose(){this.dispatchEvent({type:"dispose"})}set needsUpdate(t){!0===t&&this.version++}}class es extends ts{constructor(t){super(),this.isMeshBasicMaterial=!0,this.type="MeshBasicMaterial",this.color=new Kr(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=Z,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}const ns=is();function is(){const t=new ArrayBuffer(4),e=new Float32Array(t),n=new Uint32Array(t),i=new Uint32Array(512),r=new Uint32Array(512);for(let t=0;t<256;++t){const e=t-127;e<-27?(i[t]=0,i[256|t]=32768,r[t]=24,r[256|t]=24):e<-14?(i[t]=1024>>-e-14,i[256|t]=1024>>-e-14|32768,r[t]=-e-1,r[256|t]=-e-1):e<=15?(i[t]=e+15<<10,i[256|t]=e+15<<10|32768,r[t]=13,r[256|t]=13):e<128?(i[t]=31744,i[256|t]=64512,r[t]=24,r[256|t]=24):(i[t]=31744,i[256|t]=64512,r[t]=13,r[256|t]=13)}const s=new Uint32Array(2048),a=new Uint32Array(64),o=new Uint32Array(64);for(let t=1;t<1024;++t){let e=t<<13,n=0;for(;0==(8388608&e);)e<<=1,n-=8388608;e&=-8388609,n+=947912704,s[t]=e|n}for(let t=1024;t<2048;++t)s[t]=939524096+(t-1024<<13);for(let t=1;t<31;++t)a[t]=t<<23;a[31]=1199570944,a[32]=2147483648;for(let t=33;t<63;++t)a[t]=2147483648+(t-32<<23);a[63]=3347054592;for(let t=1;t<64;++t)32!==t&&(o[t]=1024);return{floatView:e,uint32View:n,baseTable:i,shiftTable:r,mantissaTable:s,exponentTable:a,offsetTable:o}}function rs(t){Math.abs(t)>65504&&console.warn("THREE.DataUtils.toHalfFloat(): Value out of range."),t=jn(t,-65504,65504),ns.floatView[0]=t;const e=ns.uint32View[0],n=e>>23&511;return ns.baseTable[n]+((8388607&e)>>ns.shiftTable[n])}function ss(t){const e=t>>10;return ns.uint32View[0]=ns.mantissaTable[ns.offsetTable[e]+(1023&t)]+ns.exponentTable[e],ns.floatView[0]}const as={toHalfFloat:rs,fromHalfFloat:ss},os=new Ui,ls=new ti;class cs{constructor(t,e,n=!1){if(Array.isArray(t))throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");this.isBufferAttribute=!0,this.name="",this.array=t,this.itemSize=e,this.count=void 0!==t?t.length/e:0,this.normalized=n,this.usage=wn,this._updateRange={offset:0,count:-1},this.updateRanges=[],this.gpuType=It,this.version=0}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}get updateRange(){return console.warn("THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead."),this._updateRange}setUsage(t){return this.usage=t,this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}copy(t){return this.name=t.name,this.array=new t.array.constructor(t.array),this.itemSize=t.itemSize,this.count=t.count,this.normalized=t.normalized,this.usage=t.usage,this.gpuType=t.gpuType,this}copyAt(t,e,n){t*=this.itemSize,n*=e.itemSize;for(let i=0,r=this.itemSize;i0&&(t.userData=this.userData),void 0!==this.parameters){const e=this.parameters;for(const n in e)void 0!==e[n]&&(t[n]=e[n]);return t}t.data={attributes:{}};const e=this.index;null!==e&&(t.data.index={type:e.array.constructor.name,array:Array.prototype.slice.call(e.array)});const n=this.attributes;for(const e in n){const i=n[e];t.data.attributes[e]=i.toJSON(t.data)}const i={};let r=!1;for(const e in this.morphAttributes){const n=this.morphAttributes[e],s=[];for(let e=0,i=n.length;e0&&(i[e]=s,r=!0)}r&&(t.data.morphAttributes=i,t.data.morphTargetsRelative=this.morphTargetsRelative);const s=this.groups;s.length>0&&(t.data.groups=JSON.parse(JSON.stringify(s)));const a=this.boundingSphere;return null!==a&&(t.data.boundingSphere={center:a.center.toArray(),radius:a.radius}),t}clone(){return(new this.constructor).copy(this)}copy(t){this.index=null,this.attributes={},this.morphAttributes={},this.groups=[],this.boundingBox=null,this.boundingSphere=null;const e={};this.name=t.name;const n=t.index;null!==n&&this.setIndex(n.clone(e));const i=t.attributes;for(const t in i){const n=i[t];this.setAttribute(t,n.clone(e))}const r=t.morphAttributes;for(const t in r){const n=[],i=r[t];for(let t=0,r=i.length;t0){const n=t[e[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=n.length;t(t.far-t.near)**2)return}Rs.copy(r).invert(),Cs.copy(t.ray).applyMatrix4(Rs),null!==n.boundingBox&&!1===Cs.intersectsBox(n.boundingBox)||this._computeIntersections(t,e,Cs)}}_computeIntersections(t,e,n){let i;const r=this.geometry,s=this.material,a=r.index,o=r.attributes.position,l=r.attributes.uv,c=r.attributes.uv1,h=r.attributes.normal,u=r.groups,d=r.drawRange;if(null!==a)if(Array.isArray(s))for(let r=0,o=u.length;rn.far?null:{distance:c,point:Ws.clone(),object:t}}(t,e,n,i,Is,Us,Ns,Gs);if(h){r&&(Fs.fromBufferAttribute(r,o),Bs.fromBufferAttribute(r,l),zs.fromBufferAttribute(r,c),h.uv=jr.getInterpolation(Gs,Is,Us,Ns,Fs,Bs,zs,new ti)),s&&(Fs.fromBufferAttribute(s,o),Bs.fromBufferAttribute(s,l),zs.fromBufferAttribute(s,c),h.uv1=jr.getInterpolation(Gs,Is,Us,Ns,Fs,Bs,zs,new ti),h.uv2=h.uv1),a&&(Hs.fromBufferAttribute(a,o),Vs.fromBufferAttribute(a,l),ks.fromBufferAttribute(a,c),h.normal=jr.getInterpolation(Gs,Is,Us,Ns,Hs,Vs,ks,new Ui),h.normal.dot(i.direction)>0&&h.normal.multiplyScalar(-1));const t={a:o,b:l,c:c,normal:new Ui,materialIndex:0};jr.getNormal(Is,Us,Ns,t.normal),h.face=t}return h}class qs extends As{constructor(t=1,e=1,n=1,i=1,r=1,s=1){super(),this.type="BoxGeometry",this.parameters={width:t,height:e,depth:n,widthSegments:i,heightSegments:r,depthSegments:s};const a=this;i=Math.floor(i),r=Math.floor(r),s=Math.floor(s);const o=[],l=[],c=[],h=[];let u=0,d=0;function p(t,e,n,i,r,s,p,m,f,g,_){const v=s/f,x=p/g,y=s/2,M=p/2,S=m/2,b=f+1,E=g+1;let T=0,w=0;const A=new Ui;for(let s=0;s0?1:-1,c.push(A.x,A.y,A.z),h.push(o/f),h.push(1-s/g),T+=1}}for(let t=0;t0&&(e.defines=this.defines),e.vertexShader=this.vertexShader,e.fragmentShader=this.fragmentShader,e.lights=this.lights,e.clipping=this.clipping;const n={};for(const t in this.extensions)!0===this.extensions[t]&&(n[t]=!0);return Object.keys(n).length>0&&(e.extensions=n),e}}class Qs extends Nr{constructor(){super(),this.isCamera=!0,this.type="Camera",this.matrixWorldInverse=new cr,this.projectionMatrix=new cr,this.projectionMatrixInverse=new cr,this.coordinateSystem=Bn}copy(t,e){return super.copy(t,e),this.matrixWorldInverse.copy(t.matrixWorldInverse),this.projectionMatrix.copy(t.projectionMatrix),this.projectionMatrixInverse.copy(t.projectionMatrixInverse),this.coordinateSystem=t.coordinateSystem,this}getWorldDirection(t){return super.getWorldDirection(t).negate()}updateMatrixWorld(t){super.updateMatrixWorld(t),this.matrixWorldInverse.copy(this.matrixWorld).invert()}updateWorldMatrix(t,e){super.updateWorldMatrix(t,e),this.matrixWorldInverse.copy(this.matrixWorld).invert()}clone(){return(new this.constructor).copy(this)}}class ta extends Qs{constructor(t=50,e=1,n=.1,i=2e3){super(),this.isPerspectiveCamera=!0,this.type="PerspectiveCamera",this.fov=t,this.zoom=1,this.near=n,this.far=i,this.focus=10,this.aspect=e,this.view=null,this.filmGauge=35,this.filmOffset=0,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.fov=t.fov,this.zoom=t.zoom,this.near=t.near,this.far=t.far,this.focus=t.focus,this.aspect=t.aspect,this.view=null===t.view?null:Object.assign({},t.view),this.filmGauge=t.filmGauge,this.filmOffset=t.filmOffset,this}setFocalLength(t){const e=.5*this.getFilmHeight()/t;this.fov=2*Wn*Math.atan(e),this.updateProjectionMatrix()}getFocalLength(){const t=Math.tan(.5*Gn*this.fov);return.5*this.getFilmHeight()/t}getEffectiveFOV(){return 2*Wn*Math.atan(Math.tan(.5*Gn*this.fov)/this.zoom)}getFilmWidth(){return this.filmGauge*Math.min(this.aspect,1)}getFilmHeight(){return this.filmGauge/Math.max(this.aspect,1)}setViewOffset(t,e,n,i,r,s){this.aspect=t/e,null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=this.near;let e=t*Math.tan(.5*Gn*this.fov)/this.zoom,n=2*e,i=this.aspect*n,r=-.5*i;const s=this.view;if(null!==this.view&&this.view.enabled){const t=s.fullWidth,a=s.fullHeight;r+=s.offsetX*i/t,e-=s.offsetY*n/a,i*=s.width/t,n*=s.height/a}const a=this.filmOffset;0!==a&&(r+=t*a/this.getFilmWidth()),this.projectionMatrix.makePerspective(r,r+i,e,e-n,t,this.far,this.coordinateSystem),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.fov=this.fov,e.object.zoom=this.zoom,e.object.near=this.near,e.object.far=this.far,e.object.focus=this.focus,e.object.aspect=this.aspect,null!==this.view&&(e.object.view=Object.assign({},this.view)),e.object.filmGauge=this.filmGauge,e.object.filmOffset=this.filmOffset,e}}const ea=-90;class na extends Nr{constructor(t,e,n){super(),this.type="CubeCamera",this.renderTarget=n,this.coordinateSystem=null,this.activeMipmapLevel=0;const i=new ta(ea,1,t,e);i.layers=this.layers,this.add(i);const r=new ta(ea,1,t,e);r.layers=this.layers,this.add(r);const s=new ta(ea,1,t,e);s.layers=this.layers,this.add(s);const a=new ta(ea,1,t,e);a.layers=this.layers,this.add(a);const o=new ta(ea,1,t,e);o.layers=this.layers,this.add(o);const l=new ta(ea,1,t,e);l.layers=this.layers,this.add(l)}updateCoordinateSystem(){const t=this.coordinateSystem,e=this.children.concat(),[n,i,r,s,a,o]=e;for(const t of e)this.remove(t);if(t===Bn)n.up.set(0,1,0),n.lookAt(1,0,0),i.up.set(0,1,0),i.lookAt(-1,0,0),r.up.set(0,0,-1),r.lookAt(0,1,0),s.up.set(0,0,1),s.lookAt(0,-1,0),a.up.set(0,1,0),a.lookAt(0,0,1),o.up.set(0,1,0),o.lookAt(0,0,-1);else{if(t!==zn)throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: "+t);n.up.set(0,-1,0),n.lookAt(-1,0,0),i.up.set(0,-1,0),i.lookAt(1,0,0),r.up.set(0,0,1),r.lookAt(0,1,0),s.up.set(0,0,-1),s.lookAt(0,-1,0),a.up.set(0,-1,0),a.lookAt(0,0,1),o.up.set(0,-1,0),o.lookAt(0,0,-1)}for(const t of e)this.add(t),t.updateMatrixWorld()}update(t,e){null===this.parent&&this.updateMatrixWorld();const{renderTarget:n,activeMipmapLevel:i}=this;this.coordinateSystem!==t.coordinateSystem&&(this.coordinateSystem=t.coordinateSystem,this.updateCoordinateSystem());const[r,s,a,o,l,c]=this.children,h=t.getRenderTarget(),u=t.getActiveCubeFace(),d=t.getActiveMipmapLevel(),p=t.xr.enabled;t.xr.enabled=!1;const m=n.texture.generateMipmaps;n.texture.generateMipmaps=!1,t.setRenderTarget(n,0,i),t.render(e,r),t.setRenderTarget(n,1,i),t.render(e,s),t.setRenderTarget(n,2,i),t.render(e,a),t.setRenderTarget(n,3,i),t.render(e,o),t.setRenderTarget(n,4,i),t.render(e,l),n.texture.generateMipmaps=m,t.setRenderTarget(n,5,i),t.render(e,c),t.setRenderTarget(h,u,d),t.xr.enabled=p,n.texture.needsPMREMUpdate=!0}}class ia extends bi{constructor(t,e,n,i,r,s,a,o,l,c){super(t=void 0!==t?t:[],e=void 0!==e?e:lt,n,i,r,s,a,o,l,c),this.isCubeTexture=!0,this.flipY=!1}get images(){return this.image}set images(t){this.image=t}}class ra extends wi{constructor(t=1,e={}){super(t,t,e),this.isWebGLCubeRenderTarget=!0;const n={width:t,height:t,depth:1},i=[n,n,n,n,n,n];void 0!==e.encoding&&(ci("THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace."),e.colorSpace=e.encoding===Ve?qe:je),this.texture=new ia(i,e.mapping,e.wrapS,e.wrapT,e.magFilter,e.minFilter,e.format,e.type,e.anisotropy,e.colorSpace),this.texture.isRenderTargetTexture=!0,this.texture.generateMipmaps=void 0!==e.generateMipmaps&&e.generateMipmaps,this.texture.minFilter=void 0!==e.minFilter?e.minFilter:Mt}fromEquirectangularTexture(t,e){this.texture.type=e.type,this.texture.colorSpace=e.colorSpace,this.texture.generateMipmaps=e.generateMipmaps,this.texture.minFilter=e.minFilter,this.texture.magFilter=e.magFilter;const n={uniforms:{tEquirect:{value:null}},vertexShader:"\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\tvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\n\t\t\t\t\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvWorldDirection = transformDirection( position, modelMatrix );\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t}\n\t\t\t",fragmentShader:"\n\n\t\t\t\tuniform sampler2D tEquirect;\n\n\t\t\t\tvarying vec3 vWorldDirection;\n\n\t\t\t\t#include \n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tvec3 direction = normalize( vWorldDirection );\n\n\t\t\t\t\tvec2 sampleUV = equirectUv( direction );\n\n\t\t\t\t\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\n\t\t\t\t}\n\t\t\t"},i=new qs(5,5,5),r=new $s({name:"CubemapFromEquirect",uniforms:Ys(n.uniforms),vertexShader:n.vertexShader,fragmentShader:n.fragmentShader,side:d,blending:0});r.uniforms.tEquirect.value=e;const s=new Xs(i,r),a=e.minFilter;e.minFilter===Et&&(e.minFilter=Mt);return new na(1,10,this).update(t,s),e.minFilter=a,s.geometry.dispose(),s.material.dispose(),this}clear(t,e,n,i){const r=t.getRenderTarget();for(let r=0;r<6;r++)t.setRenderTarget(this,r),t.clear(e,n,i);t.setRenderTarget(r)}}const sa=new Ui,aa=new Ui,oa=new ei;class la{constructor(t=new Ui(1,0,0),e=0){this.isPlane=!0,this.normal=t,this.constant=e}set(t,e){return this.normal.copy(t),this.constant=e,this}setComponents(t,e,n,i){return this.normal.set(t,e,n),this.constant=i,this}setFromNormalAndCoplanarPoint(t,e){return this.normal.copy(t),this.constant=-e.dot(this.normal),this}setFromCoplanarPoints(t,e,n){const i=sa.subVectors(n,e).cross(aa.subVectors(t,e)).normalize();return this.setFromNormalAndCoplanarPoint(i,t),this}copy(t){return this.normal.copy(t.normal),this.constant=t.constant,this}normalize(){const t=1/this.normal.length();return this.normal.multiplyScalar(t),this.constant*=t,this}negate(){return this.constant*=-1,this.normal.negate(),this}distanceToPoint(t){return this.normal.dot(t)+this.constant}distanceToSphere(t){return this.distanceToPoint(t.center)-t.radius}projectPoint(t,e){return e.copy(t).addScaledVector(this.normal,-this.distanceToPoint(t))}intersectLine(t,e){const n=t.delta(sa),i=this.normal.dot(n);if(0===i)return 0===this.distanceToPoint(t.start)?e.copy(t.start):null;const r=-(t.start.dot(this.normal)+this.constant)/i;return r<0||r>1?null:e.copy(t.start).addScaledVector(n,r)}intersectsLine(t){const e=this.distanceToPoint(t.start),n=this.distanceToPoint(t.end);return e<0&&n>0||n<0&&e>0}intersectsBox(t){return t.intersectsPlane(this)}intersectsSphere(t){return t.intersectsPlane(this)}coplanarPoint(t){return t.copy(this.normal).multiplyScalar(-this.constant)}applyMatrix4(t,e){const n=e||oa.getNormalMatrix(t),i=this.coplanarPoint(sa).applyMatrix4(t),r=this.normal.applyMatrix3(n).normalize();return this.constant=-i.dot(r),this}translate(t){return this.constant-=t.dot(this.normal),this}equals(t){return t.normal.equals(this.normal)&&t.constant===this.constant}clone(){return(new this.constructor).copy(this)}}const ca=new tr,ha=new Ui;class ua{constructor(t=new la,e=new la,n=new la,i=new la,r=new la,s=new la){this.planes=[t,e,n,i,r,s]}set(t,e,n,i,r,s){const a=this.planes;return a[0].copy(t),a[1].copy(e),a[2].copy(n),a[3].copy(i),a[4].copy(r),a[5].copy(s),this}copy(t){const e=this.planes;for(let n=0;n<6;n++)e[n].copy(t.planes[n]);return this}setFromProjectionMatrix(t,e=2e3){const n=this.planes,i=t.elements,r=i[0],s=i[1],a=i[2],o=i[3],l=i[4],c=i[5],h=i[6],u=i[7],d=i[8],p=i[9],m=i[10],f=i[11],g=i[12],_=i[13],v=i[14],x=i[15];if(n[0].setComponents(o-r,u-l,f-d,x-g).normalize(),n[1].setComponents(o+r,u+l,f+d,x+g).normalize(),n[2].setComponents(o+s,u+c,f+p,x+_).normalize(),n[3].setComponents(o-s,u-c,f-p,x-_).normalize(),n[4].setComponents(o-a,u-h,f-m,x-v).normalize(),e===Bn)n[5].setComponents(o+a,u+h,f+m,x+v).normalize();else{if(e!==zn)throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: "+e);n[5].setComponents(a,h,m,v).normalize()}return this}intersectsObject(t){if(void 0!==t.boundingSphere)null===t.boundingSphere&&t.computeBoundingSphere(),ca.copy(t.boundingSphere).applyMatrix4(t.matrixWorld);else{const e=t.geometry;null===e.boundingSphere&&e.computeBoundingSphere(),ca.copy(e.boundingSphere).applyMatrix4(t.matrixWorld)}return this.intersectsSphere(ca)}intersectsSprite(t){return ca.center.set(0,0,0),ca.radius=.7071067811865476,ca.applyMatrix4(t.matrixWorld),this.intersectsSphere(ca)}intersectsSphere(t){const e=this.planes,n=t.center,i=-t.radius;for(let t=0;t<6;t++){if(e[t].distanceToPoint(n)0?t.max.x:t.min.x,ha.y=i.normal.y>0?t.max.y:t.min.y,ha.z=i.normal.z>0?t.max.z:t.min.z,i.distanceToPoint(ha)<0)return!1}return!0}containsPoint(t){const e=this.planes;for(let n=0;n<6;n++)if(e[n].distanceToPoint(t)<0)return!1;return!0}clone(){return(new this.constructor).copy(this)}}function da(){let t=null,e=!1,n=null,i=null;function r(e,s){n(e,s),i=t.requestAnimationFrame(r)}return{start:function(){!0!==e&&null!==n&&(i=t.requestAnimationFrame(r),e=!0)},stop:function(){t.cancelAnimationFrame(i),e=!1},setAnimationLoop:function(t){n=t},setContext:function(e){t=e}}}function pa(t,e){const n=e.isWebGL2,i=new WeakMap;return{get:function(t){return t.isInterleavedBufferAttribute&&(t=t.data),i.get(t)},remove:function(e){e.isInterleavedBufferAttribute&&(e=e.data);const n=i.get(e);n&&(t.deleteBuffer(n.buffer),i.delete(e))},update:function(e,r){if(e.isGLBufferAttribute){const t=i.get(e);return void((!t||t.version 0\n\tvec4 plane;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#pragma unroll_loop_end\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\tif ( clipped ) discard;\n\t#endif\n#endif",clipping_planes_pars_fragment:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",clipping_planes_pars_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif",clipping_planes_vertex:"#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif",color_fragment:"#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif",color_pars_fragment:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif",color_pars_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif",color_vertex:"#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif",common:"#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated",cube_uv_reflection_fragment:"#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif",defaultnormal_vertex:"vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif",displacementmap_pars_vertex:"#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif",displacementmap_vertex:"#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif",emissivemap_fragment:"#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif",emissivemap_pars_fragment:"#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif",colorspace_fragment:"gl_FragColor = linearToOutputTexel( gl_FragColor );",colorspace_pars_fragment:"\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn sRGBTransferOETF( value );\n}",envmap_fragment:"#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif",envmap_common_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif",envmap_pars_fragment:"#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif",envmap_physical_pars_fragment:"#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif",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",fog_vertex:"#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif",fog_pars_vertex:"#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif",fog_fragment:"#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",fog_pars_fragment:"#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif",gradientmap_pars_fragment:"#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}",lightmap_fragment:"#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif",lights_lambert_fragment:"LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",lights_lambert_pars_fragment:"varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert",lights_pars_begin:"uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif",lights_toon_fragment:"ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",lights_toon_pars_fragment:"varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon",lights_phong_fragment:"BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",lights_phong_pars_fragment:"varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong",lights_physical_fragment:"PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif",lights_physical_pars_fragment:"struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",lights_fragment_begin:"\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif",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",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",logdepthbuf_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",logdepthbuf_pars_fragment:"#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif",logdepthbuf_pars_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif",logdepthbuf_vertex:"#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif",map_fragment:"#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif",map_pars_fragment:"#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif",map_particle_fragment:"#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",map_particle_pars_fragment:"#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif",metalnessmap_fragment:"float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif",metalnessmap_pars_fragment:"#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif",morphcolor_vertex:"#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif",morphnormal_vertex:"#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif",morphtarget_pars_vertex:"#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif",morphtarget_vertex:"#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif",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;",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",normal_pars_fragment:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_pars_vertex:"#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif",normal_vertex:"#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif",normalmap_pars_fragment:"#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif",clearcoat_normal_fragment_begin:"#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif",clearcoat_normal_fragment_maps:"#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif",clearcoat_pars_fragment:"#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif",iridescence_pars_fragment:"#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif",opaque_fragment:"#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",packing:"vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}",premultiplied_alpha_fragment:"#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif",project_vertex:"vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",dithering_fragment:"#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",dithering_pars_fragment:"#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif",roughnessmap_fragment:"float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif",roughnessmap_pars_fragment:"#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif",shadowmap_pars_fragment:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif",shadowmap_pars_vertex:"#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif",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",shadowmask_pars_fragment:"float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}",skinbase_vertex:"#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif",skinning_vertex:"#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",skinnormal_vertex:"#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif",specularmap_fragment:"float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif",specularmap_pars_fragment:"#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif",tonemapping_fragment:"#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",tonemapping_pars_fragment:"#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor *= toneMappingExposure;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\treturn color;\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",transmission_fragment:"#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif",transmission_pars_fragment:"#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif",uv_pars_fragment:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_pars_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif",uv_vertex:"#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif",worldpos_vertex:"#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif",background_vert:"varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}",background_frag:"uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",backgroundCube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",backgroundCube_frag:"#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include \n\t#include \n}",cube_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n\tgl_Position.z = gl_Position.w;\n}",cube_frag:"uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include \n\t#include \n}",depth_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvHighPrecisionZW = gl_Position.zw;\n}",depth_frag:"#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}",distanceRGBA_vert:"#define DISTANCE\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#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}",distanceRGBA_frag:"#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main () {\n\t#include \n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include \n\t#include \n\t#include \n\t#include \n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}",equirect_vert:"varying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include \n\t#include \n}",equirect_frag:"uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include \nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include \n\t#include \n}",linedashed_vert:"uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",linedashed_frag:"uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t\t#include \n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshbasic_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include \n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_vert:"#define LAMBERT\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshlambert_frag:"#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshmatcap_vert:"#define MATCAP\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n}",meshmatcap_frag:"#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshnormal_vert:"#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}",meshnormal_frag:"#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}",meshphong_vert:"#define PHONG\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphong_frag:"#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshphysical_vert:"#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}",meshphysical_frag:"#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include \n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",meshtoon_vert:"#define TOON\nvarying vec3 vViewPosition;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvViewPosition = - mvPosition.xyz;\n\t#include \n\t#include \n\t#include \n}",meshtoon_frag:"#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",points_vert:"uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \n#include \n#include \n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include \n\t#include \n\t#include \n\t#include \n}",points_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_vert:"#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n}",shadow_frag:"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}",sprite_vert:"uniform float rotation;\nuniform vec2 center;\n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include \n\t#include \n\t#include \n}",sprite_frag:"uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n\t#include \n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include \n\t#include \n\t#include \n\t#include \n\t#include \n\toutgoingLight = diffuseColor.rgb;\n\t#include \n\t#include \n\t#include \n\t#include \n}"},ga={common:{diffuse:{value:new Kr(16777215)},opacity:{value:1},map:{value:null},mapTransform:{value:new ei},alphaMap:{value:null},alphaMapTransform:{value:new ei},alphaTest:{value:0}},specularmap:{specularMap:{value:null},specularMapTransform:{value:new ei}},envmap:{envMap:{value:null},flipEnvMap:{value:-1},reflectivity:{value:1},ior:{value:1.5},refractionRatio:{value:.98}},aomap:{aoMap:{value:null},aoMapIntensity:{value:1},aoMapTransform:{value:new ei}},lightmap:{lightMap:{value:null},lightMapIntensity:{value:1},lightMapTransform:{value:new ei}},bumpmap:{bumpMap:{value:null},bumpMapTransform:{value:new ei},bumpScale:{value:1}},normalmap:{normalMap:{value:null},normalMapTransform:{value:new ei},normalScale:{value:new ti(1,1)}},displacementmap:{displacementMap:{value:null},displacementMapTransform:{value:new ei},displacementScale:{value:1},displacementBias:{value:0}},emissivemap:{emissiveMap:{value:null},emissiveMapTransform:{value:new ei}},metalnessmap:{metalnessMap:{value:null},metalnessMapTransform:{value:new ei}},roughnessmap:{roughnessMap:{value:null},roughnessMapTransform:{value:new ei}},gradientmap:{gradientMap:{value:null}},fog:{fogDensity:{value:25e-5},fogNear:{value:1},fogFar:{value:2e3},fogColor:{value:new Kr(16777215)}},lights:{ambientLightColor:{value:[]},lightProbe:{value:[]},directionalLights:{value:[],properties:{direction:{},color:{}}},directionalLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},directionalShadowMap:{value:[]},directionalShadowMatrix:{value:[]},spotLights:{value:[],properties:{color:{},position:{},direction:{},distance:{},coneCos:{},penumbraCos:{},decay:{}}},spotLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{}}},spotLightMap:{value:[]},spotShadowMap:{value:[]},spotLightMatrix:{value:[]},pointLights:{value:[],properties:{color:{},position:{},decay:{},distance:{}}},pointLightShadows:{value:[],properties:{shadowBias:{},shadowNormalBias:{},shadowRadius:{},shadowMapSize:{},shadowCameraNear:{},shadowCameraFar:{}}},pointShadowMap:{value:[]},pointShadowMatrix:{value:[]},hemisphereLights:{value:[],properties:{direction:{},skyColor:{},groundColor:{}}},rectAreaLights:{value:[],properties:{color:{},position:{},width:{},height:{}}},ltc_1:{value:null},ltc_2:{value:null}},points:{diffuse:{value:new Kr(16777215)},opacity:{value:1},size:{value:1},scale:{value:1},map:{value:null},alphaMap:{value:null},alphaMapTransform:{value:new ei},alphaTest:{value:0},uvTransform:{value:new ei}},sprite:{diffuse:{value:new Kr(16777215)},opacity:{value:1},center:{value:new ti(.5,.5)},rotation:{value:0},map:{value:null},mapTransform:{value:new ei},alphaMap:{value:null},alphaMapTransform:{value:new ei},alphaTest:{value:0}}},_a={basic:{uniforms:Zs([ga.common,ga.specularmap,ga.envmap,ga.aomap,ga.lightmap,ga.fog]),vertexShader:fa.meshbasic_vert,fragmentShader:fa.meshbasic_frag},lambert:{uniforms:Zs([ga.common,ga.specularmap,ga.envmap,ga.aomap,ga.lightmap,ga.emissivemap,ga.bumpmap,ga.normalmap,ga.displacementmap,ga.fog,ga.lights,{emissive:{value:new Kr(0)}}]),vertexShader:fa.meshlambert_vert,fragmentShader:fa.meshlambert_frag},phong:{uniforms:Zs([ga.common,ga.specularmap,ga.envmap,ga.aomap,ga.lightmap,ga.emissivemap,ga.bumpmap,ga.normalmap,ga.displacementmap,ga.fog,ga.lights,{emissive:{value:new Kr(0)},specular:{value:new Kr(1118481)},shininess:{value:30}}]),vertexShader:fa.meshphong_vert,fragmentShader:fa.meshphong_frag},standard:{uniforms:Zs([ga.common,ga.envmap,ga.aomap,ga.lightmap,ga.emissivemap,ga.bumpmap,ga.normalmap,ga.displacementmap,ga.roughnessmap,ga.metalnessmap,ga.fog,ga.lights,{emissive:{value:new Kr(0)},roughness:{value:1},metalness:{value:0},envMapIntensity:{value:1}}]),vertexShader:fa.meshphysical_vert,fragmentShader:fa.meshphysical_frag},toon:{uniforms:Zs([ga.common,ga.aomap,ga.lightmap,ga.emissivemap,ga.bumpmap,ga.normalmap,ga.displacementmap,ga.gradientmap,ga.fog,ga.lights,{emissive:{value:new 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ei},t2D:{value:null},backgroundIntensity:{value:1}},vertexShader:fa.background_vert,fragmentShader:fa.background_frag},backgroundCube:{uniforms:{envMap:{value:null},flipEnvMap:{value:-1},backgroundBlurriness:{value:0},backgroundIntensity:{value:1}},vertexShader:fa.backgroundCube_vert,fragmentShader:fa.backgroundCube_frag},cube:{uniforms:{tCube:{value:null},tFlip:{value:-1},opacity:{value:1}},vertexShader:fa.cube_vert,fragmentShader:fa.cube_frag},equirect:{uniforms:{tEquirect:{value:null}},vertexShader:fa.equirect_vert,fragmentShader:fa.equirect_frag},distanceRGBA:{uniforms:Zs([ga.common,ga.displacementmap,{referencePosition:{value:new Ui},nearDistance:{value:1},farDistance:{value:1e3}}]),vertexShader:fa.distanceRGBA_vert,fragmentShader:fa.distanceRGBA_frag},shadow:{uniforms:Zs([ga.lights,ga.fog,{color:{value:new Kr(0)},opacity:{value:1}}]),vertexShader:fa.shadow_vert,fragmentShader:fa.shadow_frag}};_a.physical={uniforms:Zs([_a.standard.uniforms,{clearcoat:{value:0},clearcoatMap:{value:null},clearcoatMapTransform:{value:new ei},clearcoatNormalMap:{value:null},clearcoatNormalMapTransform:{value:new ei},clearcoatNormalScale:{value:new ti(1,1)},clearcoatRoughness:{value:0},clearcoatRoughnessMap:{value:null},clearcoatRoughnessMapTransform:{value:new ei},iridescence:{value:0},iridescenceMap:{value:null},iridescenceMapTransform:{value:new ei},iridescenceIOR:{value:1.3},iridescenceThicknessMinimum:{value:100},iridescenceThicknessMaximum:{value:400},iridescenceThicknessMap:{value:null},iridescenceThicknessMapTransform:{value:new ei},sheen:{value:0},sheenColor:{value:new Kr(0)},sheenColorMap:{value:null},sheenColorMapTransform:{value:new ei},sheenRoughness:{value:1},sheenRoughnessMap:{value:null},sheenRoughnessMapTransform:{value:new ei},transmission:{value:0},transmissionMap:{value:null},transmissionMapTransform:{value:new ei},transmissionSamplerSize:{value:new ti},transmissionSamplerMap:{value:null},thickness:{value:0},thicknessMap:{value:null},thicknessMapTransform:{value:new ei},attenuationDistance:{value:0},attenuationColor:{value:new Kr(0)},specularColor:{value:new Kr(1,1,1)},specularColorMap:{value:null},specularColorMapTransform:{value:new ei},specularIntensity:{value:1},specularIntensityMap:{value:null},specularIntensityMapTransform:{value:new ei},anisotropyVector:{value:new ti},anisotropyMap:{value:null},anisotropyMapTransform:{value:new ei}}]),vertexShader:fa.meshphysical_vert,fragmentShader:fa.meshphysical_frag};const va={r:0,b:0,g:0};function xa(t,e,n,i,r,s,a){const o=new Kr(0);let l,c,h=!0===s?0:1,p=null,m=0,f=null;function g(e,n){e.getRGB(va,Js(t)),i.buffers.color.setClear(va.r,va.g,va.b,n,a)}return{getClearColor:function(){return o},setClearColor:function(t,e=1){o.set(t),h=e,g(o,h)},getClearAlpha:function(){return h},setClearAlpha:function(t){h=t,g(o,h)},render:function(s,_){let v=!1,x=!0===_.isScene?_.background:null;if(x&&x.isTexture){x=(_.backgroundBlurriness>0?n:e).get(x)}null===x?g(o,h):x&&x.isColor&&(g(x,1),v=!0);const y=t.xr.getEnvironmentBlendMode();"additive"===y?i.buffers.color.setClear(0,0,0,1,a):"alpha-blend"===y&&i.buffers.color.setClear(0,0,0,0,a),(t.autoClear||v)&&t.clear(t.autoClearColor,t.autoClearDepth,t.autoClearStencil),x&&(x.isCubeTexture||x.mapping===dt)?(void 0===c&&(c=new Xs(new qs(1,1,1),new $s({name:"BackgroundCubeMaterial",uniforms:Ys(_a.backgroundCube.uniforms),vertexShader:_a.backgroundCube.vertexShader,fragmentShader:_a.backgroundCube.fragmentShader,side:d,depthTest:!1,depthWrite:!1,fog:!1})),c.geometry.deleteAttribute("normal"),c.geometry.deleteAttribute("uv"),c.onBeforeRender=function(t,e,n){this.matrixWorld.copyPosition(n.matrixWorld)},Object.defineProperty(c.material,"envMap",{get:function(){return this.uniforms.envMap.value}}),r.update(c)),c.material.uniforms.envMap.value=x,c.material.uniforms.flipEnvMap.value=x.isCubeTexture&&!1===x.isRenderTargetTexture?-1:1,c.material.uniforms.backgroundBlurriness.value=_.backgroundBlurriness,c.material.uniforms.backgroundIntensity.value=_.backgroundIntensity,c.material.toneMapped=mi.getTransfer(x.colorSpace)!==$e,p===x&&m===x.version&&f===t.toneMapping||(c.material.needsUpdate=!0,p=x,m=x.version,f=t.toneMapping),c.layers.enableAll(),s.unshift(c,c.geometry,c.material,0,0,null)):x&&x.isTexture&&(void 0===l&&(l=new Xs(new ma(2,2),new $s({name:"BackgroundMaterial",uniforms:Ys(_a.background.uniforms),vertexShader:_a.background.vertexShader,fragmentShader:_a.background.fragmentShader,side:u,depthTest:!1,depthWrite:!1,fog:!1})),l.geometry.deleteAttribute("normal"),Object.defineProperty(l.material,"map",{get:function(){return this.uniforms.t2D.value}}),r.update(l)),l.material.uniforms.t2D.value=x,l.material.uniforms.backgroundIntensity.value=_.backgroundIntensity,l.material.toneMapped=mi.getTransfer(x.colorSpace)!==$e,!0===x.matrixAutoUpdate&&x.updateMatrix(),l.material.uniforms.uvTransform.value.copy(x.matrix),p===x&&m===x.version&&f===t.toneMapping||(l.material.needsUpdate=!0,p=x,m=x.version,f=t.toneMapping),l.layers.enableAll(),s.unshift(l,l.geometry,l.material,0,0,null))}}}function ya(t,e,n,i){const r=t.getParameter(t.MAX_VERTEX_ATTRIBS),s=i.isWebGL2?null:e.get("OES_vertex_array_object"),a=i.isWebGL2||null!==s,o={},l=p(null);let c=l,h=!1;function u(e){return i.isWebGL2?t.bindVertexArray(e):s.bindVertexArrayOES(e)}function d(e){return i.isWebGL2?t.deleteVertexArray(e):s.deleteVertexArrayOES(e)}function p(t){const e=[],n=[],i=[];for(let t=0;t=0){const n=r[e];let i=s[e];if(void 0===i&&("instanceMatrix"===e&&t.instanceMatrix&&(i=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(i=t.instanceColor)),void 0===n)return!0;if(n.attribute!==i)return!0;if(i&&n.data!==i.data)return!0;a++}}return c.attributesNum!==a||c.index!==i}(r,x,d,y),M&&function(t,e,n,i){const r={},s=e.attributes;let a=0;const o=n.getAttributes();for(const e in o){if(o[e].location>=0){let n=s[e];void 0===n&&("instanceMatrix"===e&&t.instanceMatrix&&(n=t.instanceMatrix),"instanceColor"===e&&t.instanceColor&&(n=t.instanceColor));const i={};i.attribute=n,n&&n.data&&(i.data=n.data),r[e]=i,a++}}c.attributes=r,c.attributesNum=a,c.index=i}(r,x,d,y)}else{const t=!0===l.wireframe;c.geometry===x.id&&c.program===d.id&&c.wireframe===t||(c.geometry=x.id,c.program=d.id,c.wireframe=t,M=!0)}null!==y&&n.update(y,t.ELEMENT_ARRAY_BUFFER),(M||h)&&(h=!1,function(r,s,a,o){if(!1===i.isWebGL2&&(r.isInstancedMesh||o.isInstancedBufferGeometry)&&null===e.get("ANGLE_instanced_arrays"))return;m();const l=o.attributes,c=a.getAttributes(),h=s.defaultAttributeValues;for(const e in c){const s=c[e];if(s.location>=0){let a=l[e];if(void 0===a&&("instanceMatrix"===e&&r.instanceMatrix&&(a=r.instanceMatrix),"instanceColor"===e&&r.instanceColor&&(a=r.instanceColor)),void 0!==a){const e=a.normalized,l=a.itemSize,c=n.get(a);if(void 0===c)continue;const h=c.buffer,u=c.type,d=c.bytesPerElement,p=!0===i.isWebGL2&&(u===t.INT||u===t.UNSIGNED_INT||a.gpuType===Pt);if(a.isInterleavedBufferAttribute){const n=a.data,i=n.stride,c=a.offset;if(n.isInstancedInterleavedBuffer){for(let t=0;t0&&t.getShaderPrecisionFormat(t.FRAGMENT_SHADER,t.HIGH_FLOAT).precision>0)return"highp";e="mediump"}return"mediump"===e&&t.getShaderPrecisionFormat(t.VERTEX_SHADER,t.MEDIUM_FLOAT).precision>0&&t.getShaderPrecisionFormat(t.FRAGMENT_SHADER,t.MEDIUM_FLOAT).precision>0?"mediump":"lowp"}const s="undefined"!=typeof WebGL2RenderingContext&&"WebGL2RenderingContext"===t.constructor.name;let a=void 0!==n.precision?n.precision:"highp";const o=r(a);o!==a&&(console.warn("THREE.WebGLRenderer:",a,"not supported, using",o,"instead."),a=o);const l=s||e.has("WEBGL_draw_buffers"),c=!0===n.logarithmicDepthBuffer,h=t.getParameter(t.MAX_TEXTURE_IMAGE_UNITS),u=t.getParameter(t.MAX_VERTEX_TEXTURE_IMAGE_UNITS),d=t.getParameter(t.MAX_TEXTURE_SIZE),p=t.getParameter(t.MAX_CUBE_MAP_TEXTURE_SIZE),m=t.getParameter(t.MAX_VERTEX_ATTRIBS),f=t.getParameter(t.MAX_VERTEX_UNIFORM_VECTORS),g=t.getParameter(t.MAX_VARYING_VECTORS),_=t.getParameter(t.MAX_FRAGMENT_UNIFORM_VECTORS),v=u>0,x=s||e.has("OES_texture_float");return{isWebGL2:s,drawBuffers:l,getMaxAnisotropy:function(){if(void 0!==i)return i;if(!0===e.has("EXT_texture_filter_anisotropic")){const n=e.get("EXT_texture_filter_anisotropic");i=t.getParameter(n.MAX_TEXTURE_MAX_ANISOTROPY_EXT)}else i=0;return i},getMaxPrecision:r,precision:a,logarithmicDepthBuffer:c,maxTextures:h,maxVertexTextures:u,maxTextureSize:d,maxCubemapSize:p,maxAttributes:m,maxVertexUniforms:f,maxVaryings:g,maxFragmentUniforms:_,vertexTextures:v,floatFragmentTextures:x,floatVertexTextures:v&&x,maxSamples:s?t.getParameter(t.MAX_SAMPLES):0}}function ba(t){const e=this;let n=null,i=0,r=!1,s=!1;const a=new la,o=new ei,l={value:null,needsUpdate:!1};function c(t,n,i,r){const s=null!==t?t.length:0;let c=null;if(0!==s){if(c=l.value,!0!==r||null===c){const e=i+4*s,r=n.matrixWorldInverse;o.getNormalMatrix(r),(null===c||c.length0);e.numPlanes=i,e.numIntersection=0}();else{const t=s?0:i,e=4*t;let r=m.clippingState||null;l.value=r,r=c(u,o,e,h);for(let t=0;t!==e;++t)r[t]=n[t];m.clippingState=r,this.numIntersection=d?this.numPlanes:0,this.numPlanes+=t}}}function Ea(t){let e=new WeakMap;function n(t,e){return e===ht?t.mapping=lt:e===ut&&(t.mapping=ct),t}function i(t){const n=t.target;n.removeEventListener("dispose",i);const r=e.get(n);void 0!==r&&(e.delete(n),r.dispose())}return{get:function(r){if(r&&r.isTexture){const s=r.mapping;if(s===ht||s===ut){if(e.has(r)){return n(e.get(r).texture,r.mapping)}{const s=r.image;if(s&&s.height>0){const a=new ra(s.height/2);return a.fromEquirectangularTexture(t,r),e.set(r,a),r.addEventListener("dispose",i),n(a.texture,r.mapping)}return null}}}return r},dispose:function(){e=new WeakMap}}}class Ta extends Qs{constructor(t=-1,e=1,n=1,i=-1,r=.1,s=2e3){super(),this.isOrthographicCamera=!0,this.type="OrthographicCamera",this.zoom=1,this.view=null,this.left=t,this.right=e,this.top=n,this.bottom=i,this.near=r,this.far=s,this.updateProjectionMatrix()}copy(t,e){return super.copy(t,e),this.left=t.left,this.right=t.right,this.top=t.top,this.bottom=t.bottom,this.near=t.near,this.far=t.far,this.zoom=t.zoom,this.view=null===t.view?null:Object.assign({},t.view),this}setViewOffset(t,e,n,i,r,s){null===this.view&&(this.view={enabled:!0,fullWidth:1,fullHeight:1,offsetX:0,offsetY:0,width:1,height:1}),this.view.enabled=!0,this.view.fullWidth=t,this.view.fullHeight=e,this.view.offsetX=n,this.view.offsetY=i,this.view.width=r,this.view.height=s,this.updateProjectionMatrix()}clearViewOffset(){null!==this.view&&(this.view.enabled=!1),this.updateProjectionMatrix()}updateProjectionMatrix(){const t=(this.right-this.left)/(2*this.zoom),e=(this.top-this.bottom)/(2*this.zoom),n=(this.right+this.left)/2,i=(this.top+this.bottom)/2;let r=n-t,s=n+t,a=i+e,o=i-e;if(null!==this.view&&this.view.enabled){const t=(this.right-this.left)/this.view.fullWidth/this.zoom,e=(this.top-this.bottom)/this.view.fullHeight/this.zoom;r+=t*this.view.offsetX,s=r+t*this.view.width,a-=e*this.view.offsetY,o=a-e*this.view.height}this.projectionMatrix.makeOrthographic(r,s,a,o,this.near,this.far,this.coordinateSystem),this.projectionMatrixInverse.copy(this.projectionMatrix).invert()}toJSON(t){const e=super.toJSON(t);return e.object.zoom=this.zoom,e.object.left=this.left,e.object.right=this.right,e.object.top=this.top,e.object.bottom=this.bottom,e.object.near=this.near,e.object.far=this.far,null!==this.view&&(e.object.view=Object.assign({},this.view)),e}}const wa=[.125,.215,.35,.446,.526,.582],Aa=20,Ra=new Ta,Ca=new Kr;let Pa=null,La=0,Ia=0;const Ua=(1+Math.sqrt(5))/2,Na=1/Ua,Da=[new Ui(1,1,1),new Ui(-1,1,1),new Ui(1,1,-1),new Ui(-1,1,-1),new Ui(0,Ua,Na),new Ui(0,Ua,-Na),new Ui(Na,0,Ua),new Ui(-Na,0,Ua),new Ui(Ua,Na,0),new Ui(-Ua,Na,0)];class Oa{constructor(t){this._renderer=t,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)}fromScene(t,e=0,n=.1,i=100){Pa=this._renderer.getRenderTarget(),La=this._renderer.getActiveCubeFace(),Ia=this._renderer.getActiveMipmapLevel(),this._setSize(256);const r=this._allocateTargets();return r.depthBuffer=!0,this._sceneToCubeUV(t,n,i,r),e>0&&this._blur(r,0,0,e),this._applyPMREM(r),this._cleanup(r),r}fromEquirectangular(t,e=null){return this._fromTexture(t,e)}fromCubemap(t,e=null){return this._fromTexture(t,e)}compileCubemapShader(){null===this._cubemapMaterial&&(this._cubemapMaterial=Ha(),this._compileMaterial(this._cubemapMaterial))}compileEquirectangularShader(){null===this._equirectMaterial&&(this._equirectMaterial=za(),this._compileMaterial(this._equirectMaterial))}dispose(){this._dispose(),null!==this._cubemapMaterial&&this._cubemapMaterial.dispose(),null!==this._equirectMaterial&&this._equirectMaterial.dispose()}_setSize(t){this._lodMax=Math.floor(Math.log2(t)),this._cubeSize=Math.pow(2,this._lodMax)}_dispose(){null!==this._blurMaterial&&this._blurMaterial.dispose(),null!==this._pingPongRenderTarget&&this._pingPongRenderTarget.dispose();for(let t=0;tt-4?o=wa[a-t+4-1]:0===a&&(o=0),i.push(o);const l=1/(s-2),c=-l,h=1+l,u=[c,c,h,c,h,h,c,c,h,h,c,h],d=6,p=6,m=3,f=2,g=1,_=new Float32Array(m*p*d),v=new Float32Array(f*p*d),x=new Float32Array(g*p*d);for(let t=0;t2?0:-1,i=[e,n,0,e+2/3,n,0,e+2/3,n+1,0,e,n,0,e+2/3,n+1,0,e,n+1,0];_.set(i,m*p*t),v.set(u,f*p*t);const r=[t,t,t,t,t,t];x.set(r,g*p*t)}const y=new As;y.setAttribute("position",new cs(_,m)),y.setAttribute("uv",new cs(v,f)),y.setAttribute("faceIndex",new cs(x,g)),e.push(y),r>4&&r--}return{lodPlanes:e,sizeLods:n,sigmas:i}}(i)),this._blurMaterial=function(t,e,n){const i=new Float32Array(Aa),r=new Ui(0,1,0),s=new $s({name:"SphericalGaussianBlur",defines:{n:Aa,CUBEUV_TEXEL_WIDTH:1/e,CUBEUV_TEXEL_HEIGHT:1/n,CUBEUV_MAX_MIP:`${t}.0`},uniforms:{envMap:{value:null},samples:{value:1},weights:{value:i},latitudinal:{value:!1},dTheta:{value:0},mipInt:{value:0},poleAxis:{value:r}},vertexShader:Va(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\t\t\tuniform int samples;\n\t\t\tuniform float weights[ n ];\n\t\t\tuniform bool latitudinal;\n\t\t\tuniform float dTheta;\n\t\t\tuniform float mipInt;\n\t\t\tuniform vec3 poleAxis;\n\n\t\t\t#define ENVMAP_TYPE_CUBE_UV\n\t\t\t#include \n\n\t\t\tvec3 getSample( float theta, vec3 axis ) {\n\n\t\t\t\tfloat cosTheta = cos( theta );\n\t\t\t\t// Rodrigues' axis-angle rotation\n\t\t\t\tvec3 sampleDirection = vOutputDirection * cosTheta\n\t\t\t\t\t+ cross( axis, vOutputDirection ) * sin( theta )\n\t\t\t\t\t+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );\n\n\t\t\t\treturn bilinearCubeUV( envMap, sampleDirection, mipInt );\n\n\t\t\t}\n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );\n\n\t\t\t\tif ( all( equal( axis, vec3( 0.0 ) ) ) ) {\n\n\t\t\t\t\taxis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );\n\n\t\t\t\t}\n\n\t\t\t\taxis = normalize( axis );\n\n\t\t\t\tgl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t\t\t\tgl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );\n\n\t\t\t\tfor ( int i = 1; i < n; i++ ) {\n\n\t\t\t\t\tif ( i >= samples ) {\n\n\t\t\t\t\t\tbreak;\n\n\t\t\t\t\t}\n\n\t\t\t\t\tfloat theta = dTheta * float( i );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );\n\t\t\t\t\tgl_FragColor.rgb += weights[ i ] * getSample( theta, axis );\n\n\t\t\t\t}\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1});return s}(i,t,e)}return i}_compileMaterial(t){const e=new Xs(this._lodPlanes[0],t);this._renderer.compile(e,Ra)}_sceneToCubeUV(t,e,n,i){const r=new ta(90,1,e,n),s=[1,-1,1,1,1,1],a=[1,1,1,-1,-1,-1],o=this._renderer,l=o.autoClear,c=o.toneMapping;o.getClearColor(Ca),o.toneMapping=$,o.autoClear=!1;const h=new es({name:"PMREM.Background",side:d,depthWrite:!1,depthTest:!1}),u=new Xs(new qs,h);let p=!1;const m=t.background;m?m.isColor&&(h.color.copy(m),t.background=null,p=!0):(h.color.copy(Ca),p=!0);for(let e=0;e<6;e++){const n=e%3;0===n?(r.up.set(0,s[e],0),r.lookAt(a[e],0,0)):1===n?(r.up.set(0,0,s[e]),r.lookAt(0,a[e],0)):(r.up.set(0,s[e],0),r.lookAt(0,0,a[e]));const l=this._cubeSize;Ba(i,n*l,e>2?l:0,l,l),o.setRenderTarget(i),p&&o.render(u,r),o.render(t,r)}u.geometry.dispose(),u.material.dispose(),o.toneMapping=c,o.autoClear=l,t.background=m}_textureToCubeUV(t,e){const n=this._renderer,i=t.mapping===lt||t.mapping===ct;i?(null===this._cubemapMaterial&&(this._cubemapMaterial=Ha()),this._cubemapMaterial.uniforms.flipEnvMap.value=!1===t.isRenderTargetTexture?-1:1):null===this._equirectMaterial&&(this._equirectMaterial=za());const r=i?this._cubemapMaterial:this._equirectMaterial,s=new Xs(this._lodPlanes[0],r);r.uniforms.envMap.value=t;const a=this._cubeSize;Ba(e,0,0,3*a,2*a),n.setRenderTarget(e),n.render(s,Ra)}_applyPMREM(t){const e=this._renderer,n=e.autoClear;e.autoClear=!1;for(let e=1;eAa&&console.warn(`sigmaRadians, ${r}, is too large and will clip, as it requested ${m} samples when the maximum is set to 20`);const f=[];let g=0;for(let t=0;t_-4?i-_+4:0),4*(this._cubeSize-v),3*v,2*v),o.setRenderTarget(e),o.render(c,Ra)}}function Fa(t,e,n){const i=new wi(t,e,n);return i.texture.mapping=dt,i.texture.name="PMREM.cubeUv",i.scissorTest=!0,i}function Ba(t,e,n,i,r){t.viewport.set(e,n,i,r),t.scissor.set(e,n,i,r)}function za(){return new $s({name:"EquirectangularToCubeUV",uniforms:{envMap:{value:null}},vertexShader:Va(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform sampler2D envMap;\n\n\t\t\t#include \n\n\t\t\tvoid main() {\n\n\t\t\t\tvec3 outputDirection = normalize( vOutputDirection );\n\t\t\t\tvec2 uv = equirectUv( outputDirection );\n\n\t\t\t\tgl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function Ha(){return new $s({name:"CubemapToCubeUV",uniforms:{envMap:{value:null},flipEnvMap:{value:-1}},vertexShader:Va(),fragmentShader:"\n\n\t\t\tprecision mediump float;\n\t\t\tprecision mediump int;\n\n\t\t\tuniform float flipEnvMap;\n\n\t\t\tvarying vec3 vOutputDirection;\n\n\t\t\tuniform samplerCube envMap;\n\n\t\t\tvoid main() {\n\n\t\t\t\tgl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );\n\n\t\t\t}\n\t\t",blending:0,depthTest:!1,depthWrite:!1})}function Va(){return"\n\n\t\tprecision mediump float;\n\t\tprecision mediump int;\n\n\t\tattribute float faceIndex;\n\n\t\tvarying vec3 vOutputDirection;\n\n\t\t// RH coordinate system; PMREM face-indexing convention\n\t\tvec3 getDirection( vec2 uv, float face ) {\n\n\t\t\tuv = 2.0 * uv - 1.0;\n\n\t\t\tvec3 direction = vec3( uv, 1.0 );\n\n\t\t\tif ( face == 0.0 ) {\n\n\t\t\t\tdirection = direction.zyx; // ( 1, v, u ) pos x\n\n\t\t\t} else if ( face == 1.0 ) {\n\n\t\t\t\tdirection = direction.xzy;\n\t\t\t\tdirection.xz *= -1.0; // ( -u, 1, -v ) pos y\n\n\t\t\t} else if ( face == 2.0 ) {\n\n\t\t\t\tdirection.x *= -1.0; // ( -u, v, 1 ) pos z\n\n\t\t\t} else if ( face == 3.0 ) {\n\n\t\t\t\tdirection = direction.zyx;\n\t\t\t\tdirection.xz *= -1.0; 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s.toneMapped&&(null!==I&&!0!==I.isXRRenderTarget||(yt=t.toneMapping)),{isWebGL2:h,shaderID:E,shaderType:s.type,shaderName:s.name,vertexShader:A,fragmentShader:R,defines:s.defines,customVertexShaderID:C,customFragmentShaderID:P,isRawShaderMaterial:!0===s.isRawShaderMaterial,glslVersion:s.glslVersion,precision:m,batching:N,instancing:U,instancingColor:U&&null!==v.instanceColor,supportsVertexTextures:p,outputColorSpace:null===I?t.outputColorSpace:!0===I.isXRRenderTarget?I.texture.colorSpace:Ye,map:D,matcap:O,envMap:F,envMapMode:F&&S.mapping,envMapCubeUVHeight:b,aoMap:B,lightMap:z,bumpMap:H,normalMap:V,displacementMap:p&&k,emissiveMap:G,normalMapObjectSpace:V&&1===s.normalMapType,normalMapTangentSpace:V&&0===s.normalMapType,metalnessMap:W,roughnessMap:X,anisotropy:j,anisotropyMap:K,clearcoat:q,clearcoatMap:Q,clearcoatNormalMap:tt,clearcoatRoughnessMap:et,iridescence:Y,iridescenceMap:nt,iridescenceThicknessMap:it,sheen:Z,sheenColorMap:rt,sheenRoughnessMap:st,specularMap:at,specularColorMap:ot,specularIntensityMap:lt,transmission:J,transmissionMap:ct,thicknessMap:ht,gradientMap:ut,opaque:!1===s.transparent&&1===s.blending,alphaMap:pt,alphaTest:mt,alphaHash:ft,combine:s.combine,mapUv:D&&g(s.map.channel),aoMapUv:B&&g(s.aoMap.channel),lightMapUv:z&&g(s.lightMap.channel),bumpMapUv:H&&g(s.bumpMap.channel),normalMapUv:V&&g(s.normalMap.channel),displacementMapUv:k&&g(s.displacementMap.channel),emissiveMapUv:G&&g(s.emissiveMap.channel),metalnessMapUv:W&&g(s.metalnessMap.channel),roughnessMapUv:X&&g(s.roughnessMap.channel),anisotropyMapUv:K&&g(s.anisotropyMap.channel),clearcoatMapUv:Q&&g(s.clearcoatMap.channel),clearcoatNormalMapUv:tt&&g(s.clearcoatNormalMap.channel),clearcoatRoughnessMapUv:et&&g(s.clearcoatRoughnessMap.channel),iridescenceMapUv:nt&&g(s.iridescenceMap.channel),iridescenceThicknessMapUv:it&&g(s.iridescenceThicknessMap.channel),sheenColorMapUv:rt&&g(s.sheenColorMap.channel),sheenRoughnessMapUv:st&&g(s.sheenRoughnessMap.channel),specularMapUv:at&&g(s.specularMap.channel),specularColorMapUv:ot&&g(s.specularColorMap.channel),specularIntensityMapUv:lt&&g(s.specularIntensityMap.channel),transmissionMapUv:ct&&g(s.transmissionMap.channel),thicknessMapUv:ht&&g(s.thicknessMap.channel),alphaMapUv:pt&&g(s.alphaMap.channel),vertexTangents:!!y.attributes.tangent&&(V||j),vertexColors:s.vertexColors,vertexAlphas:!0===s.vertexColors&&!!y.attributes.color&&4===y.attributes.color.itemSize,vertexUv1s:_t,vertexUv2s:vt,vertexUv3s:xt,pointsUvs:!0===v.isPoints&&!!y.attributes.uv&&(D||pt),fog:!!x,useFog:!0===s.fog,fogExp2:x&&x.isFogExp2,flatShading:!0===s.flatShading,sizeAttenuation:!0===s.sizeAttenuation,logarithmicDepthBuffer:u,skinning:!0===v.isSkinnedMesh,morphTargets:void 0!==y.morphAttributes.position,morphNormals:void 0!==y.morphAttributes.normal,morphColors:void 0!==y.morphAttributes.color,morphTargetsCount:w,morphTextureStride:L,numDirLights:o.directional.length,numPointLights:o.point.length,numSpotLights:o.spot.length,numSpotLightMaps:o.spotLightMap.length,numRectAreaLights:o.rectArea.length,numHemiLights:o.hemi.length,numDirLightShadows:o.directionalShadowMap.length,numPointLightShadows:o.pointShadowMap.length,numSpotLightShadows:o.spotShadowMap.length,numSpotLightShadowsWithMaps:o.numSpotLightShadowsWithMaps,numLightProbes:o.numLightProbes,numClippingPlanes:a.numPlanes,numClipIntersection:a.numIntersection,dithering:s.dithering,shadowMapEnabled:t.shadowMap.enabled&&c.length>0,shadowMapType:t.shadowMap.type,toneMapping:yt,useLegacyLights:t._useLegacyLights,decodeVideoTexture:D&&!0===s.map.isVideoTexture&&mi.getTransfer(s.map.colorSpace)===$e,premultipliedAlpha:s.premultipliedAlpha,doubleSided:2===s.side,flipSided:s.side===d,useDepthPacking:s.depthPacking>=0,depthPacking:s.depthPacking||0,index0AttributeName:s.index0AttributeName,extensionDerivatives:gt&&!0===s.extensions.derivatives,extensionFragDepth:gt&&!0===s.extensions.fragDepth,extensionDrawBuffers:gt&&!0===s.extensions.drawBuffers,extensionShaderTextureLOD:gt&&!0===s.extensions.shaderTextureLOD,extensionClipCullDistance:gt&&s.extensions.clipCullDistance&&i.has("WEBGL_clip_cull_distance"),rendererExtensionFragDepth:h||i.has("EXT_frag_depth"),rendererExtensionDrawBuffers:h||i.has("WEBGL_draw_buffers"),rendererExtensionShaderTextureLod:h||i.has("EXT_shader_texture_lod"),rendererExtensionParallelShaderCompile:i.has("KHR_parallel_shader_compile"),customProgramCacheKey:s.customProgramCacheKey()}},getProgramCacheKey:function(e){const n=[];if(e.shaderID?n.push(e.shaderID):(n.push(e.customVertexShaderID),n.push(e.customFragmentShaderID)),void 0!==e.defines)for(const t in e.defines)n.push(t),n.push(e.defines[t]);return!1===e.isRawShaderMaterial&&(!function(t,e){t.push(e.precision),t.push(e.outputColorSpace),t.push(e.envMapMode),t.push(e.envMapCubeUVHeight),t.push(e.mapUv),t.push(e.alphaMapUv),t.push(e.lightMapUv),t.push(e.aoMapUv),t.push(e.bumpMapUv),t.push(e.normalMapUv),t.push(e.displacementMapUv),t.push(e.emissiveMapUv),t.push(e.metalnessMapUv),t.push(e.roughnessMapUv),t.push(e.anisotropyMapUv),t.push(e.clearcoatMapUv),t.push(e.clearcoatNormalMapUv),t.push(e.clearcoatRoughnessMapUv),t.push(e.iridescenceMapUv),t.push(e.iridescenceThicknessMapUv),t.push(e.sheenColorMapUv),t.push(e.sheenRoughnessMapUv),t.push(e.specularMapUv),t.push(e.specularColorMapUv),t.push(e.specularIntensityMapUv),t.push(e.transmissionMapUv),t.push(e.thicknessMapUv),t.push(e.combine),t.push(e.fogExp2),t.push(e.sizeAttenuation),t.push(e.morphTargetsCount),t.push(e.morphAttributeCount),t.push(e.numDirLights),t.push(e.numPointLights),t.push(e.numSpotLights),t.push(e.numSpotLightMaps),t.push(e.numHemiLights),t.push(e.numRectAreaLights),t.push(e.numDirLightShadows),t.push(e.numPointLightShadows),t.push(e.numSpotLightShadows),t.push(e.numSpotLightShadowsWithMaps),t.push(e.numLightProbes),t.push(e.shadowMapType),t.push(e.toneMapping),t.push(e.numClippingPlanes),t.push(e.numClipIntersection),t.push(e.depthPacking)}(n,e),function(t,e){o.disableAll(),e.isWebGL2&&o.enable(0);e.supportsVertexTextures&&o.enable(1);e.instancing&&o.enable(2);e.instancingColor&&o.enable(3);e.matcap&&o.enable(4);e.envMap&&o.enable(5);e.normalMapObjectSpace&&o.enable(6);e.normalMapTangentSpace&&o.enable(7);e.clearcoat&&o.enable(8);e.iridescence&&o.enable(9);e.alphaTest&&o.enable(10);e.vertexColors&&o.enable(11);e.vertexAlphas&&o.enable(12);e.vertexUv1s&&o.enable(13);e.vertexUv2s&&o.enable(14);e.vertexUv3s&&o.enable(15);e.vertexTangents&&o.enable(16);e.anisotropy&&o.enable(17);e.alphaHash&&o.enable(18);e.batching&&o.enable(19);t.push(o.mask),o.disableAll(),e.fog&&o.enable(0);e.useFog&&o.enable(1);e.flatShading&&o.enable(2);e.logarithmicDepthBuffer&&o.enable(3);e.skinning&&o.enable(4);e.morphTargets&&o.enable(5);e.morphNormals&&o.enable(6);e.morphColors&&o.enable(7);e.premultipliedAlpha&&o.enable(8);e.shadowMapEnabled&&o.enable(9);e.useLegacyLights&&o.enable(10);e.doubleSided&&o.enable(11);e.flipSided&&o.enable(12);e.useDepthPacking&&o.enable(13);e.dithering&&o.enable(14);e.transmission&&o.enable(15);e.sheen&&o.enable(16);e.opaque&&o.enable(17);e.pointsUvs&&o.enable(18);e.decodeVideoTexture&&o.enable(19);t.push(o.mask)}(n,e),n.push(t.outputColorSpace)),n.push(e.customProgramCacheKey),n.join()},getUniforms:function(t){const e=f[t.type];let n;if(e){const t=_a[e];n=Ks.clone(t.uniforms)}else n=t.uniforms;return n},acquireProgram:function(e,n){let i;for(let t=0,e=c.length;t0?i.push(h):!0===a.transparent?r.push(h):n.push(h)},unshift:function(t,e,a,o,l,c){const h=s(t,e,a,o,l,c);a.transmission>0?i.unshift(h):!0===a.transparent?r.unshift(h):n.unshift(h)},finish:function(){for(let n=e,i=t.length;n1&&n.sort(t||Al),i.length>1&&i.sort(e||Rl),r.length>1&&r.sort(e||Rl)}}}function Pl(){let t=new WeakMap;return{get:function(e,n){const i=t.get(e);let r;return void 0===i?(r=new Cl,t.set(e,[r])):n>=i.length?(r=new Cl,i.push(r)):r=i[n],r},dispose:function(){t=new WeakMap}}}function Ll(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case"DirectionalLight":n={direction:new Ui,color:new Kr};break;case"SpotLight":n={position:new Ui,direction:new Ui,color:new Kr,distance:0,coneCos:0,penumbraCos:0,decay:0};break;case"PointLight":n={position:new Ui,color:new Kr,distance:0,decay:0};break;case"HemisphereLight":n={direction:new Ui,skyColor:new Kr,groundColor:new Kr};break;case"RectAreaLight":n={color:new Kr,position:new Ui,halfWidth:new Ui,halfHeight:new Ui}}return t[e.id]=n,n}}}let Il=0;function Ul(t,e){return(e.castShadow?2:0)-(t.castShadow?2:0)+(e.map?1:0)-(t.map?1:0)}function Nl(t,e){const n=new Ll,i=function(){const t={};return{get:function(e){if(void 0!==t[e.id])return t[e.id];let n;switch(e.type){case"DirectionalLight":case"SpotLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new ti};break;case"PointLight":n={shadowBias:0,shadowNormalBias:0,shadowRadius:1,shadowMapSize:new ti,shadowCameraNear:1,shadowCameraFar:1e3}}return t[e.id]=n,n}}}(),r={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 t=0;t<9;t++)r.probe.push(new Ui);const s=new Ui,a=new cr,o=new cr;return{setup:function(s,a){let o=0,l=0,c=0;for(let t=0;t<9;t++)r.probe[t].set(0,0,0);let h=0,u=0,d=0,p=0,m=0,f=0,g=0,_=0,v=0,x=0,y=0;s.sort(Ul);const M=!0===a?Math.PI:1;for(let t=0,e=s.length;t0&&(e.isWebGL2?!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=ga.LTC_FLOAT_1,r.rectAreaLTC2=ga.LTC_FLOAT_2):(r.rectAreaLTC1=ga.LTC_HALF_1,r.rectAreaLTC2=ga.LTC_HALF_2):!0===t.has("OES_texture_float_linear")?(r.rectAreaLTC1=ga.LTC_FLOAT_1,r.rectAreaLTC2=ga.LTC_FLOAT_2):!0===t.has("OES_texture_half_float_linear")?(r.rectAreaLTC1=ga.LTC_HALF_1,r.rectAreaLTC2=ga.LTC_HALF_2):console.error("THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.")),r.ambient[0]=o,r.ambient[1]=l,r.ambient[2]=c;const S=r.hash;S.directionalLength===h&&S.pointLength===u&&S.spotLength===d&&S.rectAreaLength===p&&S.hemiLength===m&&S.numDirectionalShadows===f&&S.numPointShadows===g&&S.numSpotShadows===_&&S.numSpotMaps===v&&S.numLightProbes===y||(r.directional.length=h,r.spot.length=d,r.rectArea.length=p,r.point.length=u,r.hemi.length=m,r.directionalShadow.length=f,r.directionalShadowMap.length=f,r.pointShadow.length=g,r.pointShadowMap.length=g,r.spotShadow.length=_,r.spotShadowMap.length=_,r.directionalShadowMatrix.length=f,r.pointShadowMatrix.length=g,r.spotLightMatrix.length=_+v-x,r.spotLightMap.length=v,r.numSpotLightShadowsWithMaps=x,r.numLightProbes=y,S.directionalLength=h,S.pointLength=u,S.spotLength=d,S.rectAreaLength=p,S.hemiLength=m,S.numDirectionalShadows=f,S.numPointShadows=g,S.numSpotShadows=_,S.numSpotMaps=v,S.numLightProbes=y,r.version=Il++)},setupView:function(t,e){let n=0,i=0,l=0,c=0,h=0;const u=e.matrixWorldInverse;for(let e=0,d=t.length;e=s.length?(a=new Dl(t,e),s.push(a)):a=s[r],a},dispose:function(){n=new WeakMap}}}class Fl extends ts{constructor(t){super(),this.isMeshDepthMaterial=!0,this.type="MeshDepthMaterial",this.depthPacking=3200,this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.setValues(t)}copy(t){return super.copy(t),this.depthPacking=t.depthPacking,this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this}}class Bl extends ts{constructor(t){super(),this.isMeshDistanceMaterial=!0,this.type="MeshDistanceMaterial",this.map=null,this.alphaMap=null,this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.setValues(t)}copy(t){return super.copy(t),this.map=t.map,this.alphaMap=t.alphaMap,this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this}}function zl(t,e,n){let i=new ua;const r=new ti,s=new ti,a=new Ei,o=new Fl({depthPacking:3201}),c=new Bl,p={},m=n.maxTextureSize,f={[u]:d,[d]:u,2:2},g=new $s({defines:{VSM_SAMPLES:8},uniforms:{shadow_pass:{value:null},resolution:{value:new ti},radius:{value:4}},vertexShader:"void main() {\n\tgl_Position = vec4( position, 1.0 );\n}",fragmentShader:"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}"}),_=g.clone();_.defines.HORIZONTAL_PASS=1;const v=new As;v.setAttribute("position",new cs(new Float32Array([-1,-1,.5,3,-1,.5,-1,3,.5]),3));const x=new Xs(v,g),y=this;this.enabled=!1,this.autoUpdate=!0,this.needsUpdate=!1,this.type=l;let M=this.type;function S(n,i){const s=e.update(x);g.defines.VSM_SAMPLES!==n.blurSamples&&(g.defines.VSM_SAMPLES=n.blurSamples,_.defines.VSM_SAMPLES=n.blurSamples,g.needsUpdate=!0,_.needsUpdate=!0),null===n.mapPass&&(n.mapPass=new wi(r.x,r.y)),g.uniforms.shadow_pass.value=n.map.texture,g.uniforms.resolution.value=n.mapSize,g.uniforms.radius.value=n.radius,t.setRenderTarget(n.mapPass),t.clear(),t.renderBufferDirect(i,null,s,g,x,null),_.uniforms.shadow_pass.value=n.mapPass.texture,_.uniforms.resolution.value=n.mapSize,_.uniforms.radius.value=n.radius,t.setRenderTarget(n.map),t.clear(),t.renderBufferDirect(i,null,s,_,x,null)}function b(e,n,i,r){let s=null;const a=!0===i.isPointLight?e.customDistanceMaterial:e.customDepthMaterial;if(void 0!==a)s=a;else if(s=!0===i.isPointLight?c:o,t.localClippingEnabled&&!0===n.clipShadows&&Array.isArray(n.clippingPlanes)&&0!==n.clippingPlanes.length||n.displacementMap&&0!==n.displacementScale||n.alphaMap&&n.alphaTest>0||n.map&&n.alphaTest>0){const t=s.uuid,e=n.uuid;let i=p[t];void 0===i&&(i={},p[t]=i);let r=i[e];void 0===r&&(r=s.clone(),i[e]=r,n.addEventListener("dispose",T)),s=r}if(s.visible=n.visible,s.wireframe=n.wireframe,s.side=r===h?null!==n.shadowSide?n.shadowSide:n.side:null!==n.shadowSide?n.shadowSide:f[n.side],s.alphaMap=n.alphaMap,s.alphaTest=n.alphaTest,s.map=n.map,s.clipShadows=n.clipShadows,s.clippingPlanes=n.clippingPlanes,s.clipIntersection=n.clipIntersection,s.displacementMap=n.displacementMap,s.displacementScale=n.displacementScale,s.displacementBias=n.displacementBias,s.wireframeLinewidth=n.wireframeLinewidth,s.linewidth=n.linewidth,!0===i.isPointLight&&!0===s.isMeshDistanceMaterial){t.properties.get(s).light=i}return s}function E(n,r,s,a,o){if(!1===n.visible)return;if(n.layers.test(r.layers)&&(n.isMesh||n.isLine||n.isPoints)&&(n.castShadow||n.receiveShadow&&o===h)&&(!n.frustumCulled||i.intersectsObject(n))){n.modelViewMatrix.multiplyMatrices(s.matrixWorldInverse,n.matrixWorld);const i=e.update(n),l=n.material;if(Array.isArray(l)){const e=i.groups;for(let c=0,h=e.length;cm||r.y>m)&&(r.x>m&&(s.x=Math.floor(m/g.x),r.x=s.x*g.x,u.mapSize.x=s.x),r.y>m&&(s.y=Math.floor(m/g.y),r.y=s.y*g.y,u.mapSize.y=s.y)),null===u.map||!0===p||!0===f){const t=this.type!==h?{minFilter:gt,magFilter:gt}:{};null!==u.map&&u.map.dispose(),u.map=new wi(r.x,r.y,t),u.map.texture.name=c.name+".shadowMap",u.camera.updateProjectionMatrix()}t.setRenderTarget(u.map),t.clear();const _=u.getViewportCount();for(let t=0;t<_;t++){const e=u.getViewport(t);a.set(s.x*e.x,s.y*e.y,s.x*e.z,s.y*e.w),d.viewport(a),u.updateMatrices(c,t),i=u.getFrustum(),E(n,o,u.camera,c,this.type)}!0!==u.isPointLightShadow&&this.type===h&&S(u,o),u.needsUpdate=!1}M=this.type,y.needsUpdate=!1,t.setRenderTarget(l,c,u)}}function Hl(t,e,n){const i=n.isWebGL2;const r=new function(){let e=!1;const n=new Ei;let i=null;const r=new 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null!==o&&t.gripSpace&&(r=e.getPose(t.gripSpace,n),null!==r&&(o.matrix.fromArray(r.transform.matrix),o.matrix.decompose(o.position,o.rotation,o.scale),o.matrixWorldNeedsUpdate=!0,r.linearVelocity?(o.hasLinearVelocity=!0,o.linearVelocity.copy(r.linearVelocity)):o.hasLinearVelocity=!1,r.angularVelocity?(o.hasAngularVelocity=!0,o.angularVelocity.copy(r.angularVelocity)):o.hasAngularVelocity=!1));null!==a&&(i=e.getPose(t.targetRaySpace,n),null===i&&null!==r&&(i=r),null!==i&&(a.matrix.fromArray(i.transform.matrix),a.matrix.decompose(a.position,a.rotation,a.scale),a.matrixWorldNeedsUpdate=!0,i.linearVelocity?(a.hasLinearVelocity=!0,a.linearVelocity.copy(i.linearVelocity)):a.hasLinearVelocity=!1,i.angularVelocity?(a.hasAngularVelocity=!0,a.angularVelocity.copy(i.angularVelocity)):a.hasAngularVelocity=!1,this.dispatchEvent(Xl)))}return null!==a&&(a.visible=null!==i),null!==o&&(o.visible=null!==r),null!==l&&(l.visible=null!==s),this}_getHandJoint(t,e){if(void 0===t.joints[e.jointName]){const n=new Wl;n.matrixAutoUpdate=!1,n.visible=!1,t.joints[e.jointName]=n,t.add(n)}return t.joints[e.jointName]}}class ql extends Hn{constructor(t,e){super();const n=this;let i=null,r=1,s=null,a="local-floor",o=1,l=null,c=null,h=null,u=null,d=null,p=null;const m=e.getContextAttributes();let f=null,g=null;const _=[],v=[],x=new ti;let y=null;const M=new ta;M.layers.enable(1),M.viewport=new Ei;const S=new ta;S.layers.enable(2),S.viewport=new Ei;const b=[M,S],E=new Gl;E.layers.enable(1),E.layers.enable(2);let T=null,w=null;function A(t){const e=v.indexOf(t.inputSource);if(-1===e)return;const n=_[e];void 0!==n&&(n.update(t.inputSource,t.frame,l||s),n.dispatchEvent({type:t.type,data:t.inputSource}))}function R(){i.removeEventListener("select",A),i.removeEventListener("selectstart",A),i.removeEventListener("selectend",A),i.removeEventListener("squeeze",A),i.removeEventListener("squeezestart",A),i.removeEventListener("squeezeend",A),i.removeEventListener("end",R),i.removeEventListener("inputsourceschange",C);for(let t=0;t<_.length;t++){const e=v[t];null!==e&&(v[t]=null,_[t].disconnect(e))}T=null,w=null,t.setRenderTarget(f),d=null,u=null,h=null,i=null,g=null,N.stop(),n.isPresenting=!1,t.setPixelRatio(y),t.setSize(x.width,x.height,!1),n.dispatchEvent({type:"sessionend"})}function C(t){for(let e=0;e=0&&(v[i]=null,_[i].disconnect(n))}for(let e=0;e=v.length){v.push(n),i=t;break}if(null===v[t]){v[t]=n,i=t;break}}if(-1===i)break}const r=_[i];r&&r.connect(n)}}this.cameraAutoUpdate=!0,this.enabled=!1,this.isPresenting=!1,this.getController=function(t){let e=_[t];return void 0===e&&(e=new jl,_[t]=e),e.getTargetRaySpace()},this.getControllerGrip=function(t){let e=_[t];return void 0===e&&(e=new jl,_[t]=e),e.getGripSpace()},this.getHand=function(t){let e=_[t];return void 0===e&&(e=new jl,_[t]=e),e.getHandSpace()},this.setFramebufferScaleFactor=function(t){r=t,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change framebuffer scale while presenting.")},this.setReferenceSpaceType=function(t){a=t,!0===n.isPresenting&&console.warn("THREE.WebXRManager: Cannot change reference space type while presenting.")},this.getReferenceSpace=function(){return l||s},this.setReferenceSpace=function(t){l=t},this.getBaseLayer=function(){return null!==u?u:d},this.getBinding=function(){return h},this.getFrame=function(){return p},this.getSession=function(){return i},this.setSession=async function(c){if(i=c,null!==i){if(f=t.getRenderTarget(),i.addEventListener("select",A),i.addEventListener("selectstart",A),i.addEventListener("selectend",A),i.addEventListener("squeeze",A),i.addEventListener("squeezestart",A),i.addEventListener("squeezeend",A),i.addEventListener("end",R),i.addEventListener("inputsourceschange",C),!0!==m.xrCompatible&&await e.makeXRCompatible(),y=t.getPixelRatio(),t.getSize(x),void 0===i.renderState.layers||!1===t.capabilities.isWebGL2){const n={antialias:void 0!==i.renderState.layers||m.antialias,alpha:!0,depth:m.depth,stencil:m.stencil,framebufferScaleFactor:r};d=new XRWebGLLayer(i,e,n),i.updateRenderState({baseLayer:d}),t.setPixelRatio(1),t.setSize(d.framebufferWidth,d.framebufferHeight,!1),g=new wi(d.framebufferWidth,d.framebufferHeight,{format:Bt,type:wt,colorSpace:t.outputColorSpace,stencilBuffer:m.stencil})}else{let n=null,s=null,a=null;m.depth&&(a=m.stencil?e.DEPTH24_STENCIL8:e.DEPTH_COMPONENT24,n=m.stencil?kt:Vt,s=m.stencil?Ot:Lt);const o={colorFormat:e.RGBA8,depthFormat:a,scaleFactor:r};h=new XRWebGLBinding(i,e),u=h.createProjectionLayer(o),i.updateRenderState({layers:[u]}),t.setPixelRatio(1),t.setSize(u.textureWidth,u.textureHeight,!1),g=new wi(u.textureWidth,u.textureHeight,{format:Bt,type:wt,depthTexture:new Ka(u.textureWidth,u.textureHeight,s,void 0,void 0,void 0,void 0,void 0,void 0,n),stencilBuffer:m.stencil,colorSpace:t.outputColorSpace,samples:m.antialias?4:0});t.properties.get(g).__ignoreDepthValues=u.ignoreDepthValues}g.isXRRenderTarget=!0,this.setFoveation(o),l=null,s=await i.requestReferenceSpace(a),N.setContext(i),N.start(),n.isPresenting=!0,n.dispatchEvent({type:"sessionstart"})}},this.getEnvironmentBlendMode=function(){if(null!==i)return i.environmentBlendMode};const P=new Ui,L=new Ui;function I(t,e){null===e?t.matrixWorld.copy(t.matrix):t.matrixWorld.multiplyMatrices(e.matrixWorld,t.matrix),t.matrixWorldInverse.copy(t.matrixWorld).invert()}this.updateCamera=function(t){if(null===i)return;E.near=S.near=M.near=t.near,E.far=S.far=M.far=t.far,T===E.near&&w===E.far||(i.updateRenderState({depthNear:E.near,depthFar:E.far}),T=E.near,w=E.far);const e=t.parent,n=E.cameras;I(E,e);for(let t=0;t0&&(i.alphaTest.value=r.alphaTest);const s=e.get(r).envMap;if(s&&(i.envMap.value=s,i.flipEnvMap.value=s.isCubeTexture&&!1===s.isRenderTargetTexture?-1:1,i.reflectivity.value=r.reflectivity,i.ior.value=r.ior,i.refractionRatio.value=r.refractionRatio),r.lightMap){i.lightMap.value=r.lightMap;const e=!0===t._useLegacyLights?Math.PI:1;i.lightMapIntensity.value=r.lightMapIntensity*e,n(r.lightMap,i.lightMapTransform)}r.aoMap&&(i.aoMap.value=r.aoMap,i.aoMapIntensity.value=r.aoMapIntensity,n(r.aoMap,i.aoMapTransform))}return{refreshFogUniforms:function(e,n){n.color.getRGB(e.fogColor.value,Js(t)),n.isFog?(e.fogNear.value=n.near,e.fogFar.value=n.far):n.isFogExp2&&(e.fogDensity.value=n.density)},refreshMaterialUniforms:function(t,r,s,a,o){r.isMeshBasicMaterial||r.isMeshLambertMaterial?i(t,r):r.isMeshToonMaterial?(i(t,r),function(t,e){e.gradientMap&&(t.gradientMap.value=e.gradientMap)}(t,r)):r.isMeshPhongMaterial?(i(t,r),function(t,e){t.specular.value.copy(e.specular),t.shininess.value=Math.max(e.shininess,1e-4)}(t,r)):r.isMeshStandardMaterial?(i(t,r),function(t,i){t.metalness.value=i.metalness,i.metalnessMap&&(t.metalnessMap.value=i.metalnessMap,n(i.metalnessMap,t.metalnessMapTransform));t.roughness.value=i.roughness,i.roughnessMap&&(t.roughnessMap.value=i.roughnessMap,n(i.roughnessMap,t.roughnessMapTransform));const r=e.get(i).envMap;r&&(t.envMapIntensity.value=i.envMapIntensity)}(t,r),r.isMeshPhysicalMaterial&&function(t,e,i){t.ior.value=e.ior,e.sheen>0&&(t.sheenColor.value.copy(e.sheenColor).multiplyScalar(e.sheen),t.sheenRoughness.value=e.sheenRoughness,e.sheenColorMap&&(t.sheenColorMap.value=e.sheenColorMap,n(e.sheenColorMap,t.sheenColorMapTransform)),e.sheenRoughnessMap&&(t.sheenRoughnessMap.value=e.sheenRoughnessMap,n(e.sheenRoughnessMap,t.sheenRoughnessMapTransform)));e.clearcoat>0&&(t.clearcoat.value=e.clearcoat,t.clearcoatRoughness.value=e.clearcoatRoughness,e.clearcoatMap&&(t.clearcoatMap.value=e.clearcoatMap,n(e.clearcoatMap,t.clearcoatMapTransform)),e.clearcoatRoughnessMap&&(t.clearcoatRoughnessMap.value=e.clearcoatRoughnessMap,n(e.clearcoatRoughnessMap,t.clearcoatRoughnessMapTransform)),e.clearcoatNormalMap&&(t.clearcoatNormalMap.value=e.clearcoatNormalMap,n(e.clearcoatNormalMap,t.clearcoatNormalMapTransform),t.clearcoatNormalScale.value.copy(e.clearcoatNormalScale),e.side===d&&t.clearcoatNormalScale.value.negate()));e.iridescence>0&&(t.iridescence.value=e.iridescence,t.iridescenceIOR.value=e.iridescenceIOR,t.iridescenceThicknessMinimum.value=e.iridescenceThicknessRange[0],t.iridescenceThicknessMaximum.value=e.iridescenceThicknessRange[1],e.iridescenceMap&&(t.iridescenceMap.value=e.iridescenceMap,n(e.iridescenceMap,t.iridescenceMapTransform)),e.iridescenceThicknessMap&&(t.iridescenceThicknessMap.value=e.iridescenceThicknessMap,n(e.iridescenceThicknessMap,t.iridescenceThicknessMapTransform)));e.transmission>0&&(t.transmission.value=e.transmission,t.transmissionSamplerMap.value=i.texture,t.transmissionSamplerSize.value.set(i.width,i.height),e.transmissionMap&&(t.transmissionMap.value=e.transmissionMap,n(e.transmissionMap,t.transmissionMapTransform)),t.thickness.value=e.thickness,e.thicknessMap&&(t.thicknessMap.value=e.thicknessMap,n(e.thicknessMap,t.thicknessMapTransform)),t.attenuationDistance.value=e.attenuationDistance,t.attenuationColor.value.copy(e.attenuationColor));e.anisotropy>0&&(t.anisotropyVector.value.set(e.anisotropy*Math.cos(e.anisotropyRotation),e.anisotropy*Math.sin(e.anisotropyRotation)),e.anisotropyMap&&(t.anisotropyMap.value=e.anisotropyMap,n(e.anisotropyMap,t.anisotropyMapTransform)));t.specularIntensity.value=e.specularIntensity,t.specularColor.value.copy(e.specularColor),e.specularColorMap&&(t.specularColorMap.value=e.specularColorMap,n(e.specularColorMap,t.specularColorMapTransform));e.specularIntensityMap&&(t.specularIntensityMap.value=e.specularIntensityMap,n(e.specularIntensityMap,t.specularIntensityMapTransform))}(t,r,o)):r.isMeshMatcapMaterial?(i(t,r),function(t,e){e.matcap&&(t.matcap.value=e.matcap)}(t,r)):r.isMeshDepthMaterial?i(t,r):r.isMeshDistanceMaterial?(i(t,r),function(t,n){const i=e.get(n).light;t.referencePosition.value.setFromMatrixPosition(i.matrixWorld),t.nearDistance.value=i.shadow.camera.near,t.farDistance.value=i.shadow.camera.far}(t,r)):r.isMeshNormalMaterial?i(t,r):r.isLineBasicMaterial?(function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,e.map&&(t.map.value=e.map,n(e.map,t.mapTransform))}(t,r),r.isLineDashedMaterial&&function(t,e){t.dashSize.value=e.dashSize,t.totalSize.value=e.dashSize+e.gapSize,t.scale.value=e.scale}(t,r)):r.isPointsMaterial?function(t,e,i,r){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.size.value=e.size*i,t.scale.value=.5*r,e.map&&(t.map.value=e.map,n(e.map,t.uvTransform));e.alphaMap&&(t.alphaMap.value=e.alphaMap,n(e.alphaMap,t.alphaMapTransform));e.alphaTest>0&&(t.alphaTest.value=e.alphaTest)}(t,r,s,a):r.isSpriteMaterial?function(t,e){t.diffuse.value.copy(e.color),t.opacity.value=e.opacity,t.rotation.value=e.rotation,e.map&&(t.map.value=e.map,n(e.map,t.mapTransform));e.alphaMap&&(t.alphaMap.value=e.alphaMap,n(e.alphaMap,t.alphaMapTransform));e.alphaTest>0&&(t.alphaTest.value=e.alphaTest)}(t,r):r.isShadowMaterial?(t.color.value.copy(r.color),t.opacity.value=r.opacity):r.isShaderMaterial&&(r.uniformsNeedUpdate=!1)}}}function Zl(t,e,n,i){let r={},s={},a=[];const o=n.isWebGL2?t.getParameter(t.MAX_UNIFORM_BUFFER_BINDINGS):0;function l(t,e,n,i){const r=t.value,s=e+"_"+n;if(void 0===i[s])return i[s]="number"==typeof r||"boolean"==typeof r?r:r.clone(),!0;{const t=i[s];if("number"==typeof r||"boolean"==typeof r){if(t!==r)return i[s]=r,!0}else if(!1===t.equals(r))return t.copy(r),!0}return!1}function c(t){const e={boundary:0,storage:0};return"number"==typeof t||"boolean"==typeof t?(e.boundary=4,e.storage=4):t.isVector2?(e.boundary=8,e.storage=8):t.isVector3||t.isColor?(e.boundary=16,e.storage=12):t.isVector4?(e.boundary=16,e.storage=16):t.isMatrix3?(e.boundary=48,e.storage=48):t.isMatrix4?(e.boundary=64,e.storage=64):t.isTexture?console.warn("THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group."):console.warn("THREE.WebGLRenderer: Unsupported uniform value type.",t),e}function h(e){const n=e.target;n.removeEventListener("dispose",h);const i=a.indexOf(n.__bindingPointIndex);a.splice(i,1),t.deleteBuffer(r[n.id]),delete r[n.id],delete s[n.id]}return{bind:function(t,e){const n=e.program;i.uniformBlockBinding(t,n)},update:function(n,u){let d=r[n.id];void 0===d&&(!function(t){const e=t.uniforms;let n=0;const i=16;for(let t=0,r=e.length;t0&&(n+=i-r);t.__size=n,t.__cache={}}(n),d=function(e){const n=function(){for(let t=0;t0),u=!!n.morphAttributes.position,d=!!n.morphAttributes.normal,p=!!n.morphAttributes.color;let m=$;i.toneMapped&&(null!==T&&!0!==T.isXRRenderTarget||(m=M.toneMapping));const f=n.morphAttributes.position||n.morphAttributes.normal||n.morphAttributes.color,g=void 0!==f?f.length:0,_=et.get(i),x=v.state.lights;if(!0===k&&(!0===G||t!==A)){const e=t===A&&i.id===w;dt.setState(i,t,e)}let y=!1;i.version===_.__version?_.needsLights&&_.lightsStateVersion!==x.state.version||_.outputColorSpace!==o||r.isBatchedMesh&&!1===_.batching?y=!0:r.isBatchedMesh||!0!==_.batching?r.isInstancedMesh&&!1===_.instancing?y=!0:r.isInstancedMesh||!0!==_.instancing?r.isSkinnedMesh&&!1===_.skinning?y=!0:r.isSkinnedMesh||!0!==_.skinning?r.isInstancedMesh&&!0===_.instancingColor&&null===r.instanceColor||r.isInstancedMesh&&!1===_.instancingColor&&null!==r.instanceColor||_.envMap!==l||!0===i.fog&&_.fog!==s?y=!0:void 0===_.numClippingPlanes||_.numClippingPlanes===dt.numPlanes&&_.numIntersection===dt.numIntersection?(_.vertexAlphas!==c||_.vertexTangents!==h||_.morphTargets!==u||_.morphNormals!==d||_.morphColors!==p||_.toneMapping!==m||!0===K.isWebGL2&&_.morphTargetsCount!==g)&&(y=!0):y=!0:y=!0:y=!0:y=!0:(y=!0,_.__version=i.version);let S=_.currentProgram;!0===y&&(S=Kt(i,e,r));let b=!1,E=!1,R=!1;const C=S.getUniforms(),P=_.uniforms;Q.useProgram(S.program)&&(b=!0,E=!0,R=!0);i.id!==w&&(w=i.id,E=!0);if(b||A!==t){C.setValue(Mt,"projectionMatrix",t.projectionMatrix),C.setValue(Mt,"viewMatrix",t.matrixWorldInverse);const e=C.map.cameraPosition;void 0!==e&&e.setValue(Mt,q.setFromMatrixPosition(t.matrixWorld)),K.logarithmicDepthBuffer&&C.setValue(Mt,"logDepthBufFC",2/(Math.log(t.far+1)/Math.LN2)),(i.isMeshPhongMaterial||i.isMeshToonMaterial||i.isMeshLambertMaterial||i.isMeshBasicMaterial||i.isMeshStandardMaterial||i.isShaderMaterial)&&C.setValue(Mt,"isOrthographic",!0===t.isOrthographicCamera),A!==t&&(A=t,E=!0,R=!0)}if(r.isSkinnedMesh){C.setOptional(Mt,r,"bindMatrix"),C.setOptional(Mt,r,"bindMatrixInverse");const t=r.skeleton;t&&(K.floatVertexTextures?(null===t.boneTexture&&t.computeBoneTexture(),C.setValue(Mt,"boneTexture",t.boneTexture,nt)):console.warn("THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required."))}r.isBatchedMesh&&(C.setOptional(Mt,r,"batchingTexture"),C.setValue(Mt,"batchingTexture",r._matricesTexture,nt));const L=n.morphAttributes;(void 0!==L.position||void 0!==L.normal||void 0!==L.color&&!0===K.isWebGL2)&&ft.update(r,n,S);(E||_.receiveShadow!==r.receiveShadow)&&(_.receiveShadow=r.receiveShadow,C.setValue(Mt,"receiveShadow",r.receiveShadow));i.isMeshGouraudMaterial&&null!==i.envMap&&(P.envMap.value=l,P.flipEnvMap.value=l.isCubeTexture&&!1===l.isRenderTargetTexture?-1:1);E&&(C.setValue(Mt,"toneMappingExposure",M.toneMappingExposure),_.needsLights&&(U=R,(I=P).ambientLightColor.needsUpdate=U,I.lightProbe.needsUpdate=U,I.directionalLights.needsUpdate=U,I.directionalLightShadows.needsUpdate=U,I.pointLights.needsUpdate=U,I.pointLightShadows.needsUpdate=U,I.spotLights.needsUpdate=U,I.spotLightShadows.needsUpdate=U,I.rectAreaLights.needsUpdate=U,I.hemisphereLights.needsUpdate=U),s&&!0===i.fog&&ct.refreshFogUniforms(P,s),ct.refreshMaterialUniforms(P,i,D,N,W),il.upload(Mt,$t(_),P,nt));var I,U;i.isShaderMaterial&&!0===i.uniformsNeedUpdate&&(il.upload(Mt,$t(_),P,nt),i.uniformsNeedUpdate=!1);i.isSpriteMaterial&&C.setValue(Mt,"center",r.center);if(C.setValue(Mt,"modelViewMatrix",r.modelViewMatrix),C.setValue(Mt,"normalMatrix",r.normalMatrix),C.setValue(Mt,"modelMatrix",r.matrixWorld),i.isShaderMaterial||i.isRawShaderMaterial){const t=i.uniformsGroups;for(let e=0,n=t.length;e{function n(){i.forEach((function(t){et.get(t).currentProgram.isReady()&&i.delete(t)})),0!==i.size?setTimeout(n,10):e(t)}null!==J.get("KHR_parallel_shader_compile")?n():setTimeout(n,10)}))};let Ht=null;function Vt(){Gt.stop()}function kt(){Gt.start()}const Gt=new da;function Xt(t,e,n,i){if(!1===t.visible)return;if(t.layers.test(e.layers))if(t.isGroup)n=t.renderOrder;else if(t.isLOD)!0===t.autoUpdate&&t.update(e);else if(t.isLight)v.pushLight(t),t.castShadow&&v.pushShadow(t);else if(t.isSprite){if(!t.frustumCulled||V.intersectsSprite(t)){i&&q.setFromMatrixPosition(t.matrixWorld).applyMatrix4(X);const e=ot.update(t),r=t.material;r.visible&&_.push(t,e,r,n,q.z,null)}}else if((t.isMesh||t.isLine||t.isPoints)&&(!t.frustumCulled||V.intersectsObject(t))){const e=ot.update(t),r=t.material;if(i&&(void 0!==t.boundingSphere?(null===t.boundingSphere&&t.computeBoundingSphere(),q.copy(t.boundingSphere.center)):(null===e.boundingSphere&&e.computeBoundingSphere(),q.copy(e.boundingSphere.center)),q.applyMatrix4(t.matrixWorld).applyMatrix4(X)),Array.isArray(r)){const i=e.groups;for(let s=0,a=i.length;s0&&function(t,e,n,i){const r=!0===n.isScene?n.overrideMaterial:null;if(null!==r)return;const s=K.isWebGL2;null===W&&(W=new wi(1,1,{generateMipmaps:!0,type:J.has("EXT_color_buffer_half_float")?Ut:wt,minFilter:Et,samples:s?4:0}));M.getDrawingBufferSize(j),s?W.setSize(j.x,j.y):W.setSize(Jn(j.x),Jn(j.y));const a=M.getRenderTarget();M.setRenderTarget(W),M.getClearColor(L),I=M.getClearAlpha(),I<1&&M.setClearColor(16777215,.5);M.clear();const o=M.toneMapping;M.toneMapping=$,Zt(t,n,i),nt.updateMultisampleRenderTarget(W),nt.updateRenderTargetMipmap(W);let l=!1;for(let t=0,r=e.length;t0&&Zt(r,e,n),s.length>0&&Zt(s,e,n),a.length>0&&Zt(a,e,n),Q.buffers.depth.setTest(!0),Q.buffers.depth.setMask(!0),Q.buffers.color.setMask(!0),Q.setPolygonOffset(!1)}function Zt(t,e,n){const i=!0===e.isScene?e.overrideMaterial:null;for(let r=0,s=t.length;r0?y[y.length-1]:null,x.pop(),_=x.length>0?x[x.length-1]:null},this.getActiveCubeFace=function(){return b},this.getActiveMipmapLevel=function(){return E},this.getRenderTarget=function(){return T},this.setRenderTargetTextures=function(t,e,n){et.get(t.texture).__webglTexture=e,et.get(t.depthTexture).__webglTexture=n;const i=et.get(t);i.__hasExternalTextures=!0,i.__hasExternalTextures&&(i.__autoAllocateDepthBuffer=void 0===n,i.__autoAllocateDepthBuffer||!0===J.has("WEBGL_multisampled_render_to_texture")&&(console.warn("THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided"),i.__useRenderToTexture=!1))},this.setRenderTargetFramebuffer=function(t,e){const n=et.get(t);n.__webglFramebuffer=e,n.__useDefaultFramebuffer=void 0===e},this.setRenderTarget=function(t,e=0,n=0){T=t,b=e,E=n;let i=!0,r=null,s=!1,a=!1;if(t){const o=et.get(t);void 0!==o.__useDefaultFramebuffer?(Q.bindFramebuffer(Mt.FRAMEBUFFER,null),i=!1):void 0===o.__webglFramebuffer?nt.setupRenderTarget(t):o.__hasExternalTextures&&nt.rebindTextures(t,et.get(t.texture).__webglTexture,et.get(t.depthTexture).__webglTexture);const l=t.texture;(l.isData3DTexture||l.isDataArrayTexture||l.isCompressedArrayTexture)&&(a=!0);const c=et.get(t).__webglFramebuffer;t.isWebGLCubeRenderTarget?(r=Array.isArray(c[e])?c[e][n]:c[e],s=!0):r=K.isWebGL2&&t.samples>0&&!1===nt.useMultisampledRTT(t)?et.get(t).__webglMultisampledFramebuffer:Array.isArray(c)?c[n]:c,R.copy(t.viewport),C.copy(t.scissor),P=t.scissorTest}else R.copy(B).multiplyScalar(D).floor(),C.copy(z).multiplyScalar(D).floor(),P=H;if(Q.bindFramebuffer(Mt.FRAMEBUFFER,r)&&K.drawBuffers&&i&&Q.drawBuffers(t,r),Q.viewport(R),Q.scissor(C),Q.setScissorTest(P),s){const i=et.get(t.texture);Mt.framebufferTexture2D(Mt.FRAMEBUFFER,Mt.COLOR_ATTACHMENT0,Mt.TEXTURE_CUBE_MAP_POSITIVE_X+e,i.__webglTexture,n)}else if(a){const i=et.get(t.texture),r=e||0;Mt.framebufferTextureLayer(Mt.FRAMEBUFFER,Mt.COLOR_ATTACHMENT0,i.__webglTexture,n||0,r)}w=-1},this.readRenderTargetPixels=function(t,e,n,i,r,s,a){if(!t||!t.isWebGLRenderTarget)return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");let o=et.get(t).__webglFramebuffer;if(t.isWebGLCubeRenderTarget&&void 0!==a&&(o=o[a]),o){Q.bindFramebuffer(Mt.FRAMEBUFFER,o);try{const a=t.texture,o=a.format,l=a.type;if(o!==Bt&&vt.convert(o)!==Mt.getParameter(Mt.IMPLEMENTATION_COLOR_READ_FORMAT))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");const c=l===Ut&&(J.has("EXT_color_buffer_half_float")||K.isWebGL2&&J.has("EXT_color_buffer_float"));if(!(l===wt||vt.convert(l)===Mt.getParameter(Mt.IMPLEMENTATION_COLOR_READ_TYPE)||l===It&&(K.isWebGL2||J.has("OES_texture_float")||J.has("WEBGL_color_buffer_float"))||c))return void console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");e>=0&&e<=t.width-i&&n>=0&&n<=t.height-r&&Mt.readPixels(e,n,i,r,vt.convert(o),vt.convert(l),s)}finally{const t=null!==T?et.get(T).__webglFramebuffer:null;Q.bindFramebuffer(Mt.FRAMEBUFFER,t)}}},this.copyFramebufferToTexture=function(t,e,n=0){const i=Math.pow(2,-n),r=Math.floor(e.image.width*i),s=Math.floor(e.image.height*i);nt.setTexture2D(e,0),Mt.copyTexSubImage2D(Mt.TEXTURE_2D,n,0,0,t.x,t.y,r,s),Q.unbindTexture()},this.copyTextureToTexture=function(t,e,n,i=0){const r=e.image.width,s=e.image.height,a=vt.convert(n.format),o=vt.convert(n.type);nt.setTexture2D(n,0),Mt.pixelStorei(Mt.UNPACK_FLIP_Y_WEBGL,n.flipY),Mt.pixelStorei(Mt.UNPACK_PREMULTIPLY_ALPHA_WEBGL,n.premultiplyAlpha),Mt.pixelStorei(Mt.UNPACK_ALIGNMENT,n.unpackAlignment),e.isDataTexture?Mt.texSubImage2D(Mt.TEXTURE_2D,i,t.x,t.y,r,s,a,o,e.image.data):e.isCompressedTexture?Mt.compressedTexSubImage2D(Mt.TEXTURE_2D,i,t.x,t.y,e.mipmaps[0].width,e.mipmaps[0].height,a,e.mipmaps[0].data):Mt.texSubImage2D(Mt.TEXTURE_2D,i,t.x,t.y,a,o,e.image),0===i&&n.generateMipmaps&&Mt.generateMipmap(Mt.TEXTURE_2D),Q.unbindTexture()},this.copyTextureToTexture3D=function(t,e,n,i,r=0){if(M.isWebGL1Renderer)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.");const s=t.max.x-t.min.x+1,a=t.max.y-t.min.y+1,o=t.max.z-t.min.z+1,l=vt.convert(i.format),c=vt.convert(i.type);let h;if(i.isData3DTexture)nt.setTexture3D(i,0),h=Mt.TEXTURE_3D;else{if(!i.isDataArrayTexture&&!i.isCompressedArrayTexture)return void console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.");nt.setTexture2DArray(i,0),h=Mt.TEXTURE_2D_ARRAY}Mt.pixelStorei(Mt.UNPACK_FLIP_Y_WEBGL,i.flipY),Mt.pixelStorei(Mt.UNPACK_PREMULTIPLY_ALPHA_WEBGL,i.premultiplyAlpha),Mt.pixelStorei(Mt.UNPACK_ALIGNMENT,i.unpackAlignment);const u=Mt.getParameter(Mt.UNPACK_ROW_LENGTH),d=Mt.getParameter(Mt.UNPACK_IMAGE_HEIGHT),p=Mt.getParameter(Mt.UNPACK_SKIP_PIXELS),m=Mt.getParameter(Mt.UNPACK_SKIP_ROWS),f=Mt.getParameter(Mt.UNPACK_SKIP_IMAGES),g=n.isCompressedTexture?n.mipmaps[r]:n.image;Mt.pixelStorei(Mt.UNPACK_ROW_LENGTH,g.width),Mt.pixelStorei(Mt.UNPACK_IMAGE_HEIGHT,g.height),Mt.pixelStorei(Mt.UNPACK_SKIP_PIXELS,t.min.x),Mt.pixelStorei(Mt.UNPACK_SKIP_ROWS,t.min.y),Mt.pixelStorei(Mt.UNPACK_SKIP_IMAGES,t.min.z),n.isDataTexture||n.isData3DTexture?Mt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g.data):n.isCompressedArrayTexture?(console.warn("THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture."),Mt.compressedTexSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,g.data)):Mt.texSubImage3D(h,r,e.x,e.y,e.z,s,a,o,l,c,g),Mt.pixelStorei(Mt.UNPACK_ROW_LENGTH,u),Mt.pixelStorei(Mt.UNPACK_IMAGE_HEIGHT,d),Mt.pixelStorei(Mt.UNPACK_SKIP_PIXELS,p),Mt.pixelStorei(Mt.UNPACK_SKIP_ROWS,m),Mt.pixelStorei(Mt.UNPACK_SKIP_IMAGES,f),0===r&&i.generateMipmaps&&Mt.generateMipmap(h),Q.unbindTexture()},this.initTexture=function(t){t.isCubeTexture?nt.setTextureCube(t,0):t.isData3DTexture?nt.setTexture3D(t,0):t.isDataArrayTexture||t.isCompressedArrayTexture?nt.setTexture2DArray(t,0):nt.setTexture2D(t,0),Q.unbindTexture()},this.resetState=function(){b=0,E=0,T=null,Q.reset(),xt.reset()},"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}get coordinateSystem(){return Bn}get outputColorSpace(){return this._outputColorSpace}set outputColorSpace(t){this._outputColorSpace=t;const e=this.getContext();e.drawingBufferColorSpace=t===Ze?"display-p3":"srgb",e.unpackColorSpace=mi.workingColorSpace===Je?"display-p3":"srgb"}get outputEncoding(){return console.warn("THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead."),this.outputColorSpace===qe?Ve:He}set outputEncoding(t){console.warn("THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead."),this.outputColorSpace=t===Ve?qe:Ye}get useLegacyLights(){return console.warn("THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733."),this._useLegacyLights}set useLegacyLights(t){console.warn("THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733."),this._useLegacyLights=t}}class Kl extends Jl{}Kl.prototype.isWebGL1Renderer=!0;class $l{constructor(t,e=25e-5){this.isFogExp2=!0,this.name="",this.color=new Kr(t),this.density=e}clone(){return new $l(this.color,this.density)}toJSON(){return{type:"FogExp2",name:this.name,color:this.color.getHex(),density:this.density}}}class Ql{constructor(t,e=1,n=1e3){this.isFog=!0,this.name="",this.color=new Kr(t),this.near=e,this.far=n}clone(){return new Ql(this.color,this.near,this.far)}toJSON(){return{type:"Fog",name:this.name,color:this.color.getHex(),near:this.near,far:this.far}}}class tc extends Nr{constructor(){super(),this.isScene=!0,this.type="Scene",this.background=null,this.environment=null,this.fog=null,this.backgroundBlurriness=0,this.backgroundIntensity=1,this.overrideMaterial=null,"undefined"!=typeof __THREE_DEVTOOLS__&&__THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe",{detail:this}))}copy(t,e){return super.copy(t,e),null!==t.background&&(this.background=t.background.clone()),null!==t.environment&&(this.environment=t.environment.clone()),null!==t.fog&&(this.fog=t.fog.clone()),this.backgroundBlurriness=t.backgroundBlurriness,this.backgroundIntensity=t.backgroundIntensity,null!==t.overrideMaterial&&(this.overrideMaterial=t.overrideMaterial.clone()),this.matrixAutoUpdate=t.matrixAutoUpdate,this}toJSON(t){const e=super.toJSON(t);return null!==this.fog&&(e.object.fog=this.fog.toJSON()),this.backgroundBlurriness>0&&(e.object.backgroundBlurriness=this.backgroundBlurriness),1!==this.backgroundIntensity&&(e.object.backgroundIntensity=this.backgroundIntensity),e}}class ec{constructor(t,e){this.isInterleavedBuffer=!0,this.array=t,this.stride=e,this.count=void 0!==t?t.length/e:0,this.usage=wn,this._updateRange={offset:0,count:-1},this.updateRanges=[],this.version=0,this.uuid=Xn()}onUploadCallback(){}set needsUpdate(t){!0===t&&this.version++}get updateRange(){return console.warn("THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead."),this._updateRange}setUsage(t){return this.usage=t,this}addUpdateRange(t,e){this.updateRanges.push({start:t,count:e})}clearUpdateRanges(){this.updateRanges.length=0}copy(t){return this.array=new t.array.constructor(t.array),this.count=t.count,this.stride=t.stride,this.usage=t.usage,this}copyAt(t,e,n){t*=this.stride,n*=e.stride;for(let i=0,r=this.stride;it.far||e.push({distance:o,point:ac.clone(),uv:jr.getInterpolation(ac,dc,pc,mc,fc,gc,_c,new ti),face:null,object:this})}copy(t,e){return super.copy(t,e),void 0!==t.center&&this.center.copy(t.center),this.material=t.material,this}}function xc(t,e,n,i,r,s){cc.subVectors(t,n).addScalar(.5).multiply(i),void 0!==r?(hc.x=s*cc.x-r*cc.y,hc.y=r*cc.x+s*cc.y):hc.copy(cc),t.copy(e),t.x+=hc.x,t.y+=hc.y,t.applyMatrix4(uc)}const yc=new Ui,Mc=new Ui;class Sc extends Nr{constructor(){super(),this._currentLevel=0,this.type="LOD",Object.defineProperties(this,{levels:{enumerable:!0,value:[]},isLOD:{value:!0}}),this.autoUpdate=!0}copy(t){super.copy(t,!1);const e=t.levels;for(let t=0,n=e.length;t0){let n,i;for(n=1,i=e.length;n0){yc.setFromMatrixPosition(this.matrixWorld);const n=t.ray.origin.distanceTo(yc);this.getObjectForDistance(n).raycast(t,e)}}update(t){const e=this.levels;if(e.length>1){yc.setFromMatrixPosition(t.matrixWorld),Mc.setFromMatrixPosition(this.matrixWorld);const n=yc.distanceTo(Mc)/t.zoom;let i,r;for(e[0].object.visible=!0,i=1,r=e.length;i=t))break;e[i-1].object.visible=!1,e[i].object.visible=!0}for(this._currentLevel=i-1;i=n.length&&n.push({start:-1,count:-1,z:-1});const r=n[this.index];i.push(r),this.index++,r.start=t.start,r.count=t.count,r.z=e}reset(){this.list.length=0,this.index=0}}const Jc="batchId",Kc=new cr,$c=new cr,Qc=new cr,th=new cr,eh=new ua,nh=new Oi,ih=new tr,rh=new Ui,sh=new Zc,ah=new Xs,oh=[];function lh(t,e,n=0){const i=e.itemSize;if(t.isInterleavedBufferAttribute||t.array.constructor!==e.array.constructor){const r=t.count;for(let s=0;s65536?new Uint32Array(r):new Uint16Array(r);e.setIndex(new cs(t,1))}const s=i>65536?new Uint32Array(n):new Uint16Array(n);e.setAttribute(Jc,new cs(s,1)),this._geometryInitialized=!0}}_validateGeometry(t){if(t.getAttribute(Jc))throw new Error(`BatchedMesh: Geometry cannot use attribute "${Jc}"`);const e=this.geometry;if(Boolean(t.getIndex())!==Boolean(e.getIndex()))throw new Error('BatchedMesh: All geometries must consistently have "index".');for(const n in e.attributes){if(n===Jc)continue;if(!t.hasAttribute(n))throw new Error(`BatchedMesh: Added geometry missing "${n}". All geometries must have consistent attributes.`);const i=t.getAttribute(n),r=e.getAttribute(n);if(i.itemSize!==r.itemSize||i.normalized!==r.normalized)throw new Error("BatchedMesh: All attributes must have a consistent itemSize and normalized value.")}}setCustomSort(t){return this.customSort=t,this}computeBoundingBox(){null===this.boundingBox&&(this.boundingBox=new Oi);const t=this._geometryCount,e=this.boundingBox,n=this._active;e.makeEmpty();for(let i=0;i=this._maxGeometryCount)throw new Error("BatchedMesh: Maximum geometry count reached.");const i={vertexStart:-1,vertexCount:-1,indexStart:-1,indexCount:-1};let r=null;const s=this._reservedRanges,a=this._drawRanges,o=this._bounds;0!==this._geometryCount&&(r=s[s.length-1]),i.vertexCount=-1===e?t.getAttribute("position").count:e,i.vertexStart=null===r?0:r.vertexStart+r.vertexCount;const l=t.getIndex(),c=null!==l;if(c&&(i.indexCount=-1===n?l.count:n,i.indexStart=null===r?0:r.indexStart+r.indexCount),-1!==i.indexStart&&i.indexStart+i.indexCount>this._maxIndexCount||i.vertexStart+i.vertexCount>this._maxVertexCount)throw new Error("BatchedMesh: Reserved space request exceeds the maximum buffer size.");const h=this._visibility,u=this._active,d=this._matricesTexture,p=this._matricesTexture.image.data;h.push(!0),u.push(!0);const m=this._geometryCount;this._geometryCount++,Qc.toArray(p,16*m),d.needsUpdate=!0,s.push(i),a.push({start:c?i.indexStart:i.vertexStart,count:-1}),o.push({boxInitialized:!1,box:new Oi,sphereInitialized:!1,sphere:new tr});const f=this.geometry.getAttribute(Jc);for(let t=0;t=this._geometryCount)throw new Error("BatchedMesh: Maximum geometry count reached.");this._validateGeometry(e);const n=this.geometry,i=null!==n.getIndex(),r=n.getIndex(),s=e.getIndex(),a=this._reservedRanges[t];if(i&&s.count>a.indexCount||e.attributes.position.count>a.vertexCount)throw new Error("BatchedMesh: Reserved space not large enough for provided geometry.");const o=a.vertexStart,l=a.vertexCount;for(const t in n.attributes){if(t===Jc)continue;const i=e.getAttribute(t),r=n.getAttribute(t);lh(i,r,o);const s=i.itemSize;for(let t=i.count,e=l;t=e.length||!1===e[t]||(e[t]=!1,this._visibilityChanged=!0),this}getBoundingBoxAt(t,e){if(!1===this._active[t])return this;const n=this._bounds[t],i=n.box,r=this.geometry;if(!1===n.boxInitialized){i.makeEmpty();const e=r.index,s=r.attributes.position,a=this._drawRanges[t];for(let t=a.start,n=a.start+a.count;t=this._geometryCount||!1===n[t]||(e.toArray(r,16*t),i.needsUpdate=!0),this}getMatrixAt(t,e){const n=this._active,i=this._matricesTexture.image.data;return t>=this._geometryCount||!1===n[t]?null:e.fromArray(i,16*t)}setVisibleAt(t,e){const n=this._visibility,i=this._active;return t>=this._geometryCount||!1===i[t]||n[t]===e||(n[t]=e,this._visibilityChanged=!0),this}getVisibleAt(t){const e=this._visibility,n=this._active;return!(t>=this._geometryCount||!1===n[t])&&e[t]}raycast(t,e){const n=this._visibility,i=this._active,r=this._drawRanges,s=this._geometryCount,a=this.matrixWorld,o=this.geometry;ah.material=this.material,ah.geometry.index=o.index,ah.geometry.attributes=o.attributes,null===ah.geometry.boundingBox&&(ah.geometry.boundingBox=new Oi),null===ah.geometry.boundingSphere&&(ah.geometry.boundingSphere=new tr);for(let o=0;o({...t}))),this._reservedRanges=t._reservedRanges.map((t=>({...t}))),this._visibility=t._visibility.slice(),this._active=t._active.slice(),this._bounds=t._bounds.map((t=>({boxInitialized:t.boxInitialized,box:t.box.clone(),sphereInitialized:t.sphereInitialized,sphere:t.sphere.clone()}))),this._maxGeometryCount=t._maxGeometryCount,this._maxVertexCount=t._maxVertexCount,this._maxIndexCount=t._maxIndexCount,this._geometryInitialized=t._geometryInitialized,this._geometryCount=t._geometryCount,this._multiDrawCounts=t._multiDrawCounts.slice(),this._multiDrawStarts=t._multiDrawStarts.slice(),this._matricesTexture=t._matricesTexture.clone(),this._matricesTexture.image.data=this._matricesTexture.image.slice(),this}dispose(){return this.geometry.dispose(),this._matricesTexture.dispose(),this._matricesTexture=null,this}onBeforeRender(t,e,n,i,r){if(!this._visibilityChanged&&!this.perObjectFrustumCulled&&!this.sortObjects)return;const s=i.getIndex(),a=null===s?1:s.array.BYTES_PER_ELEMENT,o=this._visibility,l=this._multiDrawStarts,c=this._multiDrawCounts,h=this._drawRanges,u=this.perObjectFrustumCulled;u&&(th.multiplyMatrices(n.projectionMatrix,n.matrixWorldInverse).multiply(this.matrixWorld),eh.setFromProjectionMatrix(th,t.isWebGPURenderer?zn:Bn));let d=0;if(this.sortObjects){$c.copy(this.matrixWorld).invert(),rh.setFromMatrixPosition(n.matrixWorld).applyMatrix4($c);for(let t=0,e=o.length;to)continue;u.applyMatrix4(this.matrixWorld);const s=t.ray.origin.distanceTo(u);st.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}else{for(let n=Math.max(0,s.start),i=Math.min(m.count,s.start+s.count)-1;no)continue;u.applyMatrix4(this.matrixWorld);const i=t.ray.origin.distanceTo(u);it.far||e.push({distance:i,point:h.clone().applyMatrix4(this.matrixWorld),index:n,face:null,faceIndex:null,object:this})}}}updateMorphTargets(){const t=this.geometry.morphAttributes,e=Object.keys(t);if(e.length>0){const n=t[e[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=n.length;t0){const n=t[e[0]];if(void 0!==n){this.morphTargetInfluences=[],this.morphTargetDictionary={};for(let t=0,e=n.length;tr.far)return;s.push({distance:l,distanceToRay:Math.sqrt(o),point:n,index:e,face:null,object:a})}}class Rh extends bi{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.isVideoTexture=!0,this.minFilter=void 0!==s?s:Mt,this.magFilter=void 0!==r?r:Mt,this.generateMipmaps=!1;const c=this;"requestVideoFrameCallback"in t&&t.requestVideoFrameCallback((function e(){c.needsUpdate=!0,t.requestVideoFrameCallback(e)}))}clone(){return new this.constructor(this.image).copy(this)}update(){const t=this.image;!1==="requestVideoFrameCallback"in t&&t.readyState>=t.HAVE_CURRENT_DATA&&(this.needsUpdate=!0)}}class Ch extends bi{constructor(t,e){super({width:t,height:e}),this.isFramebufferTexture=!0,this.magFilter=gt,this.minFilter=gt,this.generateMipmaps=!1,this.needsUpdate=!0}}class Ph extends bi{constructor(t,e,n,i,r,s,a,o,l,c,h,u){super(null,s,a,o,l,c,i,r,h,u),this.isCompressedTexture=!0,this.image={width:e,height:n},this.mipmaps=t,this.flipY=!1,this.generateMipmaps=!1}}class Lh extends Ph{constructor(t,e,n,i,r,s){super(t,e,n,r,s),this.isCompressedArrayTexture=!0,this.image.depth=i,this.wrapR=mt}}class Ih extends Ph{constructor(t,e,n){super(void 0,t[0].width,t[0].height,e,n,lt),this.isCompressedCubeTexture=!0,this.isCubeTexture=!0,this.image=t}}class Uh extends bi{constructor(t,e,n,i,r,s,a,o,l){super(t,e,n,i,r,s,a,o,l),this.isCanvasTexture=!0,this.needsUpdate=!0}}class Nh{constructor(){this.type="Curve",this.arcLengthDivisions=200}getPoint(){return console.warn("THREE.Curve: .getPoint() not implemented."),null}getPointAt(t,e){const n=this.getUtoTmapping(t);return this.getPoint(n,e)}getPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPoint(n/t));return e}getSpacedPoints(t=5){const e=[];for(let n=0;n<=t;n++)e.push(this.getPointAt(n/t));return e}getLength(){const t=this.getLengths();return t[t.length-1]}getLengths(t=this.arcLengthDivisions){if(this.cacheArcLengths&&this.cacheArcLengths.length===t+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;const e=[];let n,i=this.getPoint(0),r=0;e.push(0);for(let s=1;s<=t;s++)n=this.getPoint(s/t),r+=n.distanceTo(i),e.push(r),i=n;return this.cacheArcLengths=e,e}updateArcLengths(){this.needsUpdate=!0,this.getLengths()}getUtoTmapping(t,e){const n=this.getLengths();let i=0;const r=n.length;let s;s=e||t*n[r-1];let a,o=0,l=r-1;for(;o<=l;)if(i=Math.floor(o+(l-o)/2),a=n[i]-s,a<0)o=i+1;else{if(!(a>0)){l=i;break}l=i-1}if(i=l,n[i]===s)return i/(r-1);const c=n[i];return(i+(s-c)/(n[i+1]-c))/(r-1)}getTangent(t,e){const n=1e-4;let i=t-n,r=t+n;i<0&&(i=0),r>1&&(r=1);const s=this.getPoint(i),a=this.getPoint(r),o=e||(s.isVector2?new ti:new Ui);return o.copy(a).sub(s).normalize(),o}getTangentAt(t,e){const n=this.getUtoTmapping(t);return this.getTangent(n,e)}computeFrenetFrames(t,e){const n=new Ui,i=[],r=[],s=[],a=new Ui,o=new cr;for(let e=0;e<=t;e++){const n=e/t;i[e]=this.getTangentAt(n,new Ui)}r[0]=new Ui,s[0]=new Ui;let l=Number.MAX_VALUE;const c=Math.abs(i[0].x),h=Math.abs(i[0].y),u=Math.abs(i[0].z);c<=l&&(l=c,n.set(1,0,0)),h<=l&&(l=h,n.set(0,1,0)),u<=l&&n.set(0,0,1),a.crossVectors(i[0],n).normalize(),r[0].crossVectors(i[0],a),s[0].crossVectors(i[0],r[0]);for(let e=1;e<=t;e++){if(r[e]=r[e-1].clone(),s[e]=s[e-1].clone(),a.crossVectors(i[e-1],i[e]),a.length()>Number.EPSILON){a.normalize();const t=Math.acos(jn(i[e-1].dot(i[e]),-1,1));r[e].applyMatrix4(o.makeRotationAxis(a,t))}s[e].crossVectors(i[e],r[e])}if(!0===e){let e=Math.acos(jn(r[0].dot(r[t]),-1,1));e/=t,i[0].dot(a.crossVectors(r[0],r[t]))>0&&(e=-e);for(let n=1;n<=t;n++)r[n].applyMatrix4(o.makeRotationAxis(i[n],e*n)),s[n].crossVectors(i[n],r[n])}return{tangents:i,normals:r,binormals:s}}clone(){return(new this.constructor).copy(this)}copy(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}toJSON(){const t={metadata:{version:4.6,type:"Curve",generator:"Curve.toJSON"}};return t.arcLengthDivisions=this.arcLengthDivisions,t.type=this.type,t}fromJSON(t){return this.arcLengthDivisions=t.arcLengthDivisions,this}}class Dh extends Nh{constructor(t=0,e=0,n=1,i=1,r=0,s=2*Math.PI,a=!1,o=0){super(),this.isEllipseCurve=!0,this.type="EllipseCurve",this.aX=t,this.aY=e,this.xRadius=n,this.yRadius=i,this.aStartAngle=r,this.aEndAngle=s,this.aClockwise=a,this.aRotation=o}getPoint(t,e){const n=e||new ti,i=2*Math.PI;let r=this.aEndAngle-this.aStartAngle;const s=Math.abs(r)i;)r-=i;r0?0:(Math.floor(Math.abs(l)/r)+1)*r:0===c&&l===r-1&&(l=r-2,c=1),this.closed||l>0?a=i[(l-1)%r]:(Bh.subVectors(i[0],i[1]).add(i[0]),a=Bh);const h=i[l%r],u=i[(l+1)%r];if(this.closed||l+2i.length-2?i.length-1:s+1],h=i[s>i.length-3?i.length-1:s+2];return n.set(Gh(a,o.x,l.x,c.x,h.x),Gh(a,o.y,l.y,c.y,h.y)),n}copy(t){super.copy(t),this.points=[];for(let e=0,n=t.points.length;e=n){const t=i[r]-n,s=this.curves[r],a=s.getLength(),o=0===a?0:1-t/a;return s.getPointAt(o,e)}r++}return null}getLength(){const t=this.getCurveLengths();return t[t.length-1]}updateArcLengths(){this.needsUpdate=!0,this.cacheLengths=null,this.getCurveLengths()}getCurveLengths(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;const t=[];let e=0;for(let n=0,i=this.curves.length;n1&&!e[e.length-1].equals(e[0])&&e.push(e[0]),e}copy(t){super.copy(t),this.curves=[];for(let e=0,n=t.curves.length;e0){const t=l.getPoint(0);t.equals(this.currentPoint)||this.lineTo(t.x,t.y)}this.curves.push(l);const c=l.getPoint(1);return this.currentPoint.copy(c),this}copy(t){return super.copy(t),this.currentPoint.copy(t.currentPoint),this}toJSON(){const t=super.toJSON();return t.currentPoint=this.currentPoint.toArray(),t}fromJSON(t){return super.fromJSON(t),this.currentPoint.fromArray(t.currentPoint),this}}class nu extends As{constructor(t=[new ti(0,-.5),new ti(.5,0),new ti(0,.5)],e=12,n=0,i=2*Math.PI){super(),this.type="LatheGeometry",this.parameters={points:t,segments:e,phiStart:n,phiLength:i},e=Math.floor(e),i=jn(i,0,2*Math.PI);const r=[],s=[],a=[],o=[],l=[],c=1/e,h=new Ui,u=new ti,d=new Ui,p=new Ui,m=new Ui;let f=0,g=0;for(let e=0;e<=t.length-1;e++)switch(e){case 0:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,m.copy(d),d.normalize(),o.push(d.x,d.y,d.z);break;case t.length-1:o.push(m.x,m.y,m.z);break;default:f=t[e+1].x-t[e].x,g=t[e+1].y-t[e].y,d.x=1*g,d.y=-f,d.z=0*g,p.copy(d),d.x+=m.x,d.y+=m.y,d.z+=m.z,d.normalize(),o.push(d.x,d.y,d.z),m.copy(p)}for(let r=0;r<=e;r++){const d=n+r*c*i,p=Math.sin(d),m=Math.cos(d);for(let n=0;n<=t.length-1;n++){h.x=t[n].x*p,h.y=t[n].y,h.z=t[n].x*m,s.push(h.x,h.y,h.z),u.x=r/e,u.y=n/(t.length-1),a.push(u.x,u.y);const i=o[3*n+0]*p,c=o[3*n+1],d=o[3*n+0]*m;l.push(i,c,d)}}for(let n=0;n0&&_(!0),e>0&&_(!1)),this.setIndex(c),this.setAttribute("position",new vs(h,3)),this.setAttribute("normal",new vs(u,3)),this.setAttribute("uv",new vs(d,2))}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new su(t.radiusTop,t.radiusBottom,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class au extends su{constructor(t=1,e=1,n=32,i=1,r=!1,s=0,a=2*Math.PI){super(0,t,e,n,i,r,s,a),this.type="ConeGeometry",this.parameters={radius:t,height:e,radialSegments:n,heightSegments:i,openEnded:r,thetaStart:s,thetaLength:a}}static fromJSON(t){return new au(t.radius,t.height,t.radialSegments,t.heightSegments,t.openEnded,t.thetaStart,t.thetaLength)}}class ou extends As{constructor(t=[],e=[],n=1,i=0){super(),this.type="PolyhedronGeometry",this.parameters={vertices:t,indices:e,radius:n,detail:i};const r=[],s=[];function a(t,e,n,i){const r=i+1,s=[];for(let i=0;i<=r;i++){s[i]=[];const a=t.clone().lerp(n,i/r),o=e.clone().lerp(n,i/r),l=r-i;for(let t=0;t<=l;t++)s[i][t]=0===t&&i===r?a:a.clone().lerp(o,t/l)}for(let t=0;t.9&&a<.1&&(e<.2&&(s[t+0]+=1),n<.2&&(s[t+2]+=1),i<.2&&(s[t+4]+=1))}}()}(),this.setAttribute("position",new vs(r,3)),this.setAttribute("normal",new vs(r.slice(),3)),this.setAttribute("uv",new vs(s,2)),0===i?this.computeVertexNormals():this.normalizeNormals()}copy(t){return super.copy(t),this.parameters=Object.assign({},t.parameters),this}static fromJSON(t){return new ou(t.vertices,t.indices,t.radius,t.details)}}class lu extends ou{constructor(t=1,e=0){const n=(1+Math.sqrt(5))/2,i=1/n;super([-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,-i,-n,0,-i,n,0,i,-n,0,i,n,-i,-n,0,-i,n,0,i,-n,0,i,n,0,-n,0,-i,n,0,-i,-n,0,i,n,0,i],[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],t,e),this.type="DodecahedronGeometry",this.parameters={radius:t,detail:e}}static fromJSON(t){return new lu(t.radius,t.detail)}}const cu=new Ui,hu=new Ui,uu=new Ui,du=new jr;class pu extends As{constructor(t=null,e=1){if(super(),this.type="EdgesGeometry",this.parameters={geometry:t,thresholdAngle:e},null!==t){const n=4,i=Math.pow(10,n),r=Math.cos(Gn*e),s=t.getIndex(),a=t.getAttribute("position"),o=s?s.count:a.count,l=[0,0,0],c=["a","b","c"],h=new Array(3),u={},d=[];for(let t=0;t80*n){o=c=t[0],l=h=t[1];for(let 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bu(t,e){return t.x-e.x}function Eu(t,e){const n=function(t,e){let n,i=e,r=-1/0;const s=t.x,a=t.y;do{if(a<=i.y&&a>=i.next.y&&i.next.y!==i.y){const t=i.x+(a-i.y)*(i.next.x-i.x)/(i.next.y-i.y);if(t<=s&&t>r&&(r=t,n=i.x=i.x&&i.x>=l&&s!==i.x&&Ru(an.x||i.x===n.x&&Tu(n,i)))&&(n=i,u=h)),i=i.next}while(i!==o);return n}(t,e);if(!n)return e;const i=Ou(n,t);return _u(i,i.next),_u(n,n.next)}function Tu(t,e){return Pu(t.prev,t,e.prev)<0&&Pu(e.next,t,t.next)<0}function wu(t,e,n,i,r){return(t=1431655765&((t=858993459&((t=252645135&((t=16711935&((t=(t-n)*r|0)|t<<8))|t<<4))|t<<2))|t<<1))|(e=1431655765&((e=858993459&((e=252645135&((e=16711935&((e=(e-i)*r|0)|e<<8))|e<<4))|e<<2))|e<<1))<<1}function Au(t){let e=t,n=t;do{(e.x=(t-a)*(s-o)&&(t-a)*(i-o)>=(n-a)*(e-o)&&(n-a)*(s-o)>=(r-a)*(i-o)}function Cu(t,e){return t.next.i!==e.i&&t.prev.i!==e.i&&!function(t,e){let n=t;do{if(n.i!==t.i&&n.next.i!==t.i&&n.i!==e.i&&n.next.i!==e.i&&Iu(n,n.next,t,e))return!0;n=n.next}while(n!==t);return!1}(t,e)&&(Du(t,e)&&Du(e,t)&&function(t,e){let n=t,i=!1;const r=(t.x+e.x)/2,s=(t.y+e.y)/2;do{n.y>s!=n.next.y>s&&n.next.y!==n.y&&r<(n.next.x-n.x)*(s-n.y)/(n.next.y-n.y)+n.x&&(i=!i),n=n.next}while(n!==t);return i}(t,e)&&(Pu(t.prev,t,e.prev)||Pu(t,e.prev,e))||Lu(t,e)&&Pu(t.prev,t,t.next)>0&&Pu(e.prev,e,e.next)>0)}function Pu(t,e,n){return(e.y-t.y)*(n.x-e.x)-(e.x-t.x)*(n.y-e.y)}function Lu(t,e){return t.x===e.x&&t.y===e.y}function Iu(t,e,n,i){const r=Nu(Pu(t,e,n)),s=Nu(Pu(t,e,i)),a=Nu(Pu(n,i,t)),o=Nu(Pu(n,i,e));return r!==s&&a!==o||(!(0!==r||!Uu(t,n,e))||(!(0!==s||!Uu(t,i,e))||(!(0!==a||!Uu(n,t,i))||!(0!==o||!Uu(n,e,i)))))}function Uu(t,e,n){return e.x<=Math.max(t.x,n.x)&&e.x>=Math.min(t.x,n.x)&&e.y<=Math.max(t.y,n.y)&&e.y>=Math.min(t.y,n.y)}function Nu(t){return t>0?1:t<0?-1:0}function Du(t,e){return Pu(t.prev,t,t.next)<0?Pu(t,e,t.next)>=0&&Pu(t,t.prev,e)>=0:Pu(t,e,t.prev)<0||Pu(t,t.next,e)<0}function Ou(t,e){const n=new zu(t.i,t.x,t.y),i=new zu(e.i,e.x,e.y),r=t.next,s=e.prev;return t.next=e,e.prev=t,n.next=r,r.prev=n,i.next=n,n.prev=i,s.next=i,i.prev=s,i}function Fu(t,e,n,i){const r=new zu(t,e,n);return i?(r.next=i.next,r.prev=i,i.next.prev=r,i.next=r):(r.prev=r,r.next=r),r}function Bu(t){t.next.prev=t.prev,t.prev.next=t.next,t.prevZ&&(t.prevZ.nextZ=t.nextZ),t.nextZ&&(t.nextZ.prevZ=t.prevZ)}function zu(t,e,n){this.i=t,this.x=e,this.y=n,this.prev=null,this.next=null,this.z=0,this.prevZ=null,this.nextZ=null,this.steiner=!1}class Hu{static area(t){const e=t.length;let n=0;for(let i=e-1,r=0;r2&&t[e-1].equals(t[0])&&t.pop()}function ku(t,e){for(let n=0;nNumber.EPSILON){const u=Math.sqrt(h),d=Math.sqrt(l*l+c*c),p=e.x-o/u,m=e.y+a/u,f=((n.x-c/d-p)*c-(n.y+l/d-m)*l)/(a*c-o*l);i=p+a*f-t.x,r=m+o*f-t.y;const g=i*i+r*r;if(g<=2)return new ti(i,r);s=Math.sqrt(g/2)}else{let t=!1;a>Number.EPSILON?l>Number.EPSILON&&(t=!0):a<-Number.EPSILON?l<-Number.EPSILON&&(t=!0):Math.sign(o)===Math.sign(c)&&(t=!0),t?(i=-o,r=a,s=Math.sqrt(h)):(i=a,r=o,s=Math.sqrt(h/2))}return new ti(i/s,r/s)}const L=[];for(let t=0,e=w.length,n=e-1,i=t+1;t=0;t--){const e=t/p,n=h*Math.cos(e*Math.PI/2),i=u*Math.sin(e*Math.PI/2)+d;for(let t=0,e=w.length;t=0;){const i=n;let r=n-1;r<0&&(r=t.length-1);for(let t=0,n=o+2*p;t0)&&d.push(e,r,l),(t!==n-1||o0!=t>0&&this.version++,this._anisotropy=t}get clearcoat(){return this._clearcoat}set clearcoat(t){this._clearcoat>0!=t>0&&this.version++,this._clearcoat=t}get iridescence(){return this._iridescence}set iridescence(t){this._iridescence>0!=t>0&&this.version++,this._iridescence=t}get sheen(){return this._sheen}set sheen(t){this._sheen>0!=t>0&&this.version++,this._sheen=t}get transmission(){return this._transmission}set transmission(t){this._transmission>0!=t>0&&this.version++,this._transmission=t}copy(t){return super.copy(t),this.defines={STANDARD:"",PHYSICAL:""},this.anisotropy=t.anisotropy,this.anisotropyRotation=t.anisotropyRotation,this.anisotropyMap=t.anisotropyMap,this.clearcoat=t.clearcoat,this.clearcoatMap=t.clearcoatMap,this.clearcoatRoughness=t.clearcoatRoughness,this.clearcoatRoughnessMap=t.clearcoatRoughnessMap,this.clearcoatNormalMap=t.clearcoatNormalMap,this.clearcoatNormalScale.copy(t.clearcoatNormalScale),this.ior=t.ior,this.iridescence=t.iridescence,this.iridescenceMap=t.iridescenceMap,this.iridescenceIOR=t.iridescenceIOR,this.iridescenceThicknessRange=[...t.iridescenceThicknessRange],this.iridescenceThicknessMap=t.iridescenceThicknessMap,this.sheen=t.sheen,this.sheenColor.copy(t.sheenColor),this.sheenColorMap=t.sheenColorMap,this.sheenRoughness=t.sheenRoughness,this.sheenRoughnessMap=t.sheenRoughnessMap,this.transmission=t.transmission,this.transmissionMap=t.transmissionMap,this.thickness=t.thickness,this.thicknessMap=t.thicknessMap,this.attenuationDistance=t.attenuationDistance,this.attenuationColor.copy(t.attenuationColor),this.specularIntensity=t.specularIntensity,this.specularIntensityMap=t.specularIntensityMap,this.specularColor.copy(t.specularColor),this.specularColorMap=t.specularColorMap,this}}class od extends ts{constructor(t){super(),this.isMeshPhongMaterial=!0,this.type="MeshPhongMaterial",this.color=new Kr(16777215),this.specular=new Kr(1118481),this.shininess=30,this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Kr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=Z,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.specular.copy(t.specular),this.shininess=t.shininess,this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class ld extends ts{constructor(t){super(),this.isMeshToonMaterial=!0,this.defines={TOON:""},this.type="MeshToonMaterial",this.color=new Kr(16777215),this.map=null,this.gradientMap=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Kr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.gradientMap=t.gradientMap,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.fog=t.fog,this}}class cd extends ts{constructor(t){super(),this.isMeshNormalMaterial=!0,this.type="MeshNormalMaterial",this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.wireframe=!1,this.wireframeLinewidth=1,this.flatShading=!1,this.setValues(t)}copy(t){return super.copy(t),this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.flatShading=t.flatShading,this}}class hd extends ts{constructor(t){super(),this.isMeshLambertMaterial=!0,this.type="MeshLambertMaterial",this.color=new Kr(16777215),this.map=null,this.lightMap=null,this.lightMapIntensity=1,this.aoMap=null,this.aoMapIntensity=1,this.emissive=new Kr(0),this.emissiveIntensity=1,this.emissiveMap=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.specularMap=null,this.alphaMap=null,this.envMap=null,this.combine=Z,this.reflectivity=1,this.refractionRatio=.98,this.wireframe=!1,this.wireframeLinewidth=1,this.wireframeLinecap="round",this.wireframeLinejoin="round",this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.color.copy(t.color),this.map=t.map,this.lightMap=t.lightMap,this.lightMapIntensity=t.lightMapIntensity,this.aoMap=t.aoMap,this.aoMapIntensity=t.aoMapIntensity,this.emissive.copy(t.emissive),this.emissiveMap=t.emissiveMap,this.emissiveIntensity=t.emissiveIntensity,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.specularMap=t.specularMap,this.alphaMap=t.alphaMap,this.envMap=t.envMap,this.combine=t.combine,this.reflectivity=t.reflectivity,this.refractionRatio=t.refractionRatio,this.wireframe=t.wireframe,this.wireframeLinewidth=t.wireframeLinewidth,this.wireframeLinecap=t.wireframeLinecap,this.wireframeLinejoin=t.wireframeLinejoin,this.flatShading=t.flatShading,this.fog=t.fog,this}}class ud extends ts{constructor(t){super(),this.isMeshMatcapMaterial=!0,this.defines={MATCAP:""},this.type="MeshMatcapMaterial",this.color=new Kr(16777215),this.matcap=null,this.map=null,this.bumpMap=null,this.bumpScale=1,this.normalMap=null,this.normalMapType=0,this.normalScale=new ti(1,1),this.displacementMap=null,this.displacementScale=1,this.displacementBias=0,this.alphaMap=null,this.flatShading=!1,this.fog=!0,this.setValues(t)}copy(t){return super.copy(t),this.defines={MATCAP:""},this.color.copy(t.color),this.matcap=t.matcap,this.map=t.map,this.bumpMap=t.bumpMap,this.bumpScale=t.bumpScale,this.normalMap=t.normalMap,this.normalMapType=t.normalMapType,this.normalScale.copy(t.normalScale),this.displacementMap=t.displacementMap,this.displacementScale=t.displacementScale,this.displacementBias=t.displacementBias,this.alphaMap=t.alphaMap,this.flatShading=t.flatShading,this.fog=t.fog,this}}class dd extends hh{constructor(t){super(),this.isLineDashedMaterial=!0,this.type="LineDashedMaterial",this.scale=1,this.dashSize=3,this.gapSize=1,this.setValues(t)}copy(t){return super.copy(t),this.scale=t.scale,this.dashSize=t.dashSize,this.gapSize=t.gapSize,this}}function pd(t,e,n){return!t||!n&&t.constructor===e?t:"number"==typeof e.BYTES_PER_ELEMENT?new e(t):Array.prototype.slice.call(t)}function md(t){return ArrayBuffer.isView(t)&&!(t instanceof DataView)}function fd(t){const e=t.length,n=new Array(e);for(let t=0;t!==e;++t)n[t]=t;return n.sort((function(e,n){return t[e]-t[n]})),n}function gd(t,e,n){const i=t.length,r=new t.constructor(i);for(let s=0,a=0;a!==i;++s){const i=n[s]*e;for(let n=0;n!==e;++n)r[a++]=t[i+n]}return r}function _d(t,e,n,i){let r=1,s=t[0];for(;void 0!==s&&void 0===s[i];)s=t[r++];if(void 0===s)return;let a=s[i];if(void 0!==a)if(Array.isArray(a))do{a=s[i],void 0!==a&&(e.push(s.time),n.push.apply(n,a)),s=t[r++]}while(void 0!==s);else if(void 0!==a.toArray)do{a=s[i],void 0!==a&&(e.push(s.time),a.toArray(n,n.length)),s=t[r++]}while(void 0!==s);else do{a=s[i],void 0!==a&&(e.push(s.time),n.push(a)),s=t[r++]}while(void 0!==s)}const vd={convertArray:pd,isTypedArray:md,getKeyframeOrder:fd,sortedArray:gd,flattenJSON:_d,subclip:function(t,e,n,i,r=30){const s=t.clone();s.name=e;const a=[];for(let t=0;t=i)){l.push(e.times[t]);for(let n=0;ns.tracks[t].times[0]&&(o=s.tracks[t].times[0]);for(let t=0;t=i.times[u]){const t=u*l+o,e=t+l-o;d=i.values.slice(t,e)}else{const t=i.createInterpolant(),e=o,n=l-o;t.evaluate(s),d=t.resultBuffer.slice(e,n)}if("quaternion"===r){(new Ii).fromArray(d).normalize().conjugate().toArray(d)}const p=a.times.length;for(let t=0;t=r)break t;{const a=e[1];t=r)break e}s=n,n=0}}for(;n>>1;te;)--s;if(++s,0!==r||s!==i){r>=s&&(s=Math.max(s,1),r=s-1);const t=this.getValueSize();this.times=n.slice(r,s),this.values=this.values.slice(r*t,s*t)}return this}validate(){let t=!0;const e=this.getValueSize();e-Math.floor(e)!=0&&(console.error("THREE.KeyframeTrack: Invalid value size in track.",this),t=!1);const n=this.times,i=this.values,r=n.length;0===r&&(console.error("THREE.KeyframeTrack: Track is empty.",this),t=!1);let s=null;for(let e=0;e!==r;e++){const i=n[e];if("number"==typeof i&&isNaN(i)){console.error("THREE.KeyframeTrack: Time is not a valid number.",this,e,i),t=!1;break}if(null!==s&&s>i){console.error("THREE.KeyframeTrack: Out of order keys.",this,e,i,s),t=!1;break}s=i}if(void 0!==i&&md(i))for(let e=0,n=i.length;e!==n;++e){const n=i[e];if(isNaN(n)){console.error("THREE.KeyframeTrack: Value is not a valid number.",this,e,n),t=!1;break}}return t}optimize(){const t=this.times.slice(),e=this.values.slice(),n=this.getValueSize(),i=this.getInterpolation()===Le,r=t.length-1;let s=1;for(let a=1;a0){t[s]=t[r];for(let t=r*n,i=s*n,a=0;a!==n;++a)e[i+a]=e[t+a];++s}return s!==t.length?(this.times=t.slice(0,s),this.values=e.slice(0,s*n)):(this.times=t,this.values=e),this}clone(){const t=this.times.slice(),e=this.values.slice(),n=new(0,this.constructor)(this.name,t,e);return n.createInterpolant=this.createInterpolant,n}}bd.prototype.TimeBufferType=Float32Array,bd.prototype.ValueBufferType=Float32Array,bd.prototype.DefaultInterpolation=Pe;class Ed extends bd{}Ed.prototype.ValueTypeName="bool",Ed.prototype.ValueBufferType=Array,Ed.prototype.DefaultInterpolation=Ce,Ed.prototype.InterpolantFactoryMethodLinear=void 0,Ed.prototype.InterpolantFactoryMethodSmooth=void 0;class Td extends bd{}Td.prototype.ValueTypeName="color";class wd extends bd{}wd.prototype.ValueTypeName="number";class Ad extends xd{constructor(t,e,n,i){super(t,e,n,i)}interpolate_(t,e,n,i){const r=this.resultBuffer,s=this.sampleValues,a=this.valueSize,o=(n-e)/(i-e);let l=t*a;for(let t=l+a;l!==t;l+=4)Ii.slerpFlat(r,0,s,l-a,s,l,o);return r}}class Rd extends bd{InterpolantFactoryMethodLinear(t){return new Ad(this.times,this.values,this.getValueSize(),t)}}Rd.prototype.ValueTypeName="quaternion",Rd.prototype.DefaultInterpolation=Pe,Rd.prototype.InterpolantFactoryMethodSmooth=void 0;class Cd extends bd{}Cd.prototype.ValueTypeName="string",Cd.prototype.ValueBufferType=Array,Cd.prototype.DefaultInterpolation=Ce,Cd.prototype.InterpolantFactoryMethodLinear=void 0,Cd.prototype.InterpolantFactoryMethodSmooth=void 0;class Pd extends bd{}Pd.prototype.ValueTypeName="vector";class Ld{constructor(t,e=-1,n,i=2500){this.name=t,this.tracks=n,this.duration=e,this.blendMode=i,this.uuid=Xn(),this.duration<0&&this.resetDuration()}static parse(t){const e=[],n=t.tracks,i=1/(t.fps||1);for(let t=0,r=n.length;t!==r;++t)e.push(Id(n[t]).scale(i));const r=new this(t.name,t.duration,e,t.blendMode);return r.uuid=t.uuid,r}static toJSON(t){const e=[],n=t.tracks,i={name:t.name,duration:t.duration,tracks:e,uuid:t.uuid,blendMode:t.blendMode};for(let t=0,i=n.length;t!==i;++t)e.push(bd.toJSON(n[t]));return i}static CreateFromMorphTargetSequence(t,e,n,i){const r=e.length,s=[];for(let t=0;t1){const t=s[1];let e=i[t];e||(i[t]=e=[]),e.push(n)}}const s=[];for(const t in i)s.push(this.CreateFromMorphTargetSequence(t,i[t],e,n));return s}static parseAnimation(t,e){if(!t)return console.error("THREE.AnimationClip: No animation in JSONLoader data."),null;const n=function(t,e,n,i,r){if(0!==n.length){const s=[],a=[];_d(n,s,a,i),0!==s.length&&r.push(new t(e,s,a))}},i=[],r=t.name||"default",s=t.fps||30,a=t.blendMode;let o=t.length||-1;const l=t.hierarchy||[];for(let t=0;t{e&&e(r),this.manager.itemEnd(t)}),0),r;if(void 0!==Fd[t])return void Fd[t].push({onLoad:e,onProgress:n,onError:i});Fd[t]=[],Fd[t].push({onLoad:e,onProgress:n,onError:i});const s=new Request(t,{headers:new Headers(this.requestHeader),credentials:this.withCredentials?"include":"same-origin"}),a=this.mimeType,o=this.responseType;fetch(s).then((e=>{if(200===e.status||0===e.status){if(0===e.status&&console.warn("THREE.FileLoader: HTTP Status 0 received."),"undefined"==typeof ReadableStream||void 0===e.body||void 0===e.body.getReader)return e;const n=Fd[t],i=e.body.getReader(),r=e.headers.get("Content-Length")||e.headers.get("X-File-Size"),s=r?parseInt(r):0,a=0!==s;let o=0;const l=new ReadableStream({start(t){!function e(){i.read().then((({done:i,value:r})=>{if(i)t.close();else{o+=r.byteLength;const i=new ProgressEvent("progress",{lengthComputable:a,loaded:o,total:s});for(let t=0,e=n.length;t{switch(o){case"arraybuffer":return t.arrayBuffer();case"blob":return t.blob();case"document":return t.text().then((t=>(new DOMParser).parseFromString(t,a)));case"json":return t.json();default:if(void 0===a)return t.text();{const e=/charset="?([^;"\s]*)"?/i.exec(a),n=e&&e[1]?e[1].toLowerCase():void 0,i=new TextDecoder(n);return t.arrayBuffer().then((t=>i.decode(t)))}}})).then((e=>{Ud.add(t,e);const n=Fd[t];delete Fd[t];for(let t=0,i=n.length;t{const n=Fd[t];if(void 0===n)throw this.manager.itemError(t),e;delete Fd[t];for(let t=0,i=n.length;t{this.manager.itemEnd(t)})),this.manager.itemStart(t)}setResponseType(t){return this.responseType=t,this}setMimeType(t){return this.mimeType=t,this}}class Hd extends Od{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new zd(this.manager);s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(n){try{e(r.parse(JSON.parse(n)))}catch(e){i?i(e):console.error(e),r.manager.itemError(t)}}),n,i)}parse(t){const e=[];for(let n=0;n0:i.vertexColors=t.vertexColors),void 0!==t.uniforms)for(const e in t.uniforms){const r=t.uniforms[e];switch(i.uniforms[e]={},r.type){case"t":i.uniforms[e].value=n(r.value);break;case"c":i.uniforms[e].value=(new Kr).setHex(r.value);break;case"v2":i.uniforms[e].value=(new ti).fromArray(r.value);break;case"v3":i.uniforms[e].value=(new Ui).fromArray(r.value);break;case"v4":i.uniforms[e].value=(new Ei).fromArray(r.value);break;case"m3":i.uniforms[e].value=(new ei).fromArray(r.value);break;case"m4":i.uniforms[e].value=(new cr).fromArray(r.value);break;default:i.uniforms[e].value=r.value}}if(void 0!==t.defines&&(i.defines=t.defines),void 0!==t.vertexShader&&(i.vertexShader=t.vertexShader),void 0!==t.fragmentShader&&(i.fragmentShader=t.fragmentShader),void 0!==t.glslVersion&&(i.glslVersion=t.glslVersion),void 0!==t.extensions)for(const e in t.extensions)i.extensions[e]=t.extensions[e];if(void 0!==t.lights&&(i.lights=t.lights),void 0!==t.clipping&&(i.clipping=t.clipping),void 0!==t.size&&(i.size=t.size),void 0!==t.sizeAttenuation&&(i.sizeAttenuation=t.sizeAttenuation),void 0!==t.map&&(i.map=n(t.map)),void 0!==t.matcap&&(i.matcap=n(t.matcap)),void 0!==t.alphaMap&&(i.alphaMap=n(t.alphaMap)),void 0!==t.bumpMap&&(i.bumpMap=n(t.bumpMap)),void 0!==t.bumpScale&&(i.bumpScale=t.bumpScale),void 0!==t.normalMap&&(i.normalMap=n(t.normalMap)),void 0!==t.normalMapType&&(i.normalMapType=t.normalMapType),void 0!==t.normalScale){let e=t.normalScale;!1===Array.isArray(e)&&(e=[e,e]),i.normalScale=(new ti).fromArray(e)}return void 0!==t.displacementMap&&(i.displacementMap=n(t.displacementMap)),void 0!==t.displacementScale&&(i.displacementScale=t.displacementScale),void 0!==t.displacementBias&&(i.displacementBias=t.displacementBias),void 0!==t.roughnessMap&&(i.roughnessMap=n(t.roughnessMap)),void 0!==t.metalnessMap&&(i.metalnessMap=n(t.metalnessMap)),void 0!==t.emissiveMap&&(i.emissiveMap=n(t.emissiveMap)),void 0!==t.emissiveIntensity&&(i.emissiveIntensity=t.emissiveIntensity),void 0!==t.specularMap&&(i.specularMap=n(t.specularMap)),void 0!==t.specularIntensityMap&&(i.specularIntensityMap=n(t.specularIntensityMap)),void 0!==t.specularColorMap&&(i.specularColorMap=n(t.specularColorMap)),void 0!==t.envMap&&(i.envMap=n(t.envMap)),void 0!==t.envMapIntensity&&(i.envMapIntensity=t.envMapIntensity),void 0!==t.reflectivity&&(i.reflectivity=t.reflectivity),void 0!==t.refractionRatio&&(i.refractionRatio=t.refractionRatio),void 0!==t.lightMap&&(i.lightMap=n(t.lightMap)),void 0!==t.lightMapIntensity&&(i.lightMapIntensity=t.lightMapIntensity),void 0!==t.aoMap&&(i.aoMap=n(t.aoMap)),void 0!==t.aoMapIntensity&&(i.aoMapIntensity=t.aoMapIntensity),void 0!==t.gradientMap&&(i.gradientMap=n(t.gradientMap)),void 0!==t.clearcoatMap&&(i.clearcoatMap=n(t.clearcoatMap)),void 0!==t.clearcoatRoughnessMap&&(i.clearcoatRoughnessMap=n(t.clearcoatRoughnessMap)),void 0!==t.clearcoatNormalMap&&(i.clearcoatNormalMap=n(t.clearcoatNormalMap)),void 0!==t.clearcoatNormalScale&&(i.clearcoatNormalScale=(new ti).fromArray(t.clearcoatNormalScale)),void 0!==t.iridescenceMap&&(i.iridescenceMap=n(t.iridescenceMap)),void 0!==t.iridescenceThicknessMap&&(i.iridescenceThicknessMap=n(t.iridescenceThicknessMap)),void 0!==t.transmissionMap&&(i.transmissionMap=n(t.transmissionMap)),void 0!==t.thicknessMap&&(i.thicknessMap=n(t.thicknessMap)),void 0!==t.anisotropyMap&&(i.anisotropyMap=n(t.anisotropyMap)),void 0!==t.sheenColorMap&&(i.sheenColorMap=n(t.sheenColorMap)),void 0!==t.sheenRoughnessMap&&(i.sheenRoughnessMap=n(t.sheenRoughnessMap)),i}setTextures(t){return this.textures=t,this}static createMaterialFromType(t){return new{ShadowMaterial:id,SpriteMaterial:rc,RawShaderMaterial:rd,ShaderMaterial:$s,PointsMaterial:Mh,MeshPhysicalMaterial:ad,MeshStandardMaterial:sd,MeshPhongMaterial:od,MeshToonMaterial:ld,MeshNormalMaterial:cd,MeshLambertMaterial:hd,MeshDepthMaterial:Fl,MeshDistanceMaterial:Bl,MeshBasicMaterial:es,MeshMatcapMaterial:ud,LineDashedMaterial:dd,LineBasicMaterial:hh,Material:ts}[t]}}class dp{static decodeText(t){if("undefined"!=typeof TextDecoder)return(new TextDecoder).decode(t);let e="";for(let n=0,i=t.length;n0){const n=new Nd(e);r=new kd(n),r.setCrossOrigin(this.crossOrigin);for(let e=0,n=t.length;e0){i=new kd(this.manager),i.setCrossOrigin(this.crossOrigin);for(let e=0,i=t.length;e{const e=new Oi;e.min.fromArray(t.boxMin),e.max.fromArray(t.boxMax);const n=new tr;return n.radius=t.sphereRadius,n.center.fromArray(t.sphereCenter),{boxInitialized:t.boxInitialized,box:e,sphereInitialized:t.sphereInitialized,sphere:n}})),s._maxGeometryCount=t.maxGeometryCount,s._maxVertexCount=t.maxVertexCount,s._maxIndexCount=t.maxIndexCount,s._geometryInitialized=t.geometryInitialized,s._geometryCount=t.geometryCount,s._matricesTexture=h(t.matricesTexture.uuid);break;case"LOD":s=new Sc;break;case"Line":s=new gh(l(t.geometry),c(t.material));break;case"LineLoop":s=new yh(l(t.geometry),c(t.material));break;case"LineSegments":s=new xh(l(t.geometry),c(t.material));break;case"PointCloud":case"Points":s=new wh(l(t.geometry),c(t.material));break;case"Sprite":s=new vc(c(t.material));break;case"Group":s=new Wl;break;case"Bone":s=new Uc;break;default:s=new Nr}if(s.uuid=t.uuid,void 0!==t.name&&(s.name=t.name),void 0!==t.matrix?(s.matrix.fromArray(t.matrix),void 0!==t.matrixAutoUpdate&&(s.matrixAutoUpdate=t.matrixAutoUpdate),s.matrixAutoUpdate&&s.matrix.decompose(s.position,s.quaternion,s.scale)):(void 0!==t.position&&s.position.fromArray(t.position),void 0!==t.rotation&&s.rotation.fromArray(t.rotation),void 0!==t.quaternion&&s.quaternion.fromArray(t.quaternion),void 0!==t.scale&&s.scale.fromArray(t.scale)),void 0!==t.up&&s.up.fromArray(t.up),void 0!==t.castShadow&&(s.castShadow=t.castShadow),void 0!==t.receiveShadow&&(s.receiveShadow=t.receiveShadow),t.shadow&&(void 0!==t.shadow.bias&&(s.shadow.bias=t.shadow.bias),void 0!==t.shadow.normalBias&&(s.shadow.normalBias=t.shadow.normalBias),void 0!==t.shadow.radius&&(s.shadow.radius=t.shadow.radius),void 0!==t.shadow.mapSize&&s.shadow.mapSize.fromArray(t.shadow.mapSize),void 0!==t.shadow.camera&&(s.shadow.camera=this.parseObject(t.shadow.camera))),void 0!==t.visible&&(s.visible=t.visible),void 0!==t.frustumCulled&&(s.frustumCulled=t.frustumCulled),void 0!==t.renderOrder&&(s.renderOrder=t.renderOrder),void 0!==t.userData&&(s.userData=t.userData),void 0!==t.layers&&(s.layers.mask=t.layers),void 0!==t.children){const a=t.children;for(let t=0;t{e&&e(n),r.manager.itemEnd(t)})).catch((t=>{i&&i(t)})):(setTimeout((function(){e&&e(s),r.manager.itemEnd(t)}),0),s);const a={};a.credentials="anonymous"===this.crossOrigin?"same-origin":"include",a.headers=this.requestHeader;const o=fetch(t,a).then((function(t){return t.blob()})).then((function(t){return createImageBitmap(t,Object.assign(r.options,{colorSpaceConversion:"none"}))})).then((function(n){return Ud.add(t,n),e&&e(n),r.manager.itemEnd(t),n})).catch((function(e){i&&i(e),Ud.remove(t),r.manager.itemError(t),r.manager.itemEnd(t)}));Ud.add(t,o),r.manager.itemStart(t)}}let yp;class Mp{static getContext(){return void 0===yp&&(yp=new(window.AudioContext||window.webkitAudioContext)),yp}static setContext(t){yp=t}}class Sp extends Od{constructor(t){super(t)}load(t,e,n,i){const r=this,s=new zd(this.manager);function a(e){i?i(e):console.error(e),r.manager.itemError(t)}s.setResponseType("arraybuffer"),s.setPath(this.path),s.setRequestHeader(this.requestHeader),s.setWithCredentials(this.withCredentials),s.load(t,(function(t){try{const n=t.slice(0);Mp.getContext().decodeAudioData(n,(function(t){e(t)})).catch(a)}catch(t){a(t)}}),n,i)}}const bp=new cr,Ep=new cr,Tp=new cr;class wp{constructor(){this.type="StereoCamera",this.aspect=1,this.eyeSep=.064,this.cameraL=new ta,this.cameraL.layers.enable(1),this.cameraL.matrixAutoUpdate=!1,this.cameraR=new ta,this.cameraR.layers.enable(2),this.cameraR.matrixAutoUpdate=!1,this._cache={focus:null,fov:null,aspect:null,near:null,far:null,zoom:null,eyeSep:null}}update(t){const e=this._cache;if(e.focus!==t.focus||e.fov!==t.fov||e.aspect!==t.aspect*this.aspect||e.near!==t.near||e.far!==t.far||e.zoom!==t.zoom||e.eyeSep!==this.eyeSep){e.focus=t.focus,e.fov=t.fov,e.aspect=t.aspect*this.aspect,e.near=t.near,e.far=t.far,e.zoom=t.zoom,e.eyeSep=this.eyeSep,Tp.copy(t.projectionMatrix);const n=e.eyeSep/2,i=n*e.near/e.focus,r=e.near*Math.tan(Gn*e.fov*.5)/e.zoom;let s,a;Ep.elements[12]=-n,bp.elements[12]=n,s=-r*e.aspect+i,a=r*e.aspect+i,Tp.elements[0]=2*e.near/(a-s),Tp.elements[8]=(a+s)/(a-s),this.cameraL.projectionMatrix.copy(Tp),s=-r*e.aspect-i,a=r*e.aspect-i,Tp.elements[0]=2*e.near/(a-s),Tp.elements[8]=(a+s)/(a-s),this.cameraR.projectionMatrix.copy(Tp)}this.cameraL.matrixWorld.copy(t.matrixWorld).multiply(Ep),this.cameraR.matrixWorld.copy(t.matrixWorld).multiply(bp)}}class Ap{constructor(t=!0){this.autoStart=t,this.startTime=0,this.oldTime=0,this.elapsedTime=0,this.running=!1}start(){this.startTime=Rp(),this.oldTime=this.startTime,this.elapsedTime=0,this.running=!0}stop(){this.getElapsedTime(),this.running=!1,this.autoStart=!1}getElapsedTime(){return this.getDelta(),this.elapsedTime}getDelta(){let t=0;if(this.autoStart&&!this.running)return this.start(),0;if(this.running){const e=Rp();t=(e-this.oldTime)/1e3,this.oldTime=e,this.elapsedTime+=t}return t}}function Rp(){return("undefined"==typeof performance?Date:performance).now()}const Cp=new Ui,Pp=new Ii,Lp=new Ui,Ip=new Ui;class Up extends Nr{constructor(){super(),this.type="AudioListener",this.context=Mp.getContext(),this.gain=this.context.createGain(),this.gain.connect(this.context.destination),this.filter=null,this.timeDelta=0,this._clock=new Ap}getInput(){return this.gain}removeFilter(){return null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null),this}getFilter(){return this.filter}setFilter(t){return null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination),this.filter=t,this.gain.connect(this.filter),this.filter.connect(this.context.destination),this}getMasterVolume(){return this.gain.gain.value}setMasterVolume(t){return this.gain.gain.setTargetAtTime(t,this.context.currentTime,.01),this}updateMatrixWorld(t){super.updateMatrixWorld(t);const e=this.context.listener,n=this.up;if(this.timeDelta=this._clock.getDelta(),this.matrixWorld.decompose(Cp,Pp,Lp),Ip.set(0,0,-1).applyQuaternion(Pp),e.positionX){const t=this.context.currentTime+this.timeDelta;e.positionX.linearRampToValueAtTime(Cp.x,t),e.positionY.linearRampToValueAtTime(Cp.y,t),e.positionZ.linearRampToValueAtTime(Cp.z,t),e.forwardX.linearRampToValueAtTime(Ip.x,t),e.forwardY.linearRampToValueAtTime(Ip.y,t),e.forwardZ.linearRampToValueAtTime(Ip.z,t),e.upX.linearRampToValueAtTime(n.x,t),e.upY.linearRampToValueAtTime(n.y,t),e.upZ.linearRampToValueAtTime(n.z,t)}else e.setPosition(Cp.x,Cp.y,Cp.z),e.setOrientation(Ip.x,Ip.y,Ip.z,n.x,n.y,n.z)}}class Np extends Nr{constructor(t){super(),this.type="Audio",this.listener=t,this.context=t.context,this.gain=this.context.createGain(),this.gain.connect(t.getInput()),this.autoplay=!1,this.buffer=null,this.detune=0,this.loop=!1,this.loopStart=0,this.loopEnd=0,this.offset=0,this.duration=void 0,this.playbackRate=1,this.isPlaying=!1,this.hasPlaybackControl=!0,this.source=null,this.sourceType="empty",this._startedAt=0,this._progress=0,this._connected=!1,this.filters=[]}getOutput(){return this.gain}setNodeSource(t){return this.hasPlaybackControl=!1,this.sourceType="audioNode",this.source=t,this.connect(),this}setMediaElementSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaNode",this.source=this.context.createMediaElementSource(t),this.connect(),this}setMediaStreamSource(t){return this.hasPlaybackControl=!1,this.sourceType="mediaStreamNode",this.source=this.context.createMediaStreamSource(t),this.connect(),this}setBuffer(t){return this.buffer=t,this.sourceType="buffer",this.autoplay&&this.play(),this}play(t=0){if(!0===this.isPlaying)return void console.warn("THREE.Audio: Audio is already playing.");if(!1===this.hasPlaybackControl)return void console.warn("THREE.Audio: this Audio has no playback control.");this._startedAt=this.context.currentTime+t;const e=this.context.createBufferSource();return e.buffer=this.buffer,e.loop=this.loop,e.loopStart=this.loopStart,e.loopEnd=this.loopEnd,e.onended=this.onEnded.bind(this),e.start(this._startedAt,this._progress+this.offset,this.duration),this.isPlaying=!0,this.source=e,this.setDetune(this.detune),this.setPlaybackRate(this.playbackRate),this.connect()}pause(){if(!1!==this.hasPlaybackControl)return!0===this.isPlaying&&(this._progress+=Math.max(this.context.currentTime-this._startedAt,0)*this.playbackRate,!0===this.loop&&(this._progress=this._progress%(this.duration||this.buffer.duration)),this.source.stop(),this.source.onended=null,this.isPlaying=!1),this;console.warn("THREE.Audio: this Audio has no playback control.")}stop(){if(!1!==this.hasPlaybackControl)return this._progress=0,null!==this.source&&(this.source.stop(),this.source.onended=null),this.isPlaying=!1,this;console.warn("THREE.Audio: this Audio has no playback control.")}connect(){if(this.filters.length>0){this.source.connect(this.filters[0]);for(let t=1,e=this.filters.length;t0){this.source.disconnect(this.filters[0]);for(let t=1,e=this.filters.length;t0&&this._mixBufferRegionAdditive(n,i,this._addIndex*e,1,e);for(let t=e,r=e+e;t!==r;++t)if(n[t]!==n[t+e]){a.setValue(n,i);break}}saveOriginalState(){const t=this.binding,e=this.buffer,n=this.valueSize,i=n*this._origIndex;t.getValue(e,i);for(let t=n,r=i;t!==r;++t)e[t]=e[i+t%n];this._setIdentity(),this.cumulativeWeight=0,this.cumulativeWeightAdditive=0}restoreOriginalState(){const t=3*this.valueSize;this.binding.setValue(this.buffer,t)}_setAdditiveIdentityNumeric(){const t=this._addIndex*this.valueSize,e=t+this.valueSize;for(let n=t;n=.5)for(let i=0;i!==r;++i)t[e+i]=t[n+i]}_slerp(t,e,n,i){Ii.slerpFlat(t,e,t,e,t,n,i)}_slerpAdditive(t,e,n,i,r){const s=this._workIndex*r;Ii.multiplyQuaternionsFlat(t,s,t,e,t,n),Ii.slerpFlat(t,e,t,e,t,s,i)}_lerp(t,e,n,i,r){const s=1-i;for(let a=0;a!==r;++a){const r=e+a;t[r]=t[r]*s+t[n+a]*i}}_lerpAdditive(t,e,n,i,r){for(let s=0;s!==r;++s){const r=e+s;t[r]=t[r]+t[n+s]*i}}}const kp="\\[\\]\\.:\\/",Gp=new RegExp("["+kp+"]","g"),Wp="[^"+kp+"]",Xp="[^"+kp.replace("\\.","")+"]",jp=new RegExp("^"+/((?:WC+[\/:])*)/.source.replace("WC",Wp)+/(WCOD+)?/.source.replace("WCOD",Xp)+/(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC",Wp)+/\.(WC+)(?:\[(.+)\])?/.source.replace("WC",Wp)+"$"),qp=["material","materials","bones","map"];class Yp{constructor(t,e,n){this.path=e,this.parsedPath=n||Yp.parseTrackName(e),this.node=Yp.findNode(t,this.parsedPath.nodeName),this.rootNode=t,this.getValue=this._getValue_unbound,this.setValue=this._setValue_unbound}static create(t,e,n){return t&&t.isAnimationObjectGroup?new Yp.Composite(t,e,n):new Yp(t,e,n)}static sanitizeNodeName(t){return t.replace(/\s/g,"_").replace(Gp,"")}static parseTrackName(t){const e=jp.exec(t);if(null===e)throw new Error("PropertyBinding: Cannot parse trackName: "+t);const n={nodeName:e[2],objectName:e[3],objectIndex:e[4],propertyName:e[5],propertyIndex:e[6]},i=n.nodeName&&n.nodeName.lastIndexOf(".");if(void 0!==i&&-1!==i){const t=n.nodeName.substring(i+1);-1!==qp.indexOf(t)&&(n.nodeName=n.nodeName.substring(0,i),n.objectName=t)}if(null===n.propertyName||0===n.propertyName.length)throw new Error("PropertyBinding: can not parse propertyName from trackName: "+t);return n}static findNode(t,e){if(void 0===e||""===e||"."===e||-1===e||e===t.name||e===t.uuid)return t;if(t.skeleton){const n=t.skeleton.getBoneByName(e);if(void 0!==n)return n}if(t.children){const n=function(t){for(let i=0;i=r){const s=r++,c=t[s];e[c.uuid]=l,t[l]=c,e[o]=s,t[s]=a;for(let t=0,e=i;t!==e;++t){const e=n[t],i=e[s],r=e[l];e[l]=i,e[s]=r}}}this.nCachedObjects_=r}uncache(){const t=this._objects,e=this._indicesByUUID,n=this._bindings,i=n.length;let r=this.nCachedObjects_,s=t.length;for(let a=0,o=arguments.length;a!==o;++a){const o=arguments[a].uuid,l=e[o];if(void 0!==l)if(delete e[o],l0&&(e[a.uuid]=l),t[l]=a,t.pop();for(let t=0,e=i;t!==e;++t){const e=n[t];e[l]=e[r],e.pop()}}}this.nCachedObjects_=r}subscribe_(t,e){const n=this._bindingsIndicesByPath;let i=n[t];const r=this._bindings;if(void 0!==i)return r[i];const s=this._paths,a=this._parsedPaths,o=this._objects,l=o.length,c=this.nCachedObjects_,h=new Array(l);i=r.length,n[t]=i,s.push(t),a.push(e),r.push(h);for(let n=c,i=o.length;n!==i;++n){const i=o[n];h[n]=new Yp(i,t,e)}return h}unsubscribe_(t){const e=this._bindingsIndicesByPath,n=e[t];if(void 0!==n){const i=this._paths,r=this._parsedPaths,s=this._bindings,a=s.length-1,o=s[a];e[t[a]]=n,s[n]=o,s.pop(),r[n]=r[a],r.pop(),i[n]=i[a],i.pop()}}}class Jp{constructor(t,e,n=null,i=e.blendMode){this._mixer=t,this._clip=e,this._localRoot=n,this.blendMode=i;const r=e.tracks,s=r.length,a=new Array(s),o={endingStart:Ie,endingEnd:Ie};for(let t=0;t!==s;++t){const e=r[t].createInterpolant(null);a[t]=e,e.settings=o}this._interpolantSettings=o,this._interpolants=a,this._propertyBindings=new Array(s),this._cacheIndex=null,this._byClipCacheIndex=null,this._timeScaleInterpolant=null,this._weightInterpolant=null,this.loop=2201,this._loopCount=-1,this._startTime=null,this.time=0,this.timeScale=1,this._effectiveTimeScale=1,this.weight=1,this._effectiveWeight=1,this.repetitions=1/0,this.paused=!1,this.enabled=!0,this.clampWhenFinished=!1,this.zeroSlopeAtStart=!0,this.zeroSlopeAtEnd=!0}play(){return this._mixer._activateAction(this),this}stop(){return this._mixer._deactivateAction(this),this.reset()}reset(){return this.paused=!1,this.enabled=!0,this.time=0,this._loopCount=-1,this._startTime=null,this.stopFading().stopWarping()}isRunning(){return this.enabled&&!this.paused&&0!==this.timeScale&&null===this._startTime&&this._mixer._isActiveAction(this)}isScheduled(){return this._mixer._isActiveAction(this)}startAt(t){return this._startTime=t,this}setLoop(t,e){return this.loop=t,this.repetitions=e,this}setEffectiveWeight(t){return this.weight=t,this._effectiveWeight=this.enabled?t:0,this.stopFading()}getEffectiveWeight(){return this._effectiveWeight}fadeIn(t){return this._scheduleFading(t,0,1)}fadeOut(t){return this._scheduleFading(t,1,0)}crossFadeFrom(t,e,n){if(t.fadeOut(e),this.fadeIn(e),n){const n=this._clip.duration,i=t._clip.duration,r=i/n,s=n/i;t.warp(1,r,e),this.warp(s,1,e)}return this}crossFadeTo(t,e,n){return t.crossFadeFrom(this,e,n)}stopFading(){const t=this._weightInterpolant;return null!==t&&(this._weightInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}setEffectiveTimeScale(t){return this.timeScale=t,this._effectiveTimeScale=this.paused?0:t,this.stopWarping()}getEffectiveTimeScale(){return this._effectiveTimeScale}setDuration(t){return this.timeScale=this._clip.duration/t,this.stopWarping()}syncWith(t){return this.time=t.time,this.timeScale=t.timeScale,this.stopWarping()}halt(t){return this.warp(this._effectiveTimeScale,0,t)}warp(t,e,n){const i=this._mixer,r=i.time,s=this.timeScale;let a=this._timeScaleInterpolant;null===a&&(a=i._lendControlInterpolant(),this._timeScaleInterpolant=a);const o=a.parameterPositions,l=a.sampleValues;return o[0]=r,o[1]=r+n,l[0]=t/s,l[1]=e/s,this}stopWarping(){const t=this._timeScaleInterpolant;return null!==t&&(this._timeScaleInterpolant=null,this._mixer._takeBackControlInterpolant(t)),this}getMixer(){return this._mixer}getClip(){return this._clip}getRoot(){return this._localRoot||this._mixer._root}_update(t,e,n,i){if(!this.enabled)return void this._updateWeight(t);const r=this._startTime;if(null!==r){const i=(t-r)*n;i<0||0===n?e=0:(this._startTime=null,e=n*i)}e*=this._updateTimeScale(t);const s=this._updateTime(e),a=this._updateWeight(t);if(a>0){const t=this._interpolants,e=this._propertyBindings;if(this.blendMode===Oe)for(let n=0,i=t.length;n!==i;++n)t[n].evaluate(s),e[n].accumulateAdditive(a);else for(let n=0,r=t.length;n!==r;++n)t[n].evaluate(s),e[n].accumulate(i,a)}}_updateWeight(t){let e=0;if(this.enabled){e=this.weight;const n=this._weightInterpolant;if(null!==n){const i=n.evaluate(t)[0];e*=i,t>n.parameterPositions[1]&&(this.stopFading(),0===i&&(this.enabled=!1))}}return this._effectiveWeight=e,e}_updateTimeScale(t){let e=0;if(!this.paused){e=this.timeScale;const n=this._timeScaleInterpolant;if(null!==n){e*=n.evaluate(t)[0],t>n.parameterPositions[1]&&(this.stopWarping(),0===e?this.paused=!0:this.timeScale=e)}}return this._effectiveTimeScale=e,e}_updateTime(t){const e=this._clip.duration,n=this.loop;let i=this.time+t,r=this._loopCount;const s=2202===n;if(0===t)return-1===r?i:s&&1==(1&r)?e-i:i;if(2200===n){-1===r&&(this._loopCount=0,this._setEndings(!0,!0,!1));t:{if(i>=e)i=e;else{if(!(i<0)){this.time=i;break t}i=0}this.clampWhenFinished?this.paused=!0:this.enabled=!1,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t<0?-1:1})}}else{if(-1===r&&(t>=0?(r=0,this._setEndings(!0,0===this.repetitions,s)):this._setEndings(0===this.repetitions,!0,s)),i>=e||i<0){const n=Math.floor(i/e);i-=e*n,r+=Math.abs(n);const a=this.repetitions-r;if(a<=0)this.clampWhenFinished?this.paused=!0:this.enabled=!1,i=t>0?e:0,this.time=i,this._mixer.dispatchEvent({type:"finished",action:this,direction:t>0?1:-1});else{if(1===a){const e=t<0;this._setEndings(e,!e,s)}else this._setEndings(!1,!1,s);this._loopCount=r,this.time=i,this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:n})}}else this.time=i;if(s&&1==(1&r))return e-i}return i}_setEndings(t,e,n){const i=this._interpolantSettings;n?(i.endingStart=Ue,i.endingEnd=Ue):(i.endingStart=t?this.zeroSlopeAtStart?Ue:Ie:Ne,i.endingEnd=e?this.zeroSlopeAtEnd?Ue:Ie:Ne)}_scheduleFading(t,e,n){const i=this._mixer,r=i.time;let s=this._weightInterpolant;null===s&&(s=i._lendControlInterpolant(),this._weightInterpolant=s);const a=s.parameterPositions,o=s.sampleValues;return a[0]=r,o[0]=e,a[1]=r+t,o[1]=n,this}}const Kp=new Float32Array(1);class $p extends Hn{constructor(t){super(),this._root=t,this._initMemoryManager(),this._accuIndex=0,this.time=0,this.timeScale=1}_bindAction(t,e){const n=t._localRoot||this._root,i=t._clip.tracks,r=i.length,s=t._propertyBindings,a=t._interpolants,o=n.uuid,l=this._bindingsByRootAndName;let c=l[o];void 0===c&&(c={},l[o]=c);for(let t=0;t!==r;++t){const r=i[t],l=r.name;let h=c[l];if(void 0!==h)++h.referenceCount,s[t]=h;else{if(h=s[t],void 0!==h){null===h._cacheIndex&&(++h.referenceCount,this._addInactiveBinding(h,o,l));continue}const i=e&&e._propertyBindings[t].binding.parsedPath;h=new Vp(Yp.create(n,l,i),r.ValueTypeName,r.getValueSize()),++h.referenceCount,this._addInactiveBinding(h,o,l),s[t]=h}a[t].resultBuffer=h.buffer}}_activateAction(t){if(!this._isActiveAction(t)){if(null===t._cacheIndex){const e=(t._localRoot||this._root).uuid,n=t._clip.uuid,i=this._actionsByClip[n];this._bindAction(t,i&&i.knownActions[0]),this._addInactiveAction(t,n,e)}const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==n.useCount++&&(this._lendBinding(n),n.saveOriginalState())}this._lendAction(t)}}_deactivateAction(t){if(this._isActiveAction(t)){const e=t._propertyBindings;for(let t=0,n=e.length;t!==n;++t){const n=e[t];0==--n.useCount&&(n.restoreOriginalState(),this._takeBackBinding(n))}this._takeBackAction(t)}}_initMemoryManager(){this._actions=[],this._nActiveActions=0,this._actionsByClip={},this._bindings=[],this._nActiveBindings=0,this._bindingsByRootAndName={},this._controlInterpolants=[],this._nActiveControlInterpolants=0;const t=this;this.stats={actions:{get total(){return t._actions.length},get inUse(){return t._nActiveActions}},bindings:{get total(){return t._bindings.length},get inUse(){return t._nActiveBindings}},controlInterpolants:{get total(){return t._controlInterpolants.length},get inUse(){return t._nActiveControlInterpolants}}}}_isActiveAction(t){const e=t._cacheIndex;return null!==e&&e=0;--e)t[e].stop();return this}update(t){t*=this.timeScale;const e=this._actions,n=this._nActiveActions,i=this.time+=t,r=Math.sign(t),s=this._accuIndex^=1;for(let a=0;a!==n;++a){e[a]._update(i,t,r,s)}const a=this._bindings,o=this._nActiveBindings;for(let t=0;t!==o;++t)a[t].apply(s);return this}setTime(t){this.time=0;for(let t=0;tthis.max.x||t.ythis.max.y)}containsBox(t){return this.min.x<=t.min.x&&t.max.x<=this.max.x&&this.min.y<=t.min.y&&t.max.y<=this.max.y}getParameter(t,e){return e.set((t.x-this.min.x)/(this.max.x-this.min.x),(t.y-this.min.y)/(this.max.y-this.min.y))}intersectsBox(t){return!(t.max.xthis.max.x||t.max.ythis.max.y)}clampPoint(t,e){return e.copy(t).clamp(this.min,this.max)}distanceToPoint(t){return this.clampPoint(t,cm).distanceTo(t)}intersect(t){return this.min.max(t.min),this.max.min(t.max),this.isEmpty()&&this.makeEmpty(),this}union(t){return this.min.min(t.min),this.max.max(t.max),this}translate(t){return this.min.add(t),this.max.add(t),this}equals(t){return t.min.equals(this.min)&&t.max.equals(this.max)}}const um=new Ui,dm=new Ui;class pm{constructor(t=new Ui,e=new Ui){this.start=t,this.end=e}set(t,e){return this.start.copy(t),this.end.copy(e),this}copy(t){return this.start.copy(t.start),this.end.copy(t.end),this}getCenter(t){return t.addVectors(this.start,this.end).multiplyScalar(.5)}delta(t){return t.subVectors(this.end,this.start)}distanceSq(){return this.start.distanceToSquared(this.end)}distance(){return this.start.distanceTo(this.end)}at(t,e){return this.delta(e).multiplyScalar(t).add(this.start)}closestPointToPointParameter(t,e){um.subVectors(t,this.start),dm.subVectors(this.end,this.start);const n=dm.dot(dm);let i=dm.dot(um)/n;return e&&(i=jn(i,0,1)),i}closestPointToPoint(t,e,n){const i=this.closestPointToPointParameter(t,e);return this.delta(n).multiplyScalar(i).add(this.start)}applyMatrix4(t){return this.start.applyMatrix4(t),this.end.applyMatrix4(t),this}equals(t){return t.start.equals(this.start)&&t.end.equals(this.end)}clone(){return(new this.constructor).copy(this)}}const mm=new Ui;class fm extends Nr{constructor(t,e){super(),this.light=t,this.matrix=t.matrixWorld,this.matrixAutoUpdate=!1,this.color=e,this.type="SpotLightHelper";const n=new As,i=[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 t=0,e=1,n=32;t1)for(let n=0;n.99999)this.quaternion.set(0,0,0,1);else if(t.y<-.99999)this.quaternion.set(1,0,0,0);else{Hm.set(t.z,0,-t.x).normalize();const e=Math.acos(t.y);this.quaternion.setFromAxisAngle(Hm,e)}}setLength(t,e=.2*t,n=.2*e){this.line.scale.set(1,Math.max(1e-4,t-e),1),this.line.updateMatrix(),this.cone.scale.set(n,e,n),this.cone.position.y=t,this.cone.updateMatrix()}setColor(t){this.line.material.color.set(t),this.cone.material.color.set(t)}copy(t){return super.copy(t,!1),this.line.copy(t.line),this.cone.copy(t.cone),this}dispose(){this.line.geometry.dispose(),this.line.material.dispose(),this.cone.geometry.dispose(),this.cone.material.dispose()}}class Wm extends xh{constructor(t=1){const e=[0,0,0,t,0,0,0,0,0,0,t,0,0,0,0,0,0,t],n=new As;n.setAttribute("position",new vs(e,3)),n.setAttribute("color",new vs([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1],3));super(n,new hh({vertexColors:!0,toneMapped:!1})),this.type="AxesHelper"}setColors(t,e,n){const i=new Kr,r=this.geometry.attributes.color.array;return i.set(t),i.toArray(r,0),i.toArray(r,3),i.set(e),i.toArray(r,6),i.toArray(r,9),i.set(n),i.toArray(r,12),i.toArray(r,15),this.geometry.attributes.color.needsUpdate=!0,this}dispose(){this.geometry.dispose(),this.material.dispose()}}class Xm{constructor(){this.type="ShapePath",this.color=new Kr,this.subPaths=[],this.currentPath=null}moveTo(t,e){return this.currentPath=new eu,this.subPaths.push(this.currentPath),this.currentPath.moveTo(t,e),this}lineTo(t,e){return this.currentPath.lineTo(t,e),this}quadraticCurveTo(t,e,n,i){return this.currentPath.quadraticCurveTo(t,e,n,i),this}bezierCurveTo(t,e,n,i,r,s){return this.currentPath.bezierCurveTo(t,e,n,i,r,s),this}splineThru(t){return this.currentPath.splineThru(t),this}toShapes(t){function e(t,e){const n=e.length;let i=!1;for(let r=n-1,s=0;sNumber.EPSILON){if(l<0&&(n=e[s],o=-o,a=e[r],l=-l),t.ya.y)continue;if(t.y===n.y){if(t.x===n.x)return!0}else{const e=l*(t.x-n.x)-o*(t.y-n.y);if(0===e)return!0;if(e<0)continue;i=!i}}else{if(t.y!==n.y)continue;if(a.x<=t.x&&t.x<=n.x||n.x<=t.x&&t.x<=a.x)return!0}}return i}const n=Hu.isClockWise,i=this.subPaths;if(0===i.length)return[];let r,s,a;const o=[];if(1===i.length)return s=i[0],a=new mu,a.curves=s.curves,o.push(a),o;let l=!n(i[0].getPoints());l=t?!l:l;const c=[],h=[];let u,d,p=[],m=0;h[m]=void 0,p[m]=[];for(let e=0,a=i.length;e1){let t=!1,n=0;for(let t=0,e=h.length;t0&&!1===t&&(p=c)}for(let t=0,e=h.length;t